OpenXcom Forum

Modding => OpenXcom Extended => Topic started by: Meridian on September 17, 2018, 05:28:34 pm

Title: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 17, 2018, 05:28:34 pm
Good news everyone!

OXCE and OXCE+ have merged together!

Starting with version 5.0, there will be only one "extended version"... and we decided to stick with the name "OpenXcom Extended" or "OXCE" for short.

I will be slowly renaming anything important from OXCE+ to just OXCE... please have some patience, it will take a bit of time.

I have also locked the original OXCE and OXCE+ discussion threads, please continue the discussion in this common thread.

As for technical info:
- the main common GitHub repository is: https://github.com/MeridianOXC/OpenXcom/
- Yankes' repo is effectively frozen
- both myself and Yankes have full and equal commit rights to the common repository

The new and shiny OXCE 5.0 can be officially downloaded from here: https://openxcom.org/forum/index.php/topic,5258.0.html

Cheers,
Meridian
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on September 17, 2018, 05:44:01 pm
reserved
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Whispers on September 17, 2018, 07:26:32 pm
Nice one!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on September 17, 2018, 07:42:15 pm
The king is dead, long live the king! :)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on September 21, 2018, 04:49:18 pm
Hello again everyone,

I have deleted several posts above, because they would confuse other people reading this thread.

To make it absolutely clear:
- OXCE now contains all features from OXCE+ ... nothing is lost
- we have increased major version of OXCE to v5.0 to remove any possible remaining confusion

I have also built a new version for all common platforms: Windows, Android, MacOS and Ubuntu.
You can find them on the usual place: https://openxcom.org/forum/index.php/topic,5258.0.html

Enjoy!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on September 21, 2018, 11:37:36 pm
Thanks so much. With a quick inspection - all the same as in OXCE+. And the actual "Readme"will?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on October 03, 2018, 10:52:52 pm
New OXCE v5.1 is up.

2018-10-03
 - Translation updates
 - Unhardcoded recovery dividers for special items: https://openxcom.org/forum/index.php/topic,6616.0.html
 - Sell/Sack GUI M-click logic update: https://openxcom.org/forum/index.php/topic,6612.msg104401.html#msg104401
 - In debug mode, show all units on the minimap too
 - Don't use piloted interceptors in New Battle mode
 - Added armor flag to prevent moving (see below)
 - Hide "Not awarded yet" button (in Commendations Pedia) when not needed
 - Added mod option to give full score also for researched artifacts/captives (see below)
 - Removed "coup de grace" user option
 - Increased the globe country label width by 50%
 - All soldier lists can now be reordered with the mouse wheel (by BTAxis)
 - -cont/-continue command line arg to load the last saved game at start
 - (Intentionally) Crash on missing research ruleset (instead of just logging and ignoring it)
 - Fixed bug that prevented 'sniper' AI from attacking
 - Fix crash on map light calculation
 - Reduced mod loading time and memory usage by lazy-loading extraSprites: https://openxcom.org/forum/index.php/topic,3287.msg104264.html#msg104264
 - Modifier for morale loss (by unit/soldier type) when a unit is killed: https://openxcom.org/forum/index.php/topic,6615.0.html
 - Ctrl + M-click = Mind probe (in debug mode)
 - Introduced Multi-Layered Paperdolls: https://openxcom.org/forum/index.php/topic,6290.msg104464.html#msg104464
 - Alternative (shorter) ruleset for defining single sprites (see Layered paperdolls thread above for examples)

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

Requested by The Reaver of Darkness:
Code: [Select]
giveScoreAlsoForResearchedArtifacts: true   # default is false; when true researched artifacts and interrogated prisoners still give full score in debriefing

Requested by bulletdesigner:
Code: [Select]
armors:
  - type: STR_FLYING_SUIT_UC
    allowsMoving: false       # disables all kinds of movement, except for turning around on the spot
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on October 05, 2018, 08:59:57 am
- Don't use piloted interceptors in New Battle mode

Is this about geoscape or battlescape? Can elaborate on what that means?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on October 05, 2018, 07:56:06 pm
Is this about geoscape or battlescape? Can elaborate on what that means?

It means that interceptors that support just a few soldiers/pilots, and have "allowLanding: false" will not be available to use in the combat simulator (New Battle mode).

Requested here: https://openxcom.org/forum/index.php/topic,5566.msg104348.html#msg104348
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on October 05, 2018, 08:41:09 pm
It means that interceptors that support just a few soldiers/pilots, and have "allowLanding: false" will not be available to use in the combat simulator (New Battle mode).

Understood. Thanks for the update.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on October 12, 2018, 01:53:22 am
May I request a simple feature? fuelMax increases craft fuel by an additive amount. Can I have a variant stat that boosts it by a percentage?

Alternative request: a fuel stat which increases the fuel max by an integer relating to its refueling item. Example: a firestorm gains 5 fuel per unit of elerium. If you give it a modification with fuelStorage: 3 then its fuel increases by 15, and it takes 3 more elerium to refuel. This way the fuel bonus is additive but takes craft fuel efficiency into account.

The second one is the one I am more interested in, however I'll take either one.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on October 12, 2018, 02:34:56 am
What exactly you want to achieve? Overall adding multiplicative will be very hard because what you will multiply? Right now stats are additive because you can easy add and subtract values in any order you want but when you add multiply in mix then you can have multiple answers depending on order.

