Author Topic: OXCE (OpenXcom Extended) main thread  (Read 570053 times)

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1215 on: December 06, 2022, 07:36:36 am »
Are teleportation abilities currently possible with OXCE?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8974
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1216 on: December 06, 2022, 09:05:31 am »
No.

Offline Xom126

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1217 on: December 09, 2022, 09:34:18 pm »
Is it possible to spawn tiles with weapons? If not, could it be in the future? If you use a trap tal script, then this could create a curved analogue of smoke / fire.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1218 on: December 09, 2022, 10:11:13 pm »
Any plans to add them?

Also wondering if it's presently possible to determine the source of a fatal wound, or if they can be flagged/tagged in some way so they can be a prerequisite for certain interactions/scripts; for example in the 40k mod, if a unit is wounded with Nurgle weaponry, they could be made to transform into a zombie upon dying, should they have that Nurgle sourced/flagged wound on death.
« Last Edit: December 09, 2022, 10:19:21 pm by Surrealistik »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8974
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1219 on: December 09, 2022, 11:15:27 pm »
I don't have plans to add teleporting. Or spawn tiles with weapons.

Vanilla fatal wounds cannot be flagged. But you can make a new attribute called whatever you like and use it to indicate a wound by a particular weapon using Y-scripts.

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3293
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1220 on: December 23, 2022, 07:06:50 pm »
In OXCE 7.8.5 I changed how light is updated, this should improve performance on maps with multiple levels.
I welcome testing to check if new logic do not introduced some bugs.

Offline Slow

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1221 on: December 26, 2022, 06:49:42 am »
Before the battle, one must choose a weapon, and different maps require a different weapons. So, it would help, if before the battle and weapon selection, player knew the type of map. Like, "Map: Urban" or "Map: Desert".


Online psavola

  • Commander
  • *****
  • Posts: 793
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1222 on: December 27, 2022, 02:10:37 pm »
Auto finish mission in Advanced settings could maybe be improved slightly. The turn is ended immediately (even in the middle of a series of auto shots), yet when the turn is ended, for example primed grenades on the ground explode. (For example, if you set one down to be picked up by someone else, or a soldier has gone down with a primed grenade on earlier on the same turn - I have actually been bitten by this behavior once or twice). The immedate ending of the turn in the middle of auto-shots seems to be inconstent with the behaviour of ending the turn and exploding primed grenades. I would suggest that the end-turn phases such as grenades exploding would otherwise be skipped as well when the last alien dies.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8974
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1223 on: December 27, 2022, 02:34:01 pm »
The grenade consistently explodes in both cases.

Anything else is (in my opinion) inconsistent.

Online psavola

  • Commander
  • *****
  • Posts: 793
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1224 on: December 27, 2022, 05:51:34 pm »
The grenade consistently explodes in both cases.

Anything else is (in my opinion) inconsistent.

If by your logic the preprimed grenades should explode, I think that by the same logic all the remaining auto-shots should be shot (for example, destroying equipment behind the final alien), instead of ending the mission immediately in the middle of a series of autoshots. How else could the soldier stop a series of autoshots being shot in the middle of the alien falling down when it's the final alien, but not when it's not the final alien?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8974
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1225 on: December 27, 2022, 09:54:51 pm »
If by your logic the preprimed grenades should explode, I think that by the same logic all the remaining auto-shots should be shot (for example, destroying equipment behind the final alien), instead of ending the mission immediately in the middle of a series of autoshots. How else could the soldier stop a series of autoshots being shot in the middle of the alien falling down when it's the final alien, but not when it's not the final alien?

Ok, I will fix the autoshots.

Offline Xilmi

  • Commander
  • *****
  • Posts: 640
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1226 on: December 27, 2022, 10:03:10 pm »
I just merged with the OXCE 7.8.5 commit from 4 days ago and now my game keeps crashing either when loading the battle-scape or when doing something in the battle-scape.
The weird thing is that the call-stack refers to something different all the time.
I wanted to try whether that also happens with the official OXCE 7.8.5 or only on my locally compiled build but I don't know where to download it. The official download-links only seem to have 7.8.0


Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8974
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1227 on: December 28, 2022, 01:54:07 am »
I just merged with the OXCE 7.8.5 commit from 4 days ago and now my game keeps crashing either when loading the battle-scape or when doing something in the battle-scape.
The weird thing is that the call-stack refers to something different all the time.
I wanted to try whether that also happens with the official OXCE 7.8.5 or only on my locally compiled build but I don't know where to download it. The official download-links only seem to have 7.8.0

