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openxcom_fta's Issues

Default briefing with CTRL + B on initial base defence mission

As i cheat engine with initial mission, it loses briefing info after battle starts, so CTRL + B while in battlescape leads to vanilla briefing, not one shown to the player.

Possible solutions:
Quick - disable CTRL + B (for base defense mission?)
Fine - solve initial problem with engine cheating or somehow tell battlescape about initial briefing

Has to be solved before alpha 1 and least with Quick option

No abort penalty on succesful evac mission

If the mission was aborted, but considered as success because extendedObjectiveType: STR_EVACUATION was pleased, dont reduce points with abortPenalty and do not show the line in debriefing.

Get info about performed transformations

Currently, the player cant receive info about what soldierTransformations (saved in previousTransformations) and bonuses (saved as transformationBonuses) applied on soldier, tho this info is very important for FtA campaign

Redo transformation UI

image

  • add description property
  • move training time
  • show soldier bonuses assigned
  • hide Psi strings before it is unlocked
  • hide strings about special items required if none in ruleset

Covert operation item properties

  • Make required items actual required to start operation
  • Make bonusItems property, having them in operation container add fixed (from ruleset) odds to operation
  • No changing music by default
  • MIA in details

13 11 oxce merging issues

  • handleResearch
  • soldier armor state fta logic fixes
  • mastermind event generation (monthly)
  • monthly, not mothly
  • sorting in diplomacy sell
  • reinf unit spawn with YS

Endgame bug

image

[13-10-2021_05-27-46] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 5) >= this->size() (which is 5)
[13-10-2021_05-27-46] [FATAL] 0x5e27e0 OpenXcom::CrossPlatform::stackTrace(void*)
[13-10-2021_05-27-46] [FATAL] 0x5e3660 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits, std::allocator > const&)
[13-10-2021_05-27-46] [FATAL] 0x41c880 exceptionLogger()
[13-10-2021_05-27-46] [FATAL] 0xc25280 MPEGaction::MPEGaction()
[13-10-2021_05-27-46] [FATAL] 0xe3cf00 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocatorOpenXcom::ScriptProcData > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocatorOpenXcom::ScriptProcData > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocatorOpenXcom::ScriptProcData > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocatorOpenXcom::ScriptProcData > >)
[13-10-2021_05-27-46] [FATAL] 0xe42c30 std::__detail::_Compiler<std::__cxx11::regex_traits >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits, true, true>&)::{lambda(char)#1}::operator()(char) const
[13-10-2021_05-27-46] [FATAL] 0xe31320 void std::__merge_sort_with_buffer<__gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocatorOpenXcom::Soldier* > >, OpenXcom::Soldier**, __gnu_cxx::__ops::_Iter_comp_iterOpenXcom::SortFunctor >(__gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocatorOpenXcom::Soldier* > >, __gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocatorOpenXcom::Soldier* > >, OpenXcom::Soldier**, __gnu_cxx::__ops::_Iter_comp_iterOpenXcom::SortFunctor)
[13-10-2021_05-27-46] [FATAL] 0x9a22d0 OpenXcom::SavedGame::getCurrentScore(int) const
[13-10-2021_05-27-46] [FATAL] 0x6d54e0 OpenXcom::MasterMind::eventScriptProcessor(OpenXcom::Game&, std::vector<std::__cxx11::basic_string<char, std::char_traits, std::allocator >, std::allocator<std::__cxx11::basic_string<char, std::char_traits, std::allocator > > >, OpenXcom::ProcessorSource)
[13-10-2021_05-27-46] [FATAL] 0x72ec30 OpenXcom::GeoscapeState::time1Day()
[13-10-2021_05-27-46] [FATAL] 0x7320a0 OpenXcom::GeoscapeState::timeAdvance()
[13-10-2021_05-27-46] [FATAL] 0x6bfa20 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[13-10-2021_05-27-46] [FATAL] 0x5faa90 OpenXcom::Game::run()
[13-10-2021_05-27-46] [FATAL] 0x41c950 SDL_main
[13-10-2021_05-27-46] [FATAL] 0xa405c0 console_main
[13-10-2021_05-27-46] [FATAL] 0xa406e0 WinMain
[13-10-2021_05-27-46] [FATAL] ??
[13-10-2021_05-27-46] [FATAL] ??
[13-10-2021_05-27-46] [FATAL] 0x7ffdb1327020 BaseThreadInitThunk
[13-10-2021_05-27-46] [FATAL] 0x7ffdb27c2630 RtlUserThreadStart

Item listing on debreafing

Reproduce - start new FtA game, enable debug, stun all enemies or kills all enemies, on debriefing hit Loot button. We see empty list:
image

Expected:
image

Note - items themselves still are recovered
image

Bug persists since first 0.2.5 build, and do not persists in last 0.2.4 build (https://lxnt.wtf/oxem/builds//FTA/FtA-0.2.4-ff208f5e3-2021-08-05-win64.7z)

To note:
e493e51
e7d5b02

Super weird case:
Start new battle, choose:
image
debug warp to
image
get the floppy warp back to ship and hit Evac
image
image

BUT it works fine with OXCE 7.1 build (current)
image
image

(difference between first screen "OBJECTIVE SECURED" and "ALIEN ARTIFACTS RECOVERED" are normal and relates to another FtA feature)

Line of Sight Indicators before movement and general targets ui overhaul

preview

  • Make it solid dark red color (not blinking like already visible target) - create new pool for surfaces of potential visible targets.

  • Potential visible pool clearing on RMB

  • 0-9 hotkeys should still change view to targets (partial solution - https://github.com/723Studio/OpenXcom_FTA/tree/dev_hotkey_visibleUnit_11-20) and make 11-20 targets targetable with shift+number

  • debug so not false cases of getting into potential visible enemies

  • Make indicators to render in horizontal line, not vertical

Mission generator gap bugs

  • Check mission script choosing
  • check help treaty gap working
  • check missions respect own gaps
  • add mission variable gaps to work together (grouping)

Set music volume while playing custom intro

When start playing the custom intro cutscene, it uses an option setting for music volume to define the volume of the cutscene soundtrack. If it was set to 0, the intro is muted too. It is not how the vanilla intro is working or any other cutscene in any other game (they don't obey music volume).
Proposing solution - get the option for music volume, store it, set new (probably, hardcoded) value, after cutscene over - set it back. Possible issue - if the user terminates the process in the middle of the cutscene, how to handle the return user's music setting as it was initially set.

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