I could made other thing, instead of changing `fuelMax` I could change fuel usage in multiplicate way. This could have interesting gameplay decisions like: boosters that make craft faster but reduce range.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on October 12, 2018, 03:26:17 am
I could go for that. Mostly I want the fuel mods to have some better balance between craft with highly differing efficiencies. I have elerium refuel rates all the way from 5 to 100 across the several craft in my armada. If I make an elerium fuel mod which increases fuel capacity by 30, the Firestorm can use it to go twice as far but the Stalker gains only 3% flight time.

It would be nice to have an option to change fuel efficiency as a separate feature, but I'd like to be able to improve flight time without improving efficiency, and still have the change work well for craft of different base efficiencies.

- - -
Here's some math for my above idea about increasing fuel items:

fuelStorage: A
refuelRate: B
aircraft fuelMax: Xa
mod stat|fuelMax: Xb
net fuelMax: X
X = (A*B) + Xa + Xb

So the way it works is it's all additive. If your aircraft has a fuelMax of 60 and a refuelRate of 15, it takes 4 fuel items to fill it up and it flies for 600 minutes (10 hours). If you then add a mod which gives it fuelMax: 20, its fuelMax goes up to 80 and it now takes 6 fuel items to fill up, and it flies for 13h20m. If you then add another mod which gives it fuelItems: 3, it increases its net fuelMax to 125, it now takes 9 fuel items to fill up, and it flies for 20h50m.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on October 12, 2018, 12:33:30 pm
I somehow fail to understand the examples.
For example, if a craft had fuelMax 60 and you mod it to have fuelMax 20, it won't be 80... it will just be 20.

If you can please rewrite the example with real ruleset attribute names (instead of "fuelStorage", "mod stat|fuelMax" etc. ) and real values, it would help me understand it.

Also, the formula is wrong, no matter how I look at it... aircraft's net fuelMax is just its fuelMax plus fuelMax of all its equipped "weapons".
So X = Xa + (Y1 + Y2 + Y3 + Y4), where Y1-Y4 are fuelMax of the equipped weapons.
Your variables A and B are nowhere in the formula, and I don't even know what Xb is supposed to be.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Stoddard on October 12, 2018, 05:09:51 pm
I think what's needed are bigger fuel tanks that can't be equipped on a smaller craft.
So, I dunno, make more craft slot types?

EDIT:
or make the same fuel tank's capacity vary by the craft it's mounted on? It that what you're suggesting, Reaver?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: yergnoor on October 12, 2018, 06:48:08 pm
or make the same fuel tank's capacity vary by the craft it's mounted on? It that what you're suggesting, Reaver?
As far as I understood his idea, he suggests changing the fuel efficiency, and not the amount of fuel itself. The use of some parts increases the amount of fuel, the use of other parts increases the flight distance by a certain percentage (through multiplication) with the same amount of fuel. Therefore, in the formula there is an addition (for additional fuel tanks) and multiplication (for engine improvements). But maybe I did not understand him that way.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on October 12, 2018, 09:45:35 pm
I somehow fail to understand the examples.
For example, if a craft had fuelMax 60 and you mod it to have fuelMax 20, it won't be 80... it will just be 20.

If you can please rewrite the example with real ruleset attribute names (instead of "fuelStorage", "mod stat|fuelMax" etc. ) and real values, it would help me understand it.

Also, the formula is wrong, no matter how I look at it... aircraft's net fuelMax is just its fuelMax plus fuelMax of all its equipped "weapons".
So X = Xa + (Y1 + Y2 + Y3 + Y4), where Y1-Y4 are fuelMax of the equipped weapons.
Your variables A and B are nowhere in the formula, and I don't even know what Xb is supposed to be.

I tried to make it as clear as possible.

fuelStorage: A - this is the attribute I am suggesting be added, as I explained in previous posts
refuelRate: B - the refuelRate attribute on craft
aircraft fuelMax: Xa - the fuelMax attribute on craft
mod stat|fuelMax: Xb - the fuelMax attribute on craftWeapon
net fuelMax: X - the total fuelMax attribute used by the aircraft when you use it in-game
X = (A*B) + Xa + Xb


Code: [Select]
crafts:
  - type: STR_INTERCEPTOR
    fuelMax: 800
    refuelRate: 50
    weaponTypes:
      - 1
      - 1
      - [0, 1, 2]
    weaponStrings:
      - STR_AIR_WEAPON_SMALL
      - STR_AIR_WEAPON_SMALL
      - STR_AIR_WEAPON_MEDIUM
  - type: STR_UPGRADE_FUEL_TANKS_A
    stats:
      fuelMax: 200
    launcher: STR_UPGRADE_FUEL_TANKS_A_UG
    weaponType: 1
  - type: STR_UPGRADE_FUEL_TANKS_B
    stats:
      fuelStorage: 6
    launcher: STR_UPGRADE_FUEL_TANKS_B_UG
    weaponType: 1

The Upgrade A would add 200 to the Interceptor's fuel capacity, while the Upgrade B would add 300 to its fuel capacity (refuelRate: 50 * fuelStorage: 6).

- - - - -

EDIT:
or make the same fuel tank's capacity vary by the craft it's mounted on? It that what you're suggesting, Reaver?
My suggestion would have that effect.

