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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 572697 times)

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #855 on: September 16, 2021, 09:28:52 pm »
You need the "alternate movement methods" user setting turned on (the one that enables running and strafing).

It was the tank type. Tanks with 85mm or 60 cannons have fixed turrets, they cannot turn it. You can also see on the sprite as the turret and tank body is shaded and rendered to flow together way too photo-perfectly.

While the Cars with automatic grenade launchers have a tiny turret, which is easily separated into its own sprite. Because of the separation the shading and rendering is not continous, but a clear edge made of black pixels.

Rotatable turrets for the tanks would have been a lot of extra work.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #856 on: September 16, 2021, 09:32:40 pm »
It was the tank type. Tanks with 85mm or 60 cannons have fixed turrets, they cannot turn it. You can also see on the sprite as the turret and tank body is shaded and rendered to flow together way too photo-perfectly.

While the Cars with automatic grenade launchers have a tiny turret, which is easily separated into its own sprite. Because of the separation the shading and rendering is not continous, but a clear edge made of black pixels.

Rotatable turrets for the tanks would have been a lot of extra work.

OK, no problem.

I don't even know which tanks or even which mod you're talking about.
Mod questions normally belong to mod threads, try to keep this thread for engine questions :)

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #857 on: September 20, 2021, 12:46:53 pm »
Engine's bug, maybe.
No TU cost is shown for travelling in flying suit from a craft with a ramp to a place somewhere near the right side of the craft, on the same 2nd level. It happens only when the flying unit needs to move diagonally on the ramp in order to get around another unit standing on the ramp. See the picture and the saved game (X-COM Files mod).

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #858 on: September 20, 2021, 01:18:04 pm »
Another bugreport from the same battlescape, about floating weapon.

Steps to reproduce:
1. Kill a floater flying in the 3rd level with powerful plasma to get the body disintegrated.
2. Watch floater's weapon floating in the air on the same 3rd level.

The lucky shot was made with Fire glove, it is X-COM Files mod.

There is a save in the attached ZIP, it was made right after the shot.
« Last Edit: September 20, 2021, 01:21:05 pm by Fomka »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #859 on: September 20, 2021, 01:49:03 pm »
Engine's bug, maybe.
No TU cost is shown for travelling in flying suit from a craft with a ramp to a place somewhere near the right side of the craft, on the same 2nd level. It happens only when the flying unit needs to move diagonally on the ramp in order to get around another unit standing on the ramp. See the picture and the saved game (X-COM Files mod).

And what's the problem?

The unit is not flying through that tile, it flies diagonally.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #860 on: September 20, 2021, 02:18:23 pm »
Another bugreport from the same battlescape, about floating weapon.

Steps to reproduce:
1. Kill a floater flying in the 3rd level with powerful plasma to get the body disintegrated.
2. Watch floater's weapon floating in the air on the same 3rd level.

The lucky shot was made with Fire glove, it is X-COM Files mod.

There is a save in the attached ZIP, it was made right after the shot.

We'll have a look at this.
If not difficult, it will be fixed.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #861 on: September 21, 2021, 06:58:48 am »
Thanks!
As for the previous post:
There are no tiles with TU cost shown between the "24" one and the cursor. Marked this area with orange colour.
« Last Edit: September 21, 2021, 07:03:34 am by Fomka »

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #862 on: September 21, 2021, 04:36:54 pm »
Although not familiar with the geometry of that craft. It could be that the shortest path (according to the algorithm) is by going up one (or multiple?) level(s), which will not be visible in that screenshot.

Just to be sure: did you check if those numbers are not visible when using the viewpoint with an additional layer (mouse-wheel up on my system)?

-- edit --
Some grammar errors
« Last Edit: September 21, 2021, 04:39:33 pm by R1dO »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #863 on: September 21, 2021, 05:15:10 pm »
There are no tiles with TU cost shown between the "24" one and the cursor. Marked this area with orange colour.

Upload a save to reproduce please.

Offline 0xEBJC

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Re: OXCE (OpenXcom Extended) main thread
« Reply #864 on: September 21, 2021, 11:18:46 pm »
Not sure if this this is intended or an issues, but the sell/sack screen has inconsistencies , middle or right clicking on items some times shows the ufopedia, sometimes shows the research tree and sometimes nothing even when the research is completed and has the ufopedia page accessible.

I would expected it would function the same as in the craft equip armament screen where middle right clicking would bring up the ufopedia.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #865 on: September 21, 2021, 11:47:05 pm »
Right-click doesn't do any of that.
Right-click always shows the manufacturing dependencies.

Middle-click used to always do just the research tree in the past (nice and consistent), but people wanted to have also Ufopedia, so now both are supported (in a complicated way) as follows:

for items:
1. Just Middle-click opens research tree if possible... if not possible, open Ufopedia... if not possible, nothing
2. CTRL+Middle-click opens Ufopedia if possible

for craft:
Middle-click opens Ufopedia

Offline 0xEBJC

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Re: OXCE (OpenXcom Extended) main thread
« Reply #866 on: September 22, 2021, 03:16:49 am »
Thanks Meridian!

Something else I noticed, when changing the game release under mods, from ufo, tftd, or x-com files. each version doesn't retain it's own copy of setting under the advanced options.

I know some mods, like twots and x-com files specifically sets, changes and locks out options like, x-com files sets explosion radius to 2, but when I go back to tftd or ufo, those setting stay changed.  It would be nice to have the advanced setting stored and remembered for each game type.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #867 on: September 22, 2021, 10:34:27 am »
Something else I noticed, when changing the game release under mods, from ufo, tftd, or x-com files. each version doesn't retain it's own copy of setting under the advanced options.

As designed.

You can either use multiple installations of OpenXcom...
...or just have multiple shortcuts for each mod and specify the user and/or config folder as a command-line parameter.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #868 on: September 22, 2021, 05:42:20 pm »
Upload a save to reproduce please.
Here is the save.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #869 on: September 22, 2021, 05:46:09 pm »
Although not familiar with the geometry of that craft...
Just to be sure: did you check if those numbers are not visible when using the viewpoint with an additional layer (mouse-wheel up on my system)?
I did not check it in the multilayer mode, because I checked it in other way. Just move the agent standing on the ramp and the numbers will appear. The save is in the previous post. The mod is X-COM Files, if you want to check yourself.