Nightly builds are here: https://lxnt.wtf/oxem/#/Extended

Direct link to 7.8.5: https://lxnt.wtf/oxem/builds//Extended/Extended-7.8.5-dc35fe34f-2022-12-23-win64.7z

Offline Xilmi

  • Commander
  • *****
  • Posts: 640
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1228 on: December 28, 2022, 02:22:41 am »
Nightly builds are here: https://lxnt.wtf/oxem/#/Extended

Direct link to 7.8.5: https://lxnt.wtf/oxem/builds//Extended/Extended-7.8.5-dc35fe34f-2022-12-23-win64.7z
That one also crashes for me as soon as I enter battle-scape. Same as my self-compiled merged version. It doesn't for anyone else?

Code: [Select]
[28-12-2022_01-20-57] [FATAL] A fatal error has occurred: Segmentation fault.
[28-12-2022_01-20-57] [FATAL] 0x5d2830 OpenXcom::CrossPlatform::stackTrace(void*)
[28-12-2022_01-20-57] [FATAL] 0x5d36a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[28-12-2022_01-20-57] [FATAL] 0x41c7f0 signalLogger(int)
[28-12-2022_01-20-57] [FATAL] 0xa0b0a0 OpenXcom::UfopaediaStartState::think()
[28-12-2022_01-20-57] [FATAL] 0x7ffa8bd93aa0 _C_specific_handler
[28-12-2022_01-20-57] [FATAL] 0x7ffa8bda89f0 _chkstk
[28-12-2022_01-20-57] [FATAL] 0x7ffa8bd352f0 RtlRestoreContext
[28-12-2022_01-20-57] [FATAL] 0x7ffa8bda7b00 KiUserExceptionDispatcher
[28-12-2022_01-20-57] [FATAL] 0x5a5410 OpenXcom::TileEngine::calculateLighting(OpenXcom::LightLayers, OpenXcom::Position, int, bool)
[28-12-2022_01-20-57] [FATAL] 0x5b1000 OpenXcom::TileEngine::explode(OpenXcom::BattleActionAttack, OpenXcom::Position, int, OpenXcom::RuleDamageType const*, int, bool)
[28-12-2022_01-20-57] [FATAL] 0x513590 OpenXcom::BattlescapeGenerator::explodePowerSources()
[28-12-2022_01-20-57] [FATAL] 0x527b20 OpenXcom::BattlescapeGenerator::run()
[28-12-2022_01-20-57] [FATAL] 0x75ce80 OpenXcom::NewBattleState::btnOkClick(OpenXcom::Action*)
[28-12-2022_01-20-57] [FATAL] 0x5ef8e0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[28-12-2022_01-20-57] [FATAL] 0x6af4f0 OpenXcom::State::handle(OpenXcom::Action*)
[28-12-2022_01-20-57] [FATAL] 0x5eaf10 OpenXcom::Game::run()
[28-12-2022_01-20-57] [FATAL] 0x41c950 SDL_main
[28-12-2022_01-20-57] [FATAL] 0xa0cbd0 console_main
[28-12-2022_01-20-57] [FATAL] 0xa0ccf0 WinMain
[28-12-2022_01-20-57] [FATAL] ??
[28-12-2022_01-20-57] [FATAL] ??
[28-12-2022_01-20-57] [FATAL] 0x7ffa8a1c5590 BaseThreadInitThunk
[28-12-2022_01-20-57] [FATAL] 0x7ffa8bd04830 RtlUserThreadStart
[28-12-2022_01-21-09] [FATAL] OpenXcom has crashed: Segmentation fault.
« Last Edit: December 28, 2022, 02:24:48 am by Xilmi »

Offline Vakrug

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1229 on: December 28, 2022, 11:11:31 am »
The immedate ending of the turn in the middle of auto-shots seems to be inconstent with the behaviour of ending the turn and exploding primed grenades.
The sentence is phrased like you are complaining about auto-shots and not about grenades exploding in your hands.
I would suggest that the end-turn phases such as grenades exploding would otherwise be skipped as well when the last alien dies.
There is a better solution. When some soldiers are fatally wounded, there is a prompt "do you really want to end mission now?". I think similar prompt should be shown when there are primed grenades (with prime time 0) on the map.
Ok, I will fix the autoshots.
Oh, come on, it is not autoshots that are broken...