I'm trying to get fuel tanks that adjust their size to the size of the fuel tanks of the craft they're being put on. To give a strong example, I have two craft which both use elerium fuel: the Firestorm and the Stalker. The Firestorm has a fuelMax of 30 and a refuelRate of 10, while the Stalker has a fuelMax of 1000 and a refuelRate of 100. If I make a fuel upgrade that increases fuel by 30, it'll double the Firestorm's fuel capacity (which will then cost +3 elerium to refuel) but the Stalker's capacity will only be increased by 3%, and it'll use only 30% of the extra 1 elerium it takes to fill it to full. But if I make a fuel upgrade that increases fuel by 300, while it will increase the Stalker's flight time by 30% and its refuel cost by 3 elerium, if applied to the Firestorm its fuel capacity would go up to 330 and it would take 33 units of elerium to refuel it.

And I can't just use a different kind of fuel tank for the two craft because I have other refuelRates on other craft:
Firestorm: 10
Heracles: 40
Assassin: 75
Stalker: 100
And more. I don't want to make a different fuel upgrade for every differing level of fuel efficiency.

- - - - -

As far as I understood his idea, he suggests changing the fuel efficiency, and not the amount of fuel itself.
I am interested in such a feature, but it wasn't my primary suggestion. I was suggesting a feature which would give an amount of fuel that is altered by the craft's fuel efficiency (specifically multiplied by its refuelRate attribute).

It would be cool to be able to change craft efficiency. Howabout a factor in which you increase refuelRate by a percentage? It would be nice to also have one which increases fuelMax by a percentage. The math on these percentage increases is easy: you add together the percentage bonuses on all the modules with the same attribute, and then increase the craft's value by the final percentage.

For example, I equip a Fuel Tank A (fuelPercent: 30) and a Fuel Tank B (fuelPercent: 50) to a craft with 500 fuelMax. You add together the two fuel tanks to get an 80% increase to the craft's fuelMax, which brings it to 900.

To make another example, I equip Fuel Efficiency Mod A (fuelEfficiency: 25) and Fuel Efficiency Mod B (fuelEfficiency: 160) to a craft with a refuelRate of 40. You add together the two mods to get a 185% increase to fuel efficiency, which brings the craft's refuelRate to 114.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Stoddard on October 12, 2018, 09:55:36 pm
My suggestion would have that effect.


Then why just not make a new attribute for the equipment item, like fuelMaxPercentage or something, exclusive with the old fuelMax attribute, which will just add that much percent of the craft's fuelMax?

i.e.

Code: [Select]
craftFinalFuelMax = craftFuelMax * ( 100 + slotA.fuelMaxPercentage + slotB.fuelMaxPercentage + ... ) / 100

This story with making it depend on refuelRate is kind of too complicated in my opinion.


EDIT: or, alternatively, express equipment fuelMax in units of refuelRate (which is the core of your suggestion I think).

But there's no reason to keep the old equipment's fuelMax around - it'll only complicate things and waste fuel
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on October 12, 2018, 10:26:10 pm
I just want one of these things, or something to solve my dilemma.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on October 14, 2018, 03:08:15 pm
New OXCE version is up.

2018-10-14
 - Missions spawned by alien bases can now target different regions: https://openxcom.org/forum/index.php/topic,6557.msg104976.html#msg104976
 - Added mod switch for HK fast retarget: https://openxcom.org/forum/index.php/topic,5717.msg104986.html#msg104986
 - Added support for alien missile strikes (on Geoscape): https://openxcom.org/forum/index.php/topic,6557.msg104920.html#msg104920
 - Added support for Earth-based alien operations: https://openxcom.org/forum/index.php/topic,6557.msg104669.html#msg104669
 - Script support for post-mission soldier stat improvement: https://openxcom.org/forum/index.php/topic,6619.msg104686.html#msg104686
 - Protect Stats for Nerds "related items" that are not unlocked yet (ammo, built-in-items, ...)
 - Support for alien base upgrades (based on its age): https://openxcom.org/forum/index.php/topic,6430.msg104530.html#msg104530
 - More scaling options for very high resolutions: https://openxcom.org/forum/index.php/topic,6620.0.html

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

Disclaimer: breaking change for hunt missions... please update your mods, more info: https://openxcom.org/forum/index.php/topic,5717.msg104986.html#msg104986
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: gix on November 24, 2018, 03:02:15 pm
Since I didn't see any post mentioning a bug-dedicated thread, I'll put this here.
I noticed a weird bug (using latest GIT commits) => when selecting an item in the inventory screen, it's BIGOBS sprite doesn't follow the mouse cursor, but is stuck at (0,0) coordinates.
Changing Inventory.cpp blit:
Old
Code: [Select]
_selection->blitNShade(this, 0,0);
New
Code: [Select]
_selection->blitNShade(this, _selection->getX(), _selection->getY());
Seem to solve the issue.
Awaiting to confirm this in order to PR an OXCE-updated inventory per armor feature (see OXC PR1210)...
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on November 24, 2018, 03:51:57 pm
Yup, another side effect of my big refactor. As you already did it and test that then create pull request, I will merge it.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on November 24, 2018, 04:38:36 pm
Awaiting to confirm this in order to PR an OXCE-updated inventory per armor feature (see OXC PR1210)...

I've seen this in OXC and I need to have a closer look at it... but most likely I will take it into OXCE.

And after a bit of testing, it will probably be merged to OXC as well.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: gix on November 24, 2018, 10:58:48 pm
I've seen this in OXC and I need to have a closer look at it... but most likely I will take it into OXCE.

And after a bit of testing, it will probably be merged to OXC as well.
Adapted already for OXCE (I hope ;))... PR 20...
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: TheDeparted on November 27, 2018, 11:46:12 pm
Dear Meridian,

Can you please teach me/us how to "steal" some mods from the truly amazing megamods out there? For example, I would just like sniper rifles addes to the vanilla, or maybe a gym.

