Author Topic: OXCE (OpenXcom Extended) main thread  (Read 596054 times)

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #435 on: April 02, 2020, 11:37:14 am »
As far as I understand it, terrain does not even have a material attribute.

For ricochets, such as you described them, several additions would have to be added.
A) Terrain material in MCD file. (So that we can know if it is wood, metal or something else. There is sound which walking over it makes at offset 0x34, which is closest, but you can't tell wood from dirt on that one.)
B) An option to select what damage types ricochet off which materials, and at what maximal angles. You would not want plasma, for example to bounce off of metal. Or for that matter, a bullet hitting a wooden fence straight, then bouncing back and hitting the soldier who fired it.
C) The geometry would have to recognise at what angle it was hit, to determine if the ricochet happens, and where to.
D) As Solarius Scorch mentioned, there should be other interactions, such as overpenetration, passing straight through, no damage to specific materials (electric to metal).

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #436 on: April 02, 2020, 04:43:50 pm »
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?

The manufacturing recipe must have a different name from the name of the item it produces. Example:

Code: [Select]
manufacture:
  - name: STR_GAUSS_PISTOL_X4
    producedItems:
      STR_GAUSS_PISTOL: 4

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #437 on: April 04, 2020, 07:26:33 pm »
Is any way to save aquanaut who had "frozen (stunned) to death" status? Or it's impossible remove it even with med-kit and he(she) eventually will die?

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #438 on: April 04, 2020, 07:27:43 pm »
A large dose of stimulants will save them.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #439 on: April 04, 2020, 07:39:06 pm »
Yeah, thanks, just did it and save a guy. Thanks for fast reply.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #440 on: April 05, 2020, 03:21:22 pm »
How to prevent aliens  enter my ships? What should I remove in rul files?

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #441 on: April 05, 2020, 03:48:26 pm »
That would be in the OXCE code, not in .rul files.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #442 on: April 05, 2020, 05:39:08 pm »
Lol, why wouldn't they enter your ships?

"Commence the assault!"
"Leader, they put a sign on the door, it says 'no ayys allowed'."
"Drat! Abort mission."

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #443 on: April 05, 2020, 07:48:44 pm »
"Sir, the door isn't locked..."
"Soldier, we may not enter without proper pleasantries, as it says right here!"

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #444 on: April 05, 2020, 10:48:38 pm »
Lol, why wouldn't they enter your ships?

"Commence the assault!"
"Leader, they put a sign on the door, it says 'no ayys allowed'."
"Drat! Abort mission."
Very funny? Because in vanilla they can't and I stay there all time killing them one by one. Now it's almost impossible to hide.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #445 on: April 06, 2020, 02:21:11 am »
I never noticed such AI behavior in vanilla. Once I found the last alien hiding in my Skyranger in vanilla =)

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #446 on: April 06, 2020, 10:15:11 pm »
Yes, this is neither sensible nor confirmed by experience.

Offline robin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #447 on: April 06, 2020, 10:46:36 pm »
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?
Code: [Select]
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)log attached.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #448 on: April 06, 2020, 11:23:26 pm »
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?
Code: [Select]
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)log attached.

There are unofficial nightly builds after every change.
They live on the bleeding edge.

6.4.2 is the latest official.

Offline robin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #449 on: April 06, 2020, 11:53:12 pm »
I suspected something similar. No issues on 6.4.2 too *breathes a sigh of relief*. Thanks.