Author Topic: OXCE (OpenXcom Extended) main thread  (Read 595778 times)

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1080 on: June 08, 2022, 01:00:22 am »
Sorry for asking it here, but my question have possible future request, depends on answers. For example I have two research projects:
Code: [Select]
- name: STR_PROJECT_1
  cost: 10
  points: 50
  needItem: true

- name: STR_PROJECT_2
  cost: 10
  points: 50
  needItem: true
So questions:
1. Is it possible automatically finish STR_PROJECT_2 when STR_PROJECT_1 finished,  make it grey color in tree if it already started or not but it present as possible in lab project list? I tested mechanics with "disables" command, what makes it red, removes from list, removes scientists from it as well, but I'm looking something like "complete" command.
2. If it's not possible could we have it as future request in OXCE?
Thank you all for your answers in advance.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1081 on: June 08, 2022, 08:55:27 am »
getOneFree command

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1082 on: June 08, 2022, 03:31:15 pm »
GetOneFree could do trick, but it's not finishes two or more "bonus" projects simultaneously. It pick one random or or sequentially from the list.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1083 on: June 14, 2022, 09:15:57 pm »
OXCE crashes when I pressing "preview" button on Moray interceptor. I think it happened because this ship used for interception purposes but not for delivery aquanauts.
Code: [Select]
[14-06-2022_21-00-54] [FATAL] A fatal error has occurred: Segmentation fault.
[14-06-2022_21-00-54] [FATAL] 0x5cbe20 OpenXcom::CrossPlatform::stackTrace(void*)
[14-06-2022_21-00-54] [FATAL] 0x5ccca0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[14-06-2022_21-00-54] [FATAL] 0x41c7f0 signalLogger(int)
[14-06-2022_21-00-54] [FATAL] 0x9f4930 OpenXcom::UfopaediaStartState::think()
[14-06-2022_21-00-54] [FATAL] 0x7fff6e19c6d0 _C_specific_handler
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b1fb0 _chkstk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e161020 RtlRaiseException
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b0bd0 KiUserExceptionDispatcher
[14-06-2022_21-00-54] [FATAL] 0x522710 OpenXcom::BattlescapeGenerator::run()
[14-06-2022_21-00-54] [FATAL] 0x447960 OpenXcom::CraftSoldiersState::btnPreviewClick(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e8860 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[14-06-2022_21-00-54] [FATAL] 0x6a4380 OpenXcom::State::handle(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e3f50 OpenXcom::Game::run()
[14-06-2022_21-00-54] [FATAL] 0x41c950 SDL_main
[14-06-2022_21-00-54] [FATAL] 0x9f6460 console_main
[14-06-2022_21-00-54] [FATAL] 0x9f6580 WinMain
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] 0x7fff6c757020 BaseThreadInitThunk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e162630 RtlUserThreadStart
[14-06-2022_21-01-02] [FATAL] OpenXcom has crashed: Segmentation fault.
I'm adding save file too.
Question about OXCE special strings - any STR in ruleset what could be used to prevent crash and remove preview button there when player selecting non-transport ship?

Offline psavola

  • Commander
  • *****
  • Posts: 836
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1084 on: June 14, 2022, 10:39:48 pm »
OXCE crashes when I pressing "preview" button on Moray interceptor. I think it happened because this ship used for interception purposes but not for delivery aquanauts.
Code: [Select]
[14-06-2022_21-00-54] [FATAL] A fatal error has occurred: Segmentation fault.
[14-06-2022_21-00-54] [FATAL] 0x5cbe20 OpenXcom::CrossPlatform::stackTrace(void*)
[14-06-2022_21-00-54] [FATAL] 0x5ccca0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[14-06-2022_21-00-54] [FATAL] 0x41c7f0 signalLogger(int)
[14-06-2022_21-00-54] [FATAL] 0x9f4930 OpenXcom::UfopaediaStartState::think()
[14-06-2022_21-00-54] [FATAL] 0x7fff6e19c6d0 _C_specific_handler
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b1fb0 _chkstk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e161020 RtlRaiseException
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b0bd0 KiUserExceptionDispatcher
[14-06-2022_21-00-54] [FATAL] 0x522710 OpenXcom::BattlescapeGenerator::run()
[14-06-2022_21-00-54] [FATAL] 0x447960 OpenXcom::CraftSoldiersState::btnPreviewClick(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e8860 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[14-06-2022_21-00-54] [FATAL] 0x6a4380 OpenXcom::State::handle(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e3f50 OpenXcom::Game::run()
[14-06-2022_21-00-54] [FATAL] 0x41c950 SDL_main
[14-06-2022_21-00-54] [FATAL] 0x9f6460 console_main
[14-06-2022_21-00-54] [FATAL] 0x9f6580 WinMain
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] 0x7fff6c757020 BaseThreadInitThunk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e162630 RtlUserThreadStart
[14-06-2022_21-01-02] [FATAL] OpenXcom has crashed: Segmentation fault.
I'm adding save file too.
Question about OXCE special strings - any STR in ruleset what could be used to prevent crash and remove preview button there when player selecting non-transport ship?