Thank you for your patience and dedication!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on November 28, 2018, 05:51:22 am
Can you please teach me/us how to "steal" some mods from the truly amazing megamods out there? For example, I would just like sniper rifles addes to the vanilla, or maybe a gym.
Below I have attached an example mod containing the .308 Sniper Rifle from The X-Com Files total conversion mod. Download it, install it, and pop open the ruleset in notepad++ so you can follow along as I explain how I built it.

You can just copy the code into a separate ruleset file and place it in its own mod directory. To figure out how to do that, look at other small mods as examples. Then just copy the relevant data from the large mod into your mod in the same format as it is in the small mod. Lastly, make sure you test it thoroughly!

Here's an example for the sniper rifle, which I copied from the items ruleset in X-Com Files. You want to take out some unnecessary elements. The original sniper rifle code from X-Com Files has a lot of excess data that we don't need. The simpler it is, the easier it is to handle. I removed the categories and research requirement, because our mod doesn't have the category list or research projects from X-Com Files. The rest of the fluff I'll just leave in place, but most of it could be removed without problem. To know which to leave and which to take out, check the OXC ruleset reference (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)). Anything not listed there you can do without and it won't break the mod, though it might detract from the quality of the mod.

The next part is to figure out all the extra parts we need. The most generic components other than the item entry are the graphics, sounds, and language entries. All of the lines which call for a sprite or sound file you'll notice have a number next to them, for example: bigSprite: 609. This means that the Sniper Rifle is calling for #609 from the bigSprite list. We'll want to grab these things from the extraSprites and extraSounds files. The bigSprite, floorSprite, handSprite, bulletSprite, and hitAnimation come from the BIGOBS.PCK, FLOOROB.PCK, HANDOB.PCK, Projectiles, and SMOKE.PCK sections of the extraSprites ruleset, respectively. (sic) We will not need entries from Projectiles or SMOKE.PCK because the numbers given for those on our Sniper Rifle (2, 26) are vanilla numbers which do not need resources. Usually when the number is very small, it is a vanilla resource. Mods typically use numbers that are 3 digits and up.

I copied the BIGOBS.PCK, FLOOROB.PCK, and HANDOBS.PCK sections over, carrying only one or two entries each (one for the rifle, one for the clip). Note the following data in the HANDOB.PCK entry:
    height: 40
    width: 256
    subX: 32
    subY: 40
This indicates that the entire image is 256x40 pixels and is subdivided into units of 32x40 pixels. All entries in HANDOBS.PCK should use the same value, but it is important to match the dimensions to the image file you're using. If you call the wrong size image, the game will crash on loading. If you call the right size, but the subdivisions are wrong, the textures will be fragmented and out of place. But we are just copying data from a different mod which presumably got the numbers correct so we should be fine.

Next we need the actual graphics files. The data we just copied over lists the file path, starting in your mod's main folder. For example, the bigObs #609 is to be found in {mod folder}/Resources/Weapons_Compilation/ClassicWeapons/bigob_SniperRifle.gif. Since we don't have those folders, we must either create them or change the file path. I choose to make a resources folder and delete all other folders from all file paths. So our final path is changed to Resources/bigob_SniperRifle.gif. So I created a folder called [Resources] and then searched for each graphics file we need in X-Com Files and copied them into my [Resources] folder, then I removed the extraneous folders from the file paths in extraSprites.

Now we need the sound files in extraSounds, from the BATTLE.CAT section. It's fireSound: 76 and hitSound:77 so we find those entries and copy them over just like with extraSprites. Then we copy the sound file over (and repair the file path).

Now we just want the language file and we should be done. We don't need to do anything more than copy it over. The game automatically reads all string values (such as STR_SNIPER_RIFLE) and checks your current language file for a corresponding entry. And it's also okay to not have the language file. If it doesn't find it, it'll just call the weapon STR_SNIPER_RIFLE instead of calling it Sniper Rifle. We get the language file from the extraStrings section corresponding to our chosen language--I'll go with en-US. Now if you've found STR_SNIPER_RIFLE in the language file, you'll notice there is a language entry for a UFOPedia topic on the rifle included in there as well. We can use that to add the UFOPedia project, but I'm not going to cover that at this stage. You can search X-Com Files and try to add it yourself if you like. You will need to find its entry in the ufopaedia section, and make sure you remove the research requirement from the ufopedia entry like we did with the item, unless you intend to instead copy the research project into the mod.

- - - - -

If you wish to try your hand at adding a gym from a big mod: find one in the facilities section of its ruleset and copy it over. You'll want to get the spriteFacility from BASEBITS.PCK in the extraSprites section. You will also want to copy over the corresponding map file from the MAPS folder, the routes file from the ROUTES folder, and any terrain files it uses from the TERRAIN folder. Make sure your mod has these folders just like this. The entry in facilities tells its MAPS/ROUTES/TERRAIN data at mapName, where it links to an entry in the terrains section. You'll probably find the facility map in the section called XBASE or something similar. You'll need to copy over the full mapDataSets entry, any mapBlocks that are used in your facilities, and all terrain files (from the TERRAIN folder) that are listed in the mapDataSets entry. If the mod doesn't contain one of the terrain files, it's probably a vanilla file which you won't need, such as BLANKS.

