aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 612688 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #495 on: May 08, 2020, 06:16:38 pm »
New OXCE v6.5 is up.

2020-05-08
QoL:
 - QoL/Bugfix: User option for palette flicker fix (in options.cfg only): https://openxcom.org/forum/index.php/topic,8212.0.html
 - QoL/Bugfix: Don't flash weapon bigobs during autoshots: https://openxcom.org/forum/index.php/topic,8080.0.html
 - QoL/Modding: Ability to not follow projectiles (to prevent minigun seizures): https://openxcom.org/forum/index.php/topic,8210.0.html
 - Daily Pilot Experience GUI: https://openxcom.org/forum/index.php/topic,8209.0.html
 - Added vSyncForOpenGL to advanced user options: https://openxcom.org/forum/index.php/topic,8208.0.html
 - Personal equipment templates: https://openxcom.org/forum/index.php/topic,8206.0.html
 - Improved scroll-allocation in Research/Manufacture GUIs: https://openxcom.org/forum/index.php/topic,8207.0.html
 - Improved display and sorting in Psi/Martial Training GUIs: https://openxcom.org/forum/index.php/topic,8205.0.html
 - Option to sort soldiers by "idle days"
 - Added mission site despawn penalty indicator: https://openxcom.org/forum/index.php/topic,8204.0.html
 - Added slacking indicator: https://openxcom.org/forum/index.php/topic,8203.0.html
 - Show number of remaining getOneFrees in TechTreeViewer
 - Don't show disabled research as not-yet-researched in TechTreeViewer
 - Tiny QoL in manufacturing GUI (scroll from 1 to 10, not to 11)
 - Added hotkeys for top-level basescape menu (by fbacall): https://openxcom.org/forum/index.php/topic,8202.0.html

Modding:
 - EXPERIMENTAL: Global switch for reactions to melee attacks: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065
 - Armor flag to allow 2 main weapons for xcom (autoequip, built-in weapons): https://openxcom.org/forum/index.php/topic,8214.0.html
 - BREAKING CHANGE: sanitized aim penalty for wounded hands: https://openxcom.org/forum/index.php/topic,6459.0.html
 - Added custom facility upgrade/build time reduction scaling: https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568
 - BREAKING CHANGE: Fixed rounding and scaling of build time reduction: https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568
 - Support for surface weapon vapor trail: https://openxcom.org/forum/index.php/topic,11060.0.html
 - BREAKING CHANGE: Soft/hard upper limit option for soldier transformations: https://openxcom.org/forum/index.php/topic,6331.msg127435.html#msg127435
 - Added unmanned UFO flag: https://openxcom.org/forum/index.php/topic,8213.0.html
 - Added listOrder to soldier bonuses: https://openxcom.org/forum/index.php/topic,7405.msg127418.html#msg127418
 - Sight range/chance for base facilities: https://openxcom.org/forum/index.php/topic,8119.msg127420.html#msg127420
 - Option for civilians to pick up weapons too ... this one is a lot of fun ;) https://openxcom.org/forum/index.php/topic,6882.msg127421.html#msg127421
 - Option to inform players about important event gateways in TTV: https://openxcom.org/forum/index.php/topic,7215.msg127424.html#msg127424
 - Ability to filter regions and mission zones in geoscape debug mode
 - Draw inventory grid labels using listOrder, not alphabetically
 - Improved grid label rendering (first draw the grid lines, then the items, and grid labels as last)
 - Changed how canBeBuiltOver and buildOverFacilities interact: https://openxcom.org/forum/index.php/topic,8017.msg125175.html#msg125175
 - Avoid rounding down contry funding change to zero
 - Allow recovery of live aliens as items: https://openxcom.org/forum/index.php/topic,6868.msg109164.html#msg109164
 - Added new type of geoscape soldier recovery stat (existing: fatal wound recovery, mana recovery; new: health/HP recovery)
 - Added facility triggers to Event, Arc and Mission Scripts: https://openxcom.org/forum/index.php/topic,7096.msg127425.html#msg127425

Hybrid modding (by Finnik):
 - Added "allowAlienBasesOnWrongTextures" global switch
 - Support for fake underwater alien bases
 - Support for locking fake underwater XCOM bases behind a research gate
 - BREAKING CHANGE: Support for UFO landing on fake water texture
 - Support for UFO splashdown survival (over fake water texture)

Scripting (by Yankes and memmaker):
 - Add support for script tags in RuleMod (i.e. global tags)
 - Added newTurnUnit and newTurnItem calls before the first player phase
 - Ability to access ruleset objects by name (items, armors, soldiers, skills)
 - Ability to change spawn unit
 - Ability to access inventory items by item name, inventory slot name or both
 - Added a unit reference to createItem script hook when the unit is known (aliens, hwps, fixed weapons)
 - Psi attack formula now fully scriptable (added second hook handling psi weapon attributes)
 - Ability to consider weapon, ammo, attack type and soldier skill in bonus formulas (e.g. bonus to accuracy, bonus to power, etc.)

