aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 194601 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #540 on: May 21, 2020, 11:03:42 am »
New OXCE v6.5.1 is up.

2020-05-21
QoL:
- Option to choose preferred hand for reactions (right-click on the hand in the battlescape HUD); indicator is moddable via sprite called "reactionIndicator" (same size as bigobs)
- Civilians and summoned player units now kindly return any borrowed xcom equipment

Modding:
- Separate option for civilians picking up weapons: https://openxcom.org/forum/index.php/topic,6882.msg127660.html#msg127660
- Moddable recommended user options ('recommendedUserOptions'): https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Recommended.2FFixed_User_Options
- Option to include soldier bonuses in minStats check in transformations ('includeBonusesForMinStats'): https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Soldier_Transformation
- Option to modify ruleset lists without completely redefining them (!add and !remove YAML tags) : https://openxcom.org/forum/index.php/topic,6586.msg127524.html#msg127524

Bugfixes:
- Fixed recovery of the last bleeding alien
- Fixed grenades not giving experience
- Fixed "instant grenades"
- Fixed facility triggers in mission/arc/event scripts

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

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #541 on: May 21, 2020, 06:05:51 pm »
Are recommended user options taken into account when you revert options/config to default or are there any plans to introduce a seperate button for this?

I've missed this, what was the bug that was fixed concerning instant grenades?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #542 on: May 21, 2020, 08:17:51 pm »
Are recommended user options taken into account when you revert options/config to default

yes

or are there any plans to introduce a seperate button for this?

no

I've missed this, what was the bug that was fixed concerning instant grenades?

Instant smoke grenades don't kill you anymore.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #543 on: May 21, 2020, 08:33:04 pm »
I just finished "training" mission in TWoST killing few creepers. I had four aquanauts on board with gas cannons loaded explosives rounds. All what I did is killing few enemies until all get experience. After I abort the mission. But I was surprised when on statistic mission screen I got throwing accuracy bonus for all my guys.  I'm not threw any items just grab and put down same cannons while rotating aquanauts in fire queue. Is it normal? Is this just bonus throwing experience or may be another small bug? Long ago I've read what you guys (developers of OXCE) removed free throwing experience bug fixing exploit using for throw just random staff like flares and e.t.c. that why I'm asking.
Update:
Another mission, guys who used gas cannons and keeps them in hands all battle got throwing experience too. It' may be "feature" of projectile weapons, because rounds using parabola trajectory what count as throwing?
« Last Edit: May 21, 2020, 08:56:37 pm by Shiroi Bara »

wcho035

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Re: OXCE (OpenXcom Extended) main thread
« Reply #544 on: May 21, 2020, 08:44:45 pm »
Hi Meridian, I am getting some strange crashes with my mod with the upgrade to OXCE 6.5.1 It didn't happen before with 6.5
Firstly, did you modified any code for ArmorTransformation?

I am getting this list of warning in the bug report. It never happen before.

[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTEST. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTMIDDEEP. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTREALLYDEEP. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_LANDONLY. Please review the ruleset.


Second for soldier transformation, for forbiddenPreviousTransformations and requiredPreviousTransformations, I am getting a node error.

Please verify. Thanks. I have included by error log.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #545 on: May 21, 2020, 08:57:00 pm »
Hi Meridian, I am getting some strange crashes with my mod with the upgrade to OXCE 6.5.1 It didn't happen before with 6.5
Firstly, did you modified any code for ArmorTransformation?

I didn't. Yankes probably did.

I am getting this list of warning in the bug report. It never happen before.

[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTEST. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTMIDDEEP. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTREALLYDEEP. Please review the ruleset.
[22-05-2020_03-38-06]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_LANDONLY. Please review the ruleset.

These warnings exist already since May 2019, more than a year.

Second for soldier transformation, for forbiddenPreviousTransformations and requiredPreviousTransformations, I am getting a node error.

Please verify. Thanks. I have included by error log.

Looks like YAML syntax error in the ruleset.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #546 on: May 21, 2020, 08:59:26 pm »
Another mission, guys who used gas cannons and keeps them in hands all battle got throwing experience too. It' may be "feature" of projectile weapons, because rounds using parabola trajectory what count as throwing?

Yes, it's described here: https://openxcom.org/forum/index.php/topic,4230.0.html

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #547 on: May 26, 2020, 05:33:31 pm »
Is anyway lock difficulty of mod using rule set files? Like example, when player start the game he has no option but one difficulty only and Ironman set on and can not be changed (buttons grey out).

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #548 on: May 26, 2020, 05:46:16 pm »
Is anyway lock difficulty of mod using rule set files? Like example, when player start the game he has no option but one difficulty only and Ironman set on and can not be changed (buttons grey out).

You can change difficulty coefficients so that all difficulties are the same... like for example in the 40k mod.

Ironman cannot be fixed.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #549 on: May 26, 2020, 08:32:04 pm »
Promotion question. I've set "only soldiers who were on battlefield promotion" on, but often when I land and just abort the mission people get promoted which unfair. Is any way prevent this or may be in future release OXCE engine will promoted people who only get experience? This last one is my suggestion of course if its possible to make.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #550 on: May 26, 2020, 08:35:27 pm »
yeah, we could rename it from "only soldiers who were on battlefield promotion" to "only soldiers who were on battlefield and got some experience promotion"

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #551 on: May 28, 2020, 11:44:04 am »
New OXCE v6.5.3 is up.

2020-05-28
QoL:
- Field Promotions user option update (soldiers now need to gain experience during the mission to be eligible for promotion)

Scripting:
- Allowed scripts to turn off unit status indicators

Bugfixes:
- Fixed draw order of units on stairs (was broken in 6.5.1)
- Fixed splitting Unicode strings (e.g. russian soldier names)

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

Offline Doc

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Re: OXCE (OpenXcom Extended) main thread
« Reply #552 on: June 01, 2020, 01:45:02 pm »
Quote
- Option to choose preferred hand for reactions (right-click on the hand in the battlescape HUD); indicator is moddable via sprite called "reactionIndicator" (same size as bigobs)

Just noticed this. I LOVE IT! Million thanks for the continued OXCE goodies.

Offline gaffer

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Re: OXCE (OpenXcom Extended) main thread
« Reply #553 on: June 06, 2020, 01:12:14 am »
grateful for the continued efforts.  It's like opening  presents on a regular basis.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #554 on: June 06, 2020, 06:38:56 pm »
grateful for the continued efforts.  It's like opening  presents on a regular basis.
Oh, I found it but I thought what this yellow dot is disable you weapon. I read wiki what says what game prefer right hand for reaction. Glad what this feature exists now.

Gentlemen, apologies for asking this again,  but this "accuracy" number what shows when you aiming with soldier (aquanaut) totally confuse me now. On sniper rifles it could be more than 100% which literally illogical, but even with this, for example 120%, my aquanauts missing what makes me angry. How exactly aiming working and what this numbers represents? Dose OXCE calculate this number and firing accuracy in soldiers (aquanauts) stats and make real % chance of hit which hidden? If I'm right, I have request make new option for future OXCE releases what will show real fully calculated number same for shooting and throwing. That will be great, it it's possible due to game engine and limitations.