- - - - -

Once you feel like you're done, or at a good stopping point, you should test everything you added to your mod. We just added a sniper rifle, so we want to run the mod, start up a random battle, load the sniper rifle and ammo onto our ship, and try using and firing the weapon at an alien or two. If everything works out, then we have probably copied the mod correctly. If there are any unexpected errors, you can ask for help from the community either here on the forums (ideally in a new post in the Work in Progress subsection) or on our Discord channel (https://discord.gg/j6TVGd). Please don't post any replies to this message here in this thread. If you make a new thread in Work in Progress, I will see it and visit it.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: TheDeparted on November 28, 2018, 11:02:40 pm
Thank you, Reaver for your clear and detailed response! Much obliged, kind sir.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: krautbernd on November 29, 2018, 09:58:06 pm
I'm having trouble adding (i.e. running it together, loading last) Biggieboy82's Large Workshop to an existing mod (xcomfiles in this case). It keeps messing up base defense terrains:
Quote
terrains:
  - name: XBASE
    addOnly: true
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - XBASE3
      - BATHWALL
      - BATHBITZ
    mapBlocks:
      - name: XBLW_01
        width: 10
        length: 10
      - name: XBLW_02
        width: 10
        length: 10
      - name: XBLW_03
        width: 10
        length: 10
      - name: XBLW_04
        width: 10
        length: 10

In particular, i couldn't find any documentation for the "addOnly" switch. As far as i can tell it doesn't work as intended, as it overwrites the map datasets when it's supposed to add them the list. This is xcomfiles terrain definition:
Quote
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - XCOMWALL
      - XCOMBITS

As far as i can tell the mod is only supposed to add the missing datasets - instead it overwrites them and deletes those not on the list, messing up existing blocks. The only way i can get it to work is by deleting the datasets line alltogether, but of course it then fails to load on a base defense that includes the large workshop. Any hints on how i can get this to work?

EDIT:
Nevermind, works fine without the mapDataSets.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 09, 2018, 11:32:48 pm
Quote
OpenXcom is supporting only 8bit graphic

Since when? Maybe we should go back to the way it was? In version 5.0 such mess was not.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 09, 2018, 11:36:49 pm
Since when? Maybe we should go back to the way it was? In version 5.0 such mess was not.

Since the beginning!

When you got lucky, some 24bit images may have loaded... but not always and not for everyone. They are also not supported in OpenXcom, and they never were.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 09, 2018, 11:48:10 pm
I mean, it would be nice to undo all the changes in image support that have been made since version 5.0.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 09, 2018, 11:51:16 pm
I mean, it would be nice to undo all the changes in image support that have been made since version 5.0.

For what reason?

Did something break?
(except for not loading 24bit images... which were not and still are not supported)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 10, 2018, 12:04:39 am
For what reason?

Did something break?
(except for not loading 24bit images... which were not and still are not supported)

It's broken, from my point of view. I have are worth both version of. In version 5.0, images work, but in version 5.1 - they don't. The theoretical knowledge that they should not work does not change anything. The fact remains - in version 5.1 there are some changes that lead to the error of previously working images.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 10, 2018, 12:10:16 am
I don't know what to answer to that.
From my point of view, it was broken before and now it is correct.

If you want more opinions, feel free to ask Yankes/SupSuper/Warboy... maybe they can provide more arguments, or explain better than I can.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on December 10, 2018, 12:19:24 am
As in 99% cases OXC use only 8bit images when I did refactor and optimization of surfaces I remove loading of multi byte graphics.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 10, 2018, 12:28:17 am
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0. Until find a replacement.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 10, 2018, 12:32:51 am
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0.

You don't know how to convert them into 8bit graphics?

I can help with that if you want... I assumed all modders know how to work with xcom palettes.

I made a small tutorial for luke83 here, maybe it helps you too: https://openxcom.org/forum/index.php/topic,6750.msg107256.html#msg107256
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 10, 2018, 12:50:57 am
You don't know how to convert them into 8bit graphics?

I can help with that if you want... I assumed all modders know how to work with xcom palettes.

I made a small tutorial for luke83 here, maybe it helps you too: https://openxcom.org/forum/index.php/topic,6750.msg107256.html#msg107256

Thank you, of course, but it won't help me much. I don't know English. I'll try using Photoshop to do it. It'll work out eventually.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: ohartenstein23 on December 10, 2018, 05:22:29 pm
Hi Yankes, can I request that the awardExperience script be given a ptre to the attacking unit instead of a ptr? I'd like to be able to set a tag on a unit when it gains experience for handling of bonus stat gains at the end of a mission, but only once they've gained some experience.

Also, it looks like the getGeoscapeSoldier function is misspelled as getGeosapceSoldier compared to the pointer type GeoscapeSoldier.

Edit: I'm also having an issue with animating an item floorob - the following works to re-select the frames when the item is blit as a handob, but not for floorob. Outputting anim_frame to debug_log shows that it remains 0 for the floorob, and the selectItemSprite script doesn't have access to the BattleGame to get the frame either:
Code: [Select]
items:
  - type: STR_GRENADE
    floorSprite: 100
    scripts:
      selectItemSprite:
        if eq blit_part blit_item_floor;
          set sprite_offset anim_frame;
          mod sprite_offset 3;
          #debug_log 1 anim_frame;
          #debug_log 2 sprite_offset;
        end;

        add sprite_index sprite_offset;
        return sprite_index;
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on December 10, 2018, 09:40:01 pm
Changing `ptr` to `ptre` is usually one line change but I try keep everything read only, main reason is that I can reason what scripts can and what can't do.
If I change it to writable version should I prepare code to handle instant death of unit after this script run? Because of this I leaving this as read only.
One thing I could think is give access only to `tag` object as writable because game engine do not relay on this values.
Btw maybe there is other place where you logic could be placed? Right now after mission you can access `battleUnit.Exp.*` where all stats grain are stored.

