Author Topic: OXCE (OpenXcom Extended) main thread  (Read 612690 times)

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #750 on: March 12, 2021, 03:51:47 am »
Apparently the translator failed again.

In "stats for nerds" all of these statistics mean nothing for modifications using the options above. In my modification, a fighter with two AVALANCHEs can shoot down a medium UFO, but will by miss with all missiles at very small UFO, due to the high "avoidBonus". How to take this into account?

And then there's "raceBonus".

Spoiler:
    raceBonus:
      STR_SECTOID:
        hitBonus: 100     
        avoidBonus: 40
        radarChance: 10
      STR_SNAKEMAN:
        damageMax: 3500  #additive bonus to craft stats.
        sightRange: 75
        hitBonus: 30
      STR_FLOATER:
        speedMax: 1500   #additive bonus to craft stats.
        accel: 5
        avoidBonus: 30
      STR_GILLMAN:
        speedMax: 400   #additive bonus to craft stats.
        avoidBonus: 70
        powerBonus: 25
        radarRange: 150
      STR_AQUATOID:
        powerBonus: 60
        hitBonus: 60
        avoidBonus: 30
      STR_TASOTH:
        speedMax: 250
        accel: 1
        powerBonus: 100
        hitBonus: 50
        avoidBonus: 35
        armor: 10
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_LOBSTERMAN:
        damageMax: 1750
        armor: 40
        speedMax: 250
        accel: 1
        powerBonus: 20
        hitBonus: 25
        avoidBonus: 50
        shieldCapacity: 1000
        shieldRecharge: 15
      STR_MUTON:
        armor: 70      #amount of blocked damage per hit.
        speedMax: 250
        powerBonus: 50
        hitBonus: 55
        avoidBonus: 55
      STR_ETHEREAL:
        shieldCapacity: 2000
        shieldRecharge: 30
        speedMax: 500
        accel: 1
        powerBonus: 30
        hitBonus: 100
        avoidBonus: 50
        radarChance: 25
      STR_MIXED:
        speedMax: 1500   #additive bonus to craft stats.
        accel: 5
        shieldCapacity: 2000
        shieldRecharge: 30
        damageMax: 3500  #additive bonus to craft stats.
        avoidBonus: 70
        hitBonus: 70
        powerBonus: 50
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_MIXED2:
        speedMax: 500
        accel: 2
        avoidBonus: 120
        hitBonus: 120
        powerBonus: 100
        armor: 70
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_CULT:
        hitBonus: 70
        avoidBonus: 70
        armor: 30

How to take this into account?
« Last Edit: March 12, 2021, 04:06:49 am by Ethereal »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #751 on: March 12, 2021, 08:02:25 am »
I say right away - I am categorically against if such a function cannot be turned off.

Yes, "stats for nerds" can be turned off: https://openxcom.org/forum/index.php/topic,8791.0.html

How to take this into account?

These cannot be taken into account.
Same as many other things in the original Ufopedia and in the new Stats for nerds.
« Last Edit: March 12, 2021, 08:11:06 am by Meridian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #752 on: March 12, 2021, 08:52:39 am »
There is a lot of useful information in "stats for nerds" besides the "assumed" parameters. If only "calculated values" could be turned off, that would be great.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #753 on: March 12, 2021, 09:51:21 pm »
For 7.0 yaml tags like `!add` are available for
Code: [Select]
fixedUserOptions:
recommendedUserOptions:
hiddenMovementBackgrounds:
baseNamesFirst:
baseNamesMiddle:
baseNamesLast:
operationNamesFirst:
operationNamesLast:

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #754 on: March 13, 2021, 10:25:33 am »
New OXCE v7.0 is up.

2021-03-13
QoL:
- Extended geoscape/battlescape/inventory links: https://openxcom.org/forum/index.php/topic,9506.0.html
- Touch buttons -- BIG THANKS to robin for the artwork: https://openxcom.org/forum/index.php/topic,9507.0.html
- Renamed and reordered scale modes: https://openxcom.org/forum/index.php/topic,9508.0.html
- New Battle QoL (bigger selectors and quick search): https://openxcom.org/forum/index.php/topic,9510.0.html
- Simplified reordering of the base list (R-click): https://openxcom.org/forum/index.php/topic,4187.msg137203.html#msg137203
- Ability to reorder craft at base (R-click)
- User option for multi-slot battlescape autosaves: https://openxcom.org/forum/index.php/topic,9512.0.html
- User option for (mouse) thumb buttons support (`thumbButtons: true/false` in options.cfg)
- "Not equipped" item category in Craft Equipment UI

