Author Topic: OXCE (OpenXcom Extended) main thread  (Read 594077 times)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1035 on: March 13, 2022, 01:45:01 am »
If you want you can check it out:
https://github.com/Yankes/OpenXcom/commit/92533e82a817c55c2c20fb17bb0ee8681d2417d5

This probably stay as experiment and will not be included to OXCE.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1036 on: March 13, 2022, 03:45:44 am »
Oh, cool, I'll look through it. Although, I'm not that good at rendering things =)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1037 on: March 13, 2022, 09:48:12 am »
Question is could we fix it other way around? instead making workaround wheat we could simply remove wheat when unit stand on it.
This will solve most graphic glitches too when unit move.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1038 on: March 13, 2022, 02:08:03 pm »
Well, what about something with not so solid shape, like Reaper, for example?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1039 on: March 13, 2022, 06:08:53 pm »
I mean very simple logic:
if tile have unit, do not show this graphic or show different one.

Simply each tile will have two graphic styles, one for "no unit" and another "have unit over".

Small hack:
Code: [Select]
if (unit == nullptr)
{
// Draw object
tmpSurface = tile->getSprite(O_OBJECT);
if (tmpSurface)
{
if (tile->isBackTileObject(O_OBJECT))
{
if (tile->getObstacle(O_OBJECT))
Surface::blitRaw(surface, tmpSurface, screenPosition.x, screenPosition.y - tile->getYOffset(O_OBJECT), obstacleShade, false, _nvColor);
else
Surface::blitRaw(surface, tmpSurface, screenPosition.x, screenPosition.y - tile->getYOffset(O_OBJECT), tileShade, false, _nvColor);
}
}
}
Make interesting result (see in attachment).

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1040 on: March 13, 2022, 06:19:19 pm »
Looks promising! Do we need to define it for each MCD we want to alter this way?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1041 on: March 13, 2022, 07:01:27 pm »
Its not implemented, this is only hack to check if it will work, how its will exactly work will be determined later.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1042 on: March 13, 2022, 07:10:17 pm »
I have a question, why items, placed on map with `items` property can be fused with `fuseTimers` and `randomizedItems` are not fused?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1043 on: March 13, 2022, 09:25:47 pm »
Yes, this is whole point of this two properties, one is designed to place "fused" items and second is for not "fused" items.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1044 on: March 13, 2022, 11:13:39 pm »
I thought the point is that one is random, another fixed... Ok, if it's intended

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1045 on: March 19, 2022, 11:04:16 am »
What do you think about moving to C++ 20? =)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1046 on: March 19, 2022, 12:04:13 pm »
What do you think about moving to C++ 20? =)
This is breaking change, at least after 2024 when every env we use have full C++20 support.

Offline Bonakva

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1047 on: April 02, 2022, 05:41:07 pm »
Suggestion
Quick change of vehicle equipment on keys 1-9 by analogy with the equipment of a soldier

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1048 on: April 17, 2022, 02:50:32 pm »
looks very interesting =)

I cant see vanilla multiple layer toggle in extended options. What if I toggle it on, then change the mod with extended options - can I toggle it off?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1049 on: April 28, 2022, 10:39:57 am »
looks very interesting =)

I cant see vanilla multiple layer toggle in extended options. What if I toggle it on, then change the mod with extended options - can I toggle it off?

You have debug turned on in the options.cfg file, so it shows the debug button instead.

Normal players will see the layer toggle button.