I reported this in May 3 with 2021-04-04 version IIRC (in TWoTS thread). It was supposed to be fixed in the next release. There seem to have been relevant changes in github on Apr 24. I wonder you tested the latest version or the problem still persists?

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1085 on: June 14, 2022, 11:10:40 pm »
It crashes on latest public release for Windows and for Linux too. Seems this bug still persists. We really need something like STR_NO_PREVIEW: true. But let's wait response from developers.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1086 on: June 15, 2022, 11:19:13 am »
it has been fixed already

Offline Delian

  • Commander
  • *****
  • Posts: 504
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1087 on: June 15, 2022, 04:49:50 pm »
In recent nightly I added option to control cost of armor moving

This properties can have any value but game enforce that result TU cost is in range [1, 254] and Energy in [0, 255].

Using the nightly 7.5.9, running diagonally (is that the correct term?) now costs 5 TU and 4 energy, from the previous 4 tu and 4 energy. I don't like this change because, logically, moving diagonally should cost 1.41x of horizontal movement. Horizontal movement = 4, diagonal movement = 5.66 (rounded to 6). And if running reduces cost by 25%, then horizontal = 3, diagonal = 4.24 (rounded to 4).

Edit: This change was made 7.5.5 -> 7.5.6
EditEdit: It was actually 7.5.6 -> 7.5.7
« Last Edit: June 16, 2022, 03:01:55 pm by Delian »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1088 on: June 15, 2022, 05:26:28 pm »
thanks, we'll check the formulas

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1089 on: June 15, 2022, 08:50:30 pm »
it has been fixed already
Am I blind or have some wrong Windows version OXCE? Using (v2022-02-07) for Windows, game crashes when I'm going to "Select squad for Moray 3", putting pilot inside in, pressing "preview" and it crashes. It's not crashes only if Moray has no pilot. Same for Linux.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1090 on: June 15, 2022, 09:11:15 pm »
It's in the nightly builds, not released yet.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1091 on: June 15, 2022, 09:48:10 pm »
Well I tried 7.5.9 from https://lxnt.wtf/oxem/#/Extended, still crashing :(

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1092 on: June 15, 2022, 09:57:45 pm »
Using the nightly 7.5.9, running diagonally (is that the correct term?) now costs 5 TU and 4 energy, from the previous 4 tu and 4 energy. I don't like this change because, logically, moving diagonally should cost 1.41x of horizontal movement. Horizontal movement = 4, diagonal movement = 5.66 (rounded to 6). And if running reduces cost by 25%, then horizontal = 3, diagonal = 4.24 (rounded to 4).

Edit: This change was made 7.5.5 -> 7.5.6
This is not fully accurate, game always used 1.5 for diagonal move, in case of 3 then it will be 4.5 and using standard roundup it give 5
Difference between version was caused moment when value was roundup and sum, even if I change this case it other place we could see difference.

Add fact that running and move cost is editable we could end up with horizontal cost equal 1 and with it cost for diagonal equal 1 or 2 is equally bad.

Offline psavola

  • Commander
  • *****
  • Posts: 836
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1093 on: June 15, 2022, 10:19:49 pm »
Well I tried 7.5.9 from https://lxnt.wtf/oxem/#/Extended, still crashing :(

You need at least 7.5.14 to get the fixes that went in in Apr 24.

Offline Delian

  • Commander
  • *****
  • Posts: 504
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1094 on: June 15, 2022, 10:50:53 pm »
This is not fully accurate, game always used 1.5 for diagonal move, in case of 3 then it will be 4.5 and using standard roundup it give 5
Yeah, I know game always used 1.5. I'm just arguing that 1.5 is a simplification of √2 and that √2 is what should have been used as per standard hypotenuse equation. But programmers were lazy and now we have to deal with these rounding errors haha

According to IEEE 754 floating point standard, 4.5 rounds to 4, so I don't know what you mean with "standard roundup".
Your second, what I would call "extreme" example of 1.5, according to the standard, that would be rounded to 2.

Anyway, can you change it back so that default diagonal running cost is the same as before? Thanks.