For function, you misspelled misspelled function too :D, I will fix it right now.

For script, right, I do not propagate it there, this will be fix too.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: ohartenstein23 on December 10, 2018, 09:47:13 pm
Ah, I missed the BattleUnit.Exp.<x> in the documentation, that does what I need it to do, thanks! I think it'd still be nice to have access to setting tags even where we have ptr instead of ptre, but not necessary for this application.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on December 10, 2018, 10:09:39 pm
bugs fixed, now select sprite can have access to shade and animation frame.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 12, 2018, 06:04:39 pm
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0. Until find a replacement.

@Ethereal
I have converted all 24bit images from your mod (the latest available on the forum) to 8bit images.
You can find them in the attachment.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on December 12, 2018, 10:17:04 pm
@Ethereal
I have converted all 24bit images from your mod (the latest available on the forum) to 8bit images.
You can find them in the attachment.

Thank you very much!
Unfortunately, I lost the battle with Photoshop as it was my first experience with it. I can not get him to save files in "png" format.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on December 19, 2018, 10:14:41 pm
I can help with that if you want... I assumed all modders know how to work with xcom palettes.
I guarantee you less than half of modders, by number, know how to work with X-Com palettes. Remember, this is OpenXcom, an incredibly easy format for non-programmers to get into.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 22, 2018, 03:33:12 pm
New OXCE v5.2 is up.

2018-12-22
 - Updated OXCE language files
 - Updated OXC language files
 - Ability to redefine main menu background image
 - Allowed running, kneeling and strafing for all units
 - Required item(s) per starting condition (by Finnik)
 - When gym is destroyed, people stop training
 - Fixed getOneFreeProtected being ignored when getOneFree was not defined
 - Reworked case-insensitive search (hopefully works better now)
 - Show armor movement type in Stats for Nerds
 - Added AI option for destroying XCom base facilities: https://openxcom.org/forum/index.php/topic,6663.0.html
 - Ability to replace damaged buildings with rubble: https://openxcom.org/forum/index.php/topic,6668.msg105753.html#msg105753
 - Ability to define how likely a facility is to be damaged by a missile: https://openxcom.org/forum/index.php/topic,6668.msg105690.html#msg105690
 - Fixed multiple simultaneous base defenses (in the same game tick)
 - Fixed directional lighting
 - Fixed TU recovery on multi-stage missions
 - Vanilla: Added "transferTime" property to ruleset soldiers
 - Vanilla: showing (approximate) craft range at take-off
 - Vanilla: added support for bigger globe markers
 - Vanilla: scrollable ufopedia categories
 - Engine: rendering speed optimisation
 - Engine: only 8bit images are supported (which was always the case, but now it is enforced!)
 - Engine: transparency on color index 0 is now enforced (for now there can be one more additional transparency index, but only until OXCE 5.3)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Mathel on December 22, 2018, 04:14:54 pm
I have discovered a bug in 5.1 version, that is not listed as fixed in this list. Yesterday I discovered it on Android and today I confirmed it on Windows version.

Effect: Using special abilities by any unit.

Required: A unit with a special ability that has a menu (X-COM Files "Attack Dog", XPirates "Bug"), any other unit.
How to replicate: Select the psionic unit. Move the map so, that the special ability icon is over the unit you want to use it.
                 Click the special ability icon. The menu for using the ability appears and the unit under the icon is selected.
                 Use one of the abilities from the menu. The newly selected unit uses it with all that means. (The selected unit is pays the
                 cost of the ability with correct percentages, the selecteded unit's stats are used and trained.)

                 It only happens with abilities that drop menus. If the ability does not have a menu, such as with  X-COM Files "Hybrid", the unit below the icon is not selected.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: ohartenstein23 on December 22, 2018, 07:03:26 pm
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lord_Kane on December 23, 2018, 07:44:07 am
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.

Any news on that fix? or does this not affect vanilla MC/Psi?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Fiskun1 on December 26, 2018, 02:09:36 pm
Thank you for a great unified mod!
I always read every change list with interest.
Everything is invented very cool and convenient.
The only thing ... I would like to have a smarter AI ... ... but this is probably impossible in principle.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 26, 2018, 02:33:02 pm
Any news on that fix? or does this not affect vanilla MC/Psi?

Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lord_Kane on December 27, 2018, 12:50:25 am
Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.

Alright awesome. I grabbed it, I was testing a tank with a special weapon, so this will be good.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: FeruEnzeru[RETIRED/I QUIT] on December 30, 2018, 01:37:38 pm
@OXCE Moderators, along Global OXC Forum Moderators (That means you Meridian and Yankes)
Before i play the new 2018-12-22 version of OXCE in the morning, either 8:00 AM or 9:00 AM or 10:00 AM as a good example reason only just to take a break from reading the OXC forums.
Does it have bugs i might encounter as far as i want to play my OXC/OXCE game again? ???

