Author Topic: OXCE (OpenXcom Extended) main thread  (Read 310805 times)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1050 on: March 19, 2022, 12:04:13 pm »
What do you think about moving to C++ 20? =)
This is breaking change, at least after 2024 when every env we use have full C++20 support.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1051 on: March 26, 2022, 10:26:39 pm »
You need to be running OXCE 7.5.7 (Preview Build) or later to use this new version.

Do you want to tell us anything interesting?

Offline The Martian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1052 on: March 28, 2022, 01:08:17 pm »
You need to be running OXCE 7.5.7 (Preview Build) or later to use this new version.
Do you want to tell us anything interesting?

Version 7.5.7 has an interesting new feature that allows for better control of movement costs:

In recent nightly I added option to control cost of armor moving, now is possible to implement "glue" gun that prevent unit form moving from given spot.
By default each unit use value from:
Code: [Select]
armors:
  - type: STR_NONE_UC
    moveCost:
      basePercent: [100, 100] #TU%, ENERGY%
Then in y-script you can alter it per unit:

Code: [Select]
begin;
  var int temp;
  unit.MoveCost.getBaseTimePercent temp;
  add temp 100;
  unit.MoveCost.setBaseTimePercent temp;
end;
This properties can have any value but game enforce that result TU cost is in range [1, 254] and Energy in [0, 255].


As side notes, now save files should be smaller by up to 40% because game stop print some whitespaces that take took lot wasted of space in file.


It is a pretty fun addition.
« Last Edit: March 28, 2022, 01:10:01 pm by The Martian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1053 on: March 28, 2022, 06:24:56 pm »
Thanks for the information. I just would like to understand why there was no announcement with a description of the changes? Or is there a big 7.6.0 release planned with a lot of changes? And when is it planned?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1054 on: March 28, 2022, 06:43:43 pm »
Thanks for the information. I just would like to understand why there was no announcement with a description of the changes? Or is there a big 7.6.0 release planned with a lot of changes? And when is it planned?
When will be new version released is up to Meridian. And every thing that is working at this point from nightly it will be included. This mean it could be lot of changes or only few.

And for announcement, post that The Martian link is from this thread, more official could be only change log in new release :>

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1055 on: March 28, 2022, 06:56:55 pm »
Thanks for the information. I just would like to understand why there was no announcement with a description of the changes? Or is there a big 7.6.0 release planned with a lot of changes? And when is it planned?

The official update is not planned at the moment.

The next official version number will be 7.6, earliest possible date for it is May 2022 (or later).

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1056 on: March 28, 2022, 07:21:00 pm »
The next official version number will be 7.6, earliest possible date for it is May 2022 (or later).

I understand. Thanks. Will wait. Armageddon is canceled, so there's time.

Offline Bonakva

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1057 on: April 02, 2022, 05:41:07 pm »
Suggestion
Quick change of vehicle equipment on keys 1-9 by analogy with the equipment of a soldier

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1058 on: April 04, 2022, 09:46:53 pm »
And Lord said:
Quote
upon thy breast shalt thou go, and earth shalt thou eat all the days of thy life.
If God want to humans to fly he would give them wings.
Now OXCE support this God command and allow punish puny humans that try to fly using alien tech.

You can make now that any human that try fly up will pay heavy energy penalty for doing so,
flaying down as is more in line of God plan could be even cost less than previously.

Code: [Select]
armors:
  - type: STR_FLYING_SUIT_UC
    moveCost:
      #fist level of multipliers
      basePercent: [100, 100] #overall move cost

      #second level of multipliers
      baseNormalPercent: [100, 100] #move cost for ground
      baseFlyPercent: [100, 100] #move cost for flying

      #third level of multipliers
      walkPercent: [100, 50] #cost of normal move type
      runPercent: [75, 75] #cost of run aka with `ctrl`
      strafePercent: [100, 50] #cost of strafe when `ctrl` and only one tile aside
      sneakPercent: [100, 50] # !new move type with `alt`, force unit to move on ground even if is capable of flying

      flyWalkPercent: [100, 50] #cost of normal move type in air
      flyRunPercent: [75, 75] #cost of run aka with `ctrl` in air
      flyStrafePercent: [100, 50] #cost of strafe when `ctrl` and only one tile aside in air
      flyUpPercent: [100, 0] #cost of flying up
      flyDownPercent: [100, 0] #cost of flying down
      gravLiftPercent: [100, 0] #cost for using gravLift


[ps]
fixed type in example, correct version of OXCE is 7.5.10
« Last Edit: April 04, 2022, 10:22:40 pm by Yankes »

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1059 on: April 08, 2022, 10:19:46 pm »
Funny glitch that change tank graphic when you swap move type.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1060 on: April 09, 2022, 01:21:25 am »
New changes in nightly:

- Script now can change movement type of unit, aka swap fly with walk.
- Rule set and script can alter cost of moving item in inventory:
Code: [Select]
items:
  - type: STR_PISTOL
    inventoryMoveCost:
      basePercent: 200

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1061 on: April 17, 2022, 02:50:32 pm »
looks very interesting =)

I cant see vanilla multiple layer toggle in extended options. What if I toggle it on, then change the mod with extended options - can I toggle it off?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1062 on: April 28, 2022, 10:39:57 am »
looks very interesting =)

I cant see vanilla multiple layer toggle in extended options. What if I toggle it on, then change the mod with extended options - can I toggle it off?

You have debug turned on in the options.cfg file, so it shows the debug button instead.

Normal players will see the layer toggle button.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1063 on: April 28, 2022, 06:47:42 pm »
Oh, I see, thx

Offline Dioxine

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1064 on: May 05, 2022, 01:21:21 am »
How to disable the option to kill prisoners? I was unaware of its addition/existence until someone brought that up on XPZ channel randomly.