Features:
- Save info about special weapons: https://openxcom.org/forum/index.php/topic,9513.0.html
- Save info about loaded fixed weapons in equipment templates: https://openxcom.org/forum/index.php/topic,9514.0.html
- Fixed `maxRange: 1` weapons for 2x2 player units: https://openxcom.org/forum/index.php/topic,9515.0.html
- Check weapon maxRange in 3D: https://openxcom.org/forum/index.php/topic,6459.msg137222.html#msg137222

Modding:
- Extended psi attack experience gains: https://openxcom.org/forum/index.php/topic,4230.msg137247.html#msg137247
- Ability to prevent panic/MC per unit type, also unhardcoded berserk odds per unit type: https://openxcom.org/forum/index.php/topic,8704.msg136773.html#msg136773
- Support for battery-powered weapons: https://openxcom.org/forum/index.php/topic,9293.0.html
- Support for fixed craft weapons: https://openxcom.org/forum/index.php/topic,9047.0.html
- Pilot armors: https://openxcom.org/forum/index.php/topic,9313.0.html
- Adjusted sell prices based on difficulty: https://openxcom.org/forum/index.php/topic,6785.msg135883.html#msg135883
- Research gate to hire scientists/engineers (`hireScientistsUnlockResearch` and `hireEngineersUnlockResearch`)
- More retaliation mission options: https://openxcom.org/forum/index.php/topic,9496.msg137252.html#msg137252
- Ability to override autoNV setting per environment (attribute `ignoreAutoNightVisionUserSetting`)
- Ability to override scanner and probe action names (using existing `psiAttackName` attribute)
- Added `difficultyBasedRetaliationDelay` option again: https://openxcom.org/forum/index.php/topic,6586.msg136997.html#msg136997
- Reset ambient sounds on stage transition in multi-stage missions

Scripting:
- Added access to unit inventory: https://openxcom.org/forum/index.php/topic,5245.msg136806.html#msg136806
- Added syntax for loops

Bugfixes:
- Fixed compliant map block detection in the Reinforcements feature (when using `spawnBlockGroups`)
- Fixed/improved friendly kill tracking: https://openxcom.org/forum/index.php/topic,4595.msg135527.html#msg135527
- Fixed broken Korean fonts: https://openxcom.org/forum/index.php/topic,9486.0.html
- Ignore `LOSRequired` weapon flag when targeting allies and civilians (it's a workaround, LOS check doesn't work in these cases)

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

Ruleset validator and wiki ruleset reference were updated.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #755 on: March 13, 2021, 11:15:16 am »
Thank you for your work.

Offline Nilex

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Re: OXCE (OpenXcom Extended) main thread
« Reply #756 on: March 13, 2021, 11:51:12 pm »
Great update from what my puny brain understands. I especially like base/craft reordering. Craft thingy actually wrote off an item from my own personal QoL wishlist. Base would probably end on it too had I played enough times to repeat base placing/purpose mistake so props for making those.

Couple of quick questions:
Is Craft reordering only a visual change (when looking at base layout) or does it also include functional reordering when intercept popup is pulled from Geoscape? For example when player wants to have Interceptors followed by Transports within same base listing. Cannot begin to explain how much extra time I spent building an extra hangar in another base just so I could transfer craft away & back again to fully reorder them.

From something I read (probably miss-read) on Discord a ~month ago: is NV a persistent on/off setting now, kept inside the save? Rather than depending on map lighting amount and being turned on/off (depending on threshold value in options) automatically when battle is started/reloaded.
Someone asked where NV setting was and you responded it will be replaced by something better, or something along those lines. Hoping it's an option I missed coz it would be of great use to me. Happens rarer now (since sweet spot treshold=9) but I still occasionally fight with auto-NV setting, turning it on or off manually because threshold value isn't universally viable in all situations. If on/off toggle is part of save then it'd sufficient to toggle it at start of battle and only if I don't already agree with what threshold decided.
I'm pushing my luck but maybe CTRL+END setting could override NV and vice-versa depending which was set last. It does look more beautiful than NV in some cases. Setting would also be persistent in battle saves until a new battle was started (not reloaded) where threshold would take priority. Well so much for being quick about it, sorry!

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #757 on: March 15, 2021, 12:48:47 am »
To add to the topic of mutual surprise changes in OXCE: for some extra fun, the situation from the savegame attached results in mutual surprise in OXC, but not in OXCE, the reverse of what I usually experience.

I confess myself confused.

(Not trying to rush you, Meridian, just figured if/when you get to examining the smoke vs sight range issue you might possibly find another datapoint useful. If not, ignore.)