I think my too-hyped mood really need some time on playing 90s XCOM UFO94 as i should say at some point sooner or later i suppose. I'll be waiting longer enough after eating rice. (https://s.pximg.net/common/images/emoji/408.png)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 30, 2018, 01:45:07 pm
You need professional help. Really.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: FeruEnzeru[RETIRED/I QUIT] on December 30, 2018, 02:12:04 pm
@Meridian
You need professional help. Really.
Not that, i'm just wanting to try the 2018-12-22 version out at 10:00 AM just to be its schedule for later, meaning i got 3-4 hours til 10:00 AM.
That's all, no offenses really. :-[

EDIT (SET AS REMINDER!!! :o):
Uh, Houston. We got a big a$$ problem.
The geoscape radar systems in OXCE has a bug, but never been fixed. Take a look at the image i've did using snipping tool app instead of F12.
(https://openxcom.org/forum/index.php?action=dlattach;topic=6586.0;attach=40678;image)
See, messed up radar bug in OXCE.
That bothers me with the older OXCE version i'm playing instead of the newer version.
What a bad relief.  :-[
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 01, 2019, 03:24:18 pm
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 01, 2019, 07:07:22 pm
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.

OXCE only adds support for hunter-killers, it doesn't enable them automatically.

The hunter-killers were intentionally added into the mod by the modder, not by the devs.

If you don't agree with that, you can turn them off by editing the mod's ruleset files, in this case:
1/ alienMissions_Area_51.rul file... search for all occurrences of hunterKillerPercentage and change the numbers after that attribute to 0
2/alienDeployments_Area_51.rul file... search for all occurrences of baseDetectionRange and change the numbers after that attribute to 0

EDIT (SET AS REMINDER!!! :o):
Uh, Houston. We got a big a$$ problem.
The geoscape radar systems in OXCE has a bug, but never been fixed. Take a look at the image i've did using snipping tool app instead of F12.
(https://openxcom.org/forum/index.php?action=dlattach;topic=6586.0;attach=40678;image)
See, messed up radar bug in OXCE.
That bothers me with the older OXCE version i'm playing instead of the newer version.
What a bad relief.  :-[

It's not a bug, it's a feature.
And it comes from OXC, not from OXCE.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: FeruEnzeru[RETIRED/I QUIT] on January 01, 2019, 08:08:49 pm
It's not a bug, it's a feature.
And it comes from OXC, not from OXCE.
Okay i see.
Gee, thanks that i wasn't a bug from OXCE, i just got confused at some point. :-\

I don't remember or/nor know what feature it is. ???
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 04, 2019, 12:17:51 pm
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 05, 2019, 05:55:05 pm
Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.
P.S.
Started another new game (yes I'm stubborn as a mule :) ), and Skyranger was destroyed when it returning back from Abandoned factory mission. It had escort, but it won't help - encountered very large, my Avalanche did nothing to it. Aliens killed transport but when run away from Interceptor. Very strange behavior. So harsh. But I like this is challenge and no longer cries ;)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on January 07, 2019, 02:40:30 pm
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.

  The crew of the transport ship,                                                       
  - Fuck it all! On the approach are attacking! Turn back!
  Fighter pilot,
  - Hey, where are you going?!
  The crew of the transport ship,
  - Home!
  Fighter pilot,
  - Then accompany yourself!
A typical mess in the ranks of the retreating army. :D

Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.

If this equipment is not secret, then it is not a pity to quit. And if the secret, then it is wise to destroy it on the spot, so that it does not get to aliens, terrorists, or some other hooligans.

Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on January 10, 2019, 10:51:23 am
Why don't they remain at the crash site and wait for X-Com to pick them up? Here's an idea:

They wait at the site. If you do pick them up, you get to keep anything that survived the crash. But as long as the site waits there, aliens might go after it, and if they get it, you lose points for all soldiers lost to the aliens, and for all equipment the aliens recover. So if you decide you don't think you can make it (or you see a UFO heading for them), then you can remotely command the site be destroyed. If you issue that command, the site will disappear, all equipment will be lost, and the surviving soldiers will make their way back to base on their own over several days.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 10, 2019, 11:25:16 am
Why don't they remain at the crash site and wait for X-Com to pick them up?

Because people tend to not just sit around and twiddle their thumbs, but rather get to the nearest inhabited area for potential medical treatment and to buy pizza and coke instead of starving.

Also, there is no crash site, the craft was destroyed in the air, they barely managed to eject/jump and didn't take anything with them other than a parachute.

Lastly, unless you are in Antarctic, Sahara or middle of Amazon... the accident will be seen by local military/government and local rescue forces will arrive to help sooner than Xcom.

Here's an idea:

They wait at the site. If you do pick them up, you get to keep anything that survived the crash. But as long as the site waits there, aliens might go after it, and if they get it, you lose points for all soldiers lost to the aliens, and for all equipment the aliens recover. So if you decide you don't think you can make it (or you see a UFO heading for them), then you can remotely command the site be destroyed. If you issue that command, the site will disappear, all equipment will be lost, and the surviving soldiers will make their way back to base on their own over several days.