Bugfixes:
 - Fixed wrong (abort) cutscene playing on forced mission loss
 - Improved checks handling unpriming of grenades
 - Fix sorting by stats for dead soldiers
 - Don't show negative psi skill in transformations GUI
 - Make sure the UFO HK attacks its primary target first!
 - Fix UFO HK not able to outrun more than 1 interceptor
 - Re-added "missileAttraction" attribute (was removed by mistake during merge)
 - Do not bind keyboard events to unrecognized keys
 - Autoequip improvement (now considers allowed slots)
 - Fixed inventory layout saving (it was not possible to remove saved armor type)
 - Fixed road crossing glitch after reload

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

OpenXcom ruleset validator has been updated too: https://openxcom.org/forum/index.php/topic,6552.0.html

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

I will be adding descriptions of individual features as separate forum posts over the weekend... come back on Monday Saturday 16.5.2020 to learn more!
« Last Edit: February 01, 2023, 10:29:55 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #496 on: May 08, 2020, 06:16:49 pm »
 - BREAKING CHANGE: sanitized aim penalty for wounded hands

if a weapon is not in your hands (e.g. a special weapon) it doesn't suffer penalty from fatal wounds on hands anymore

 - BREAKING CHANGE: Fixed rounding and scaline of build time reduction

these are bugfixes really, but listed here for completeness;
the build time reduction when upgrading base facilities should now be calculated properly in all cases, modders may want to review their build time costs when upgrading (e.g. weed/boom farms in PirateZ)

 - BREAKING CHANGE: Soft/hard upper limit option for soldier transformations

soldier transformations supported only hard limits on stat caps... meaning stats were always capped at maximum
however training in missions allows to go slightly over the maximum
to not lose this useful quirk, the transformations can be configured to have soft limits = if the soldier is already above the maximum before the transformation, don't reduce his overflown stats
soft limits are now applied by default when transformation doesn't change the soldier type
can be changed by the modder at will

 - BREAKING CHANGE: Support for UFO landing on fake water texture

this is the only real breaking change... and only for hybrid mods

until now land textures and fake underwater globe textures were equal for UFO landing... UFO didn't consider them (fake underwater was the same for them as land)
from now on, the modder can specify the chance of landing on land vs landing on fake underwater texture
(don't forget to balance your missionZones for all regions, so that they contain enough fake underwater texture areas if you haven't done that already!)

fakeWaterLandingChance: 0 = landing allowed only on proper land texture (default)
fakeWaterLandingChance: 100 = landing allowed only on fake underwater texture
fakeWaterLandingChance: 50 = 50% chance to land on one or another.... this is very roughly equal to the previous behavior
« Last Edit: May 21, 2020, 05:33:35 pm by Meridian »

Offline Varana

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Re: OXCE (OpenXcom Extended) main thread
« Reply #497 on: May 09, 2020, 04:53:23 am »
Quote
- (Intentionally) Crash on missing research ruleset (instead of just logging and ignoring it)

I used not existing tech for mission triggers. Those missions should show up again and again until they are played/won once.

Code: [Select]
research:
  - name: STR_SMUGGLER_DONE
    dependencies:
      - STR_NEVER

missionScripts:
  - type: bonus_smuggler
    researchTriggers:
      STR_SMUGGLER_DONE: false
...

alienDeployments:
  - type: STR_SMUGGLERISLAND
    unlockedResearch: STR_SMUGGLER_DONE
...

How do I solve this Problem now?

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #498 on: May 09, 2020, 09:12:07 am »
Create this research, make it "needItem: true"

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #499 on: May 09, 2020, 09:57:48 am »
Or make it depend on itself.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #500 on: May 09, 2020, 03:58:18 pm »
I have option for auto check version, but when I start the OXCE it still says me what it on latest version. What I'm doing wrong?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #501 on: May 09, 2020, 04:55:10 pm »
I have option for auto check version, but when I start the OXCE it still says me what it on latest version. What I'm doing wrong?

Auto-update is always released later than the manual download.

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #502 on: May 13, 2020, 02:55:20 pm »
Is there any way to use a soldier transformation to remove a commendation?

Is there any way to store the lowest hp a soldier was at in battle(probably doable with scripts, will figure it out), and then use it as the criteria for a commendation?

I want to implement something like war wounds, where if the soldier gets too low on hp during a battle, they get a commendation with big stat penalties as if they received a lasting injury which then has to be removed with a soldier transformation.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #503 on: May 13, 2020, 03:33:02 pm »
Is there any way to use a soldier transformation to remove a commendation?

No.

Is there any way to store the lowest hp a soldier was at in battle(probably doable with scripts, will figure it out), and then use it as the criteria for a commendation?

No.

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #504 on: May 13, 2020, 03:45:51 pm »
k.

Offline Bobit

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Re: OXCE (OpenXcom Extended) main thread
« Reply #505 on: May 13, 2020, 06:02:12 pm »
Vadracas.

Soldier transformations remove all commendations if they have "reset = true". Or you can apply a soldier bonus to negate the commendation bonus, and forbid the transformation from happening again.

Scripts that give/remove commendations are not possible. Scripts that permanently modify stats without using commendations likely are possible, but it's an ugly hack. totalTimesWounded or totalHit5Times could substitute for your relative hp commendation.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #506 on: May 13, 2020, 06:11:20 pm »
Soldier transformations remove all commendations if they have "reset = true". Or you can apply a soldier bonus to negate the commendation bonus, and forbid the transformation from happening again.

They don't remove any commendations.

Only transformation soldier bonuses are removed.
Commendations (and commendation soldier bonuses) are NOT removed.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #507 on: May 13, 2020, 07:15:52 pm »
How many turns is allowed per mission until game crash? 999? More? If I stay in ship cowardly and leave it and just waiting while aliens come to me.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #508 on: May 13, 2020, 07:22:38 pm »
How many turns is allowed per mission until game crash? 999? More? If I stay in ship cowardly and leave it and just waiting while aliens come to me.

I don't know, I never tried it.
Let us know if you find out.

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #509 on: May 13, 2020, 07:41:56 pm »
I tried looking at it. I do not know YAML, but if I understand this line from SavedBattleGame.cpp correctly,
Code: [Select]
_turn = node["turn"].as<int>(_turn);then _turn is an integer.
So presumably something strange would happen if the mission took as long, as is integer in that YAML. Which is presumably either 2 147 483 647 or 4 294 967 295, depending on whether or not the integer is signed.