Offline Pixel_Uart_HD

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Re: OXCE (OpenXcom Extended) main thread
« Reply #758 on: March 15, 2021, 04:08:54 pm »
All Hi Hi
Suggestion for improving the interface

Is it possible to render in the user's fashion
(on the battlefield screen) own buttons with the specified coordinates, Without using the built-in interface (Battlescape)

or by some other method?     Improved button graphics I would do myself   (Mode 640 x 400   basic frame)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #759 on: March 15, 2021, 04:45:16 pm »
You can change how the buttons look.

You cannot change what the buttons do, nor their position.

Offline Pixel_Uart_HD

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Re: OXCE (OpenXcom Extended) main thread
« Reply #760 on: March 15, 2021, 05:10:50 pm »
No need to change button functions
I wanted to change the coordinates and increase the size of the buttons, since the size of the displayed map is too large compared to the size of the panel (320x200 buttons interface). Is it really that hard to just fix 30 ...... 60 numbers

Offline Pixel_Uart_HD

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Re: OXCE (OpenXcom Extended) main thread
« Reply #761 on: March 15, 2021, 06:16:43 pm »
ICONS.PCK   Battlescape icons

xracer

Quote
Control panel is basically done, i have added those last 2 little items for grenades quick access and reload  of course functionality for those would need to be added, although i have re-size the icons to give a little more space to the status bar, and to make it fir vanilla size.

if you think there is something else that need to be changed let me know, maybe we can gather every thing and make a "large" mod, I am tinkering with the rest of the GUI to make it fit a 640x400 but not simply 2x everything.

Althought right now i am focused on teh battlescape i think there isn't much that needs to be done there if the loadout screen is used then that covers basically everything, the rest of the GUIS such as the minimap, scanner, medikit will just be centered with the battlescape as background so that it looks like an actual window. Anything else i am missing? maybe i shoudl play the game and go over every GUI again

Rul file  syntax:    one button

  - type: ICONS.PCK
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/DECALS/ICONS.png
  - type: KneelButton
    width: 32
    height: 32
    subX: 32
    subY: 16
    files:
      0: Resources/UnitUI/kneelButton.png
-------------------------------------------------------------------------
BattlescapeState.cpp   (Names All  buttons)

   rank                      icons
   rankTiny                icons
   btnUnitUp              icons
   btnUnitDown          icons
   btnMapUp              icons
   btnMapDown          icons
   btnShowMap          icons
   btnKneel                icons
   btnInventory          icons
   btnCenter               icons
   btnNextSoldier        icons
   btnNextStop           icons
   btnShowLayers        icons
   numLayers              icons
   btnHelp                   icons
   btnEndTurn             icons
   btnAbort                 icons
   btnStats                  icons
   txtName                  icons
   
   AvatarBackground

   numTimeUnits              icons
   numEnergy                  icons
   numHealth                   icons
   numMorale                   icons
   barTimeUnits                icons
   barEnergy                    icons
   barHealth                     icons
   barMorale                     icons
   imanaBarVisible

        barMana                                  icons
   
   btnReserveNone                       icons
   btnReserveSnap                       icons
   btnReserveAimed                      icons
   btnReserveAuto                        icons
   btnReserveKneel                       icons
   btnZeroTUs                              icons
   btnLeftHandItem                       icons          slot weapon
   btnRightHandItem                     icons

        btnVisibleUnit                   indicator unit (enemy)
        numVisibleUnit                 number enemy


// there is some cropping going on here, because the icons image is 320x200 while we only need the bottom of it.
   auto crop = icons->getCrop();
   crop.getCrop()->x = 0;
   crop.getCrop()->y = 200 - iconsHeight;
   crop.getCrop()->w = iconsWidth;
   crop.getCrop()->h = iconsHeight;

It might look like this
tweaked in a graphical editor

original aspect ratio for a resolution of 1024x640
« Last Edit: March 16, 2021, 09:08:19 am by Pixel_Uart_HD »

Offline Cowstle

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Re: OXCE (OpenXcom Extended) main thread
« Reply #762 on: March 18, 2021, 03:26:58 pm »
How do you define and set the extra damage types?

I see multiple mentions of them in the ruleset reference but no actual way to use them, and my searching was only able to find a mention that yes, they exist, but again nothing about how to use them.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #763 on: March 19, 2021, 05:13:57 am »
I see multiple mentions of them in the ruleset reference but no actual way to use them, and my searching was only able to find a mention that yes, they exist, but again nothing about how to use them.

https://openxcom.org/forum/index.php/topic,6577.msg103384.html#msg103384

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #764 on: March 22, 2021, 10:42:55 am »
I recreantly add option to script to allow setting custom spawn units to any unit, it still have some corner cases but overall should work as expected.
This feature have to additional functionalities, you can set what faction of spawned unit will be, and if transformation will be instant or only when unit is stunned/killed