Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445579 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #450 on: April 08, 2020, 12:38:51 pm »
Posting it's here because I think this is OXCE related bug. Nagas can use fans as holes in the USO and just moves up through it. I'm adding save file, it's Ironman, so set it off if you need.

Arrows mark their movement up-down. It's currently should be under fan on first floor. 

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #451 on: April 08, 2020, 01:14:54 pm »
Do you check OXC or Vanilla how they behave? I don't think we change any thing in that aspect in OXCE.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #452 on: April 08, 2020, 01:19:40 pm »
Posting it's here because I think this is OXCE related bug. Nagas can use fans as holes in the USO and just moves up through it. I'm adding save file, it's Ironman, so set it off if you need.

Arrows mark their movement up-down. It's currently should be under fan on first floor.

Why is that a bug? Xcom units (e.g. your shrimp drone) can do that too.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #453 on: April 08, 2020, 01:32:39 pm »
Ok, I never tried with drone this trick yet, thanks for explanation.  That Naga who magically appears from fan just scary me =)

Offline roysintm

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Installation question
« Reply #454 on: April 09, 2020, 12:37:34 am »
Hi,

I'm new so I probably doing something stupid but here it goes:

My OS is Ubuntu 18.04.4 - user has admin rights.

- I have the XCOM Ufo Defense vanilla files incl. patch
- I downloaded the latest version of Openxcom Extended
- Unzipped the 7z file, all good.
- Copied the vanilla folders to the UFO folder (according to the readme.txt file in the UFO folder)
- Now ,in the parent directory I have the file OpenXomEx... it has the checkbox "allow executing file as a program" checked.
  but I cannot run it, it's no executable? it's a shared lib of some kind...

I want to use OpenXcom Extended to run the open Xcom files mod...

Any help much appreciated. 

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #455 on: April 09, 2020, 02:12:13 am »
It is a known bug in one of ubuntu's components.

Try the procedure as described by Meridian in the topic this bug was first encountered:
https://openxcom.org/forum/index.php/topic,7361.msg116438.html#msg116438

If that solves your problem but you still insist on starting via clicking an icon you can use my workaround as posted in that same topic:
https://openxcom.org/forum/index.php/topic,7361.msg116347.html#msg116347

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #456 on: April 09, 2020, 02:15:29 pm »
Questions: why aquanauts miss the shots if they have 120% accuracy? How that possible and why more than 100%? Is it possible to change human death sounds for two different types (female, male) in tftd like in original USO using .rul files or it's hard coded?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #457 on: April 09, 2020, 02:48:00 pm »
Questions: why aquanauts miss the shots if they have 120% accuracy? How that possible and why more than 100%?

Because it is not 120%.
It's just 120.
Without %.

Is it possible to change human death sounds for two different types (female, male) in tftd like in original USO using .rul files?

Yes.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #458 on: April 09, 2020, 03:35:45 pm »
Quote
Because it is not 120%.
Then what is this? Why % present?

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #459 on: April 09, 2020, 04:00:08 pm »
It was probably the best option for Gollop to communicate to the player 2 things [1]:
* The bigger the number, the better
* It has something to do with how likely you are to hit the target

[1] Baring aside creating some glyph nobody would understand without reading the manual.

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #460 on: April 09, 2020, 04:05:45 pm »
Bear in mind I haven't looked through the code on this, but the percent chance given is the actual chance to hit a 2x2 square of target voxels plus 20. The reason for the plus 20 is the fact that a hitbox is generally larger than a 2x2 voxel square. The actual chance to hit is impossible to quantify as sometimes it hits the target voxel square but one of the voxels in the square is obstructed so it looks like it misses to the player.

TLDR: Hit chances are a reference and nothing more concrete.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #461 on: April 09, 2020, 04:20:07 pm »
Bear in mind I haven't looked through the code on this, but the percent chance given is the actual chance to hit a 2x2 square of target voxels plus 20. The reason for the plus 20 is the fact that a hitbox is generally larger than a 2x2 voxel square. The actual chance to hit is impossible to quantify as sometimes it hits the target voxel square but one of the voxels in the square is obstructed so it looks like it misses to the player.

TLDR: Hit chances are a reference and nothing more concrete.

There are no hit chances on ranged attacks in OpenXcom, full stop.
Don't try to invent any, and please don't confuse the people even more than they are.

There is also no 2x2 target approximation, nor any +20 magical constants, or anything of that kind.
Just isn't.
Seriously.
OpenXcom can easily show you accuracy of 340% or 10000000% if the modder decides to pump up soldier or weapon stats.

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #462 on: April 09, 2020, 04:40:12 pm »
And still miss :D

Another other side, there is small probability that if you place in specific place shooter and target then overall number of hits will be similar to to this "percent" show in UI. But again as Meridian said, this is outside of OXC logic a engine do not do any calcinations as this.

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #463 on: April 09, 2020, 06:15:47 pm »
Bear in mind I haven't looked through the code on this,

As I said, thanks for the clarification, I thought there was some percent math going on with target voxels.

TLDR: Hit chances are a reference and nothing more concrete.

As stated

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #464 on: April 11, 2020, 07:17:54 pm »
Can't put down Gas cannon from poor guy. I've tried use arrow in right bottom corner to make a space on floor but it's not working =(. So is this bug, feature (Triton space limitation is NOT set to 80), or I just unlucky with my hands and mouse?