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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 446262 times)

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #975 on: February 05, 2022, 10:22:51 pm »
That would leave very little room for translations on those buttons.
There are languages much more verbose than English, support for those is more important than creating interface space.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #976 on: February 05, 2022, 10:34:08 pm »
"Build a new base" - can be replaced with a construction icon.
New bases in the game are not built too often.
Other functions are similar.
In the tactical interface, none of the buttons have an inscription. But even without translation, everything is clear.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #977 on: February 06, 2022, 01:39:21 am »
There is a ton of free space for new features without such dramatic changes.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #978 on: February 06, 2022, 12:30:22 pm »
Thank you very much for the update.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #979 on: February 06, 2022, 04:16:37 pm »
There is a ton of free space for new features without such dramatic changes.

If you take the Warhammer 40,000 universe (where each "military camp" is treated as a separate military unit), then in fact each "X-COM base" lacks the functions of managing it as a military camp. (At least at the level of the military Company)
This means that players will definitely ask for platoon, company and regimental functions for managing personnel and the facility itself..

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #980 on: February 06, 2022, 06:07:32 pm »
If you take the Warhammer 40,000 universe (where each "military camp" is treated as a separate military unit), then in fact each "X-COM base" lacks the functions of managing it as a military camp. (At least at the level of the military Company)
This means that players will definitely ask for platoon, company and regimental functions for managing personnel and the facility itself..
But this is X-COM, not Warhammer. Base interface spacing is fine as is. Underlaying idea is to stay vanilla-compliant.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #981 on: February 06, 2022, 06:38:04 pm »
hotfix OXCE v7.5.2 uploaded

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #982 on: February 06, 2022, 07:17:11 pm »
But this is X-COM, not Warhammer. Base interface spacing is fine as is. Underlaying idea is to stay vanilla-compliant.
If we consider X-COM as a simulator of a military organization, then the simulation of all the main functions and structures of a military organization is indispensable in the future.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #983 on: February 06, 2022, 08:02:45 pm »
But this is X-COM, not Warhammer. Base interface spacing is fine as is. Underlaying idea is to stay vanilla-compliant.
If someone decides to create in the game (modification) such a strategic level that is present in the game "Civilization" or "Total War", then the number of bases in the game will be equal (needed) to the number of regions on the globe. That is more than eight.
(To establish control over the region - you need to capture the base in it)
« Last Edit: February 06, 2022, 08:37:38 pm by Komandos »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #984 on: February 06, 2022, 09:55:47 pm »
If someone decides to create in the game (modification) such a strategic level that is present in the game "Civilization" or "Total War", then the number of bases in the game will be equal (needed) to the number of regions on the globe. That is more than eight.
(To establish control over the region - you need to capture the base in it)

It's useless. Negotiations have been underway for several years now, but the number of bases has not increased because of this. In addition, modding capabilities allow you to have dozens of ships and combat squads on one base, so there is no formal need to increase the number of bases.

hotfix OXCE v7.5.2 uploaded

What exactly has been changed?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #985 on: February 06, 2022, 10:01:47 pm »
What exactly has been changed?

Layered armors optimization and validation was reverted back.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #986 on: February 06, 2022, 10:24:29 pm »
It's useless. Negotiations have been underway for several years now, but the number of bases has not increased because of this. In addition, modding capabilities allow you to have dozens of ships and combat squads on one base, so there is no formal need to increase the number of bases.


I guess:
As soon as there are people who are able to implement the strategic concept of Total War (economic control over the territory through military control over the "city" (Base) located on this territory), then there will be people who are able to increase the number of bases to the number of regions.
In the game "Total War" (Civilization), the player can also have a dozen armies in each city. But economic control over the new territory is achieved only through the military capture of enemy cities.
« Last Edit: February 06, 2022, 10:28:38 pm by Komandos »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #987 on: February 07, 2022, 12:43:30 am »
When press the button New Battle -

Code: [Select]
[07-02-2022_01-38-00] [FATAL] A fatal error has occurred: Segmentation fault.
[07-02-2022_01-38-00] [FATAL] 0x5cbe20 OpenXcom::CrossPlatform::stackTrace(void*)
[07-02-2022_01-38-00] [FATAL] 0x5ccca0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[07-02-2022_01-38-00] [FATAL] 0x41c7f0 signalLogger(int)
[07-02-2022_01-38-00] [FATAL] 0x9f49b0 OpenXcom::UfopaediaStartState::think()
[07-02-2022_01-38-00] [FATAL] 0x76e872fc _C_specific_handler
[07-02-2022_01-38-00] [FATAL] 0x76e9bee0 _chkstk
[07-02-2022_01-38-00] [FATAL] 0x76e6ff00 RtlInitializeResource
[07-02-2022_01-38-00] [FATAL] 0x76e9b5f0 KiUserExceptionDispatcher
[07-02-2022_01-38-00] [FATAL] 0xd59300 std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > >::vector(std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&)
[07-02-2022_01-38-00] [FATAL] 0x78e980 OpenXcom::AlienDeployment::getTerrains[abi:cxx11]() const
[07-02-2022_01-38-00] [FATAL] 0x751990 OpenXcom::NewBattleState::cbxMissionChange(OpenXcom::Action*)
[07-02-2022_01-38-00] [FATAL] 0x752a10 OpenXcom::NewBattleState::load(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[07-02-2022_01-38-00] [FATAL] 0x754a70 OpenXcom::NewBattleState::NewBattleState()
[07-02-2022_01-38-00] [FATAL] 0x7490c0 OpenXcom::MainMenuState::btnNewBattleClick(OpenXcom::Action*)
[07-02-2022_01-38-00] [FATAL] 0x5e8860 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[07-02-2022_01-38-00] [FATAL] 0x6a4380 OpenXcom::State::handle(OpenXcom::Action*)
[07-02-2022_01-38-00] [FATAL] 0x5e3f50 OpenXcom::Game::run()
[07-02-2022_01-38-00] [FATAL] 0x41c950 SDL_main
[07-02-2022_01-38-00] [FATAL] 0x9f64e0 console_main
[07-02-2022_01-38-00] [FATAL] 0x9f6600 WinMain
[07-02-2022_01-38-00] [FATAL] ??
[07-02-2022_01-38-00] [FATAL] ??
[07-02-2022_01-38-00] [FATAL] 0x76d25550 BaseThreadInitThunk
[07-02-2022_01-38-00] [FATAL] 0x76e83840 RtlUserThreadStart
[07-02-2022_01-38-03] [FATAL] OpenXcom has crashed: Segmentation fault.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #988 on: February 07, 2022, 01:13:51 am »
When press the button New Battle -

likely just some side effect of modding... delete `battle.cfg` file and try again pls

...or maybe even upload that battle.cfg file here so that I can check what failed and try to handle it a bit more gracefully next time
« Last Edit: February 07, 2022, 01:19:43 am by Meridian »

Offline ontherun

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Re: OXCE (OpenXcom Extended) main thread
« Reply #989 on: February 07, 2022, 01:18:03 am »
Excuse me, as for the layered armors, please might someone explain what this feature readded in openxcom extended 7.5.2 does/allows to do?