Nice idea.
Too much work, not interested.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: yergnoor on January 10, 2019, 02:53:32 pm
Nice idea.
Too much work, not interested.
As a suggestion, I can state the idea that came to me when the UFO Hunters-Killers were added. It is somewhat simpler, maybe it will not be so difficult to implement it. The idea was to equalize the capabilities of people and aliens, not only in air combat, but also in ground combat. Now people can attack downed UFOs, and aliens cannot attack people from a downed transport worker. So, the idea was that the Hunter-Killer should have another property - can they sit down after people from a downed transport worker. It makes sense to assign this flag to big Hunters carrying many aliens and terrorist units. Small ones, with a small detachment of aliens, have little chance of winning, so the flag is not assigned to them - they only shoot down planes. So, if the Hunter-Killer knocks down an X-Com transport, then if he can, then he descends after the survivors and lands. At the same time, the soldier scatters around the battlefield (they parachuted with parachutes and did not have time to group themselves), and from their weapons and equipment they only had what had been assigned in advance. There was no equipment window before the fight, but the one that was already assigned was fastened to the uniform or was at hand, so professional soldiers could grab this weapon when leaving the ship. The aliens themselves are partly inside the UFO, partly manage to disperse across the battlefield (as they do now when attacking a stranded UFO). However, many people may be at a disadvantage, surrounded by enemies. The initiative of the first move will be for attacking newcomers, but the X-Com soldiers will have the opportunity to respond to the return fire, as it is now on the first move in a normal battle, only the sides change places. Opportunities to evacuate people do not have - refusal from battle is a recognition of defeat. In case of victory, soldiers can use the help of local allies to return to the base, but lose all trophies (they are picked up by the local army or whoever is there), and their equipment is destroyed, according to the instructions. That is, the return will still not be fast, all equipment is lost, only the battle is added, in which the soldiers have to defend their right to life.
Sorry if it turned out incomprehensible. The text was translated into English with the help of a Google translator.

Update:
Yes, probably it is better to clarify right away. I myself do not create fashion, so this was an offer from a player who wants to see diversity in mods, not a modode's proposal. And it is worth realizing it only if there are interested mod creators interested in it. They may somehow complement it, how it will be better suited to them.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on January 10, 2019, 06:24:51 pm
Speaking of ideas. Required in air combat with the HK one on one, to make the automatic destruction of the ship X-COM, if the velocity of the ship X-COM is lower than that of the UFO(no possibility to fly away), and he'd run out of all ammo or no weapons.

There were cases when, thanks to the modules, the evasion of the transport ship exceeded the accuracy of UFOs. Or the rate of UFO fire and damage did not allow to break through the energy shield of unarmed transport. In these cases, the air battle becomes endless.

Yes I know. Transports should accompany the interceptors, but at the beginning of the game, these interceptors can be destroyed even by small UFOs, and transport, hung with protective modules, can be impenetrable for small UFOs.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 10, 2019, 06:43:04 pm
That's a mod balance issue, not a code issue.

Don't make your transports invulnerable or the HK UFOs impotent.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on January 10, 2019, 07:02:57 pm
I agree with you. But it happens that the transport just a lot of HP. Implementing my offer will save a lot of time for the player.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on January 10, 2019, 08:49:06 pm
If anything were to happen... I'd say the attacker should give up after a while. How long can you chase an unhittable target?
After all that's what X-Com does (though the actual reason is limited ammo).

PS. Honestly I don't think it's that easy for a modder to predict which transport is fine and which will make the game effectively freeze.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 10, 2019, 09:35:16 pm
The feature is called "hunter-killers"... that's the guys that make you regret you were born. If you use the feature to implement alien holiday cruise ships with little alien children shooting at xcom from their little alien plastic pea-shooters... it's your decision, I don't judge... but don't expect a feature designed to support HKs to support also your alien holiday cruise ships.

In my opinion, the game already has more than enough options to implement HKs, in several different ways, even if you have very different early/mid/late game.

If it's such a big problem, I can add a self-destruct button/hotkey (or if you want think about it as HK giving up and setting a collision course with your craft)... but I'm not making a HK abort its mission... HKs either kill you or die trying.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on January 10, 2019, 11:27:07 pm
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :D
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on January 11, 2019, 12:13:19 am
The modder can allow you to put defensive weapons on your transport, and it is entirely up to them how durable your transports are and how rough the HKs are. If they are sending battleships at your transports which chase them down at high speed and pulverize them rapidly, then I think it was the modder's intent to make you feel that your transports are not sacred. I would respond by selecting one of the following options:

1.) purchase multiple cheap transports, troops, and equipment sets

2.) play a different mod
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on January 11, 2019, 12:15:12 am
The modder can allow you to put defensive weapons on your transport, and it is entirely up to them how durable your transports are and how rough the HKs are. If they are sending battleships at your transports which chase them down at high speed and pulverize them rapidly, then I think it was the modder's intent to make you feel that your transports are not sacred. I would respond by selecting one of the following options:

1.) purchase multiple cheap transports, troops, and equipment sets

2.) play a different mod

That's totally not on topic Reaver, but I absolutely agree with you.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: krautbernd on January 11, 2019, 12:26:13 am
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :D
Potential for awesome misclicks? :P

...why would a friggin' troop transport even have a self-destruct feature in the first place? I'm just imagening having this in X-COM files and your agents being intercepted on a commercial flight, only for guys to blow up the plane. Not that it wouldn't be hilarious (this being xcom after all), but i'd be in favor of a "limited ammuntion" or "ufo breaks off/outruns" feature.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on January 11, 2019, 08:11:39 am
As for self destruction - I'm not sure, but the fact that HK will go to ram the ship, which is not able to destroy by conventional means-a great idea. The ram must of course be fatal for the X-COM ship in 100% of cases.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 16, 2019, 03:24:09 am
Apologizes if I'm posting in wrong forum, but I think this code related bug, actually not bug but exception what not present there. Area 51 mod. Alien Hunter Killer detected, its on screen below:
(https://i.postimg.cc/SJqntKd3/screen004.png) (https://postimg.cc/SJqntKd3)
Now intercept it with Interceptor 3 from USA base:
(https://i.postimg.cc/YhW7cc2F/screen005.png) (https://postimg.cc/YhW7cc2F)
It's going to attack our Interceptor 3:
(https://i.postimg.cc/crqjnvZK/screen006.png) (https://postimg.cc/crqjnvZK)
And when the Dog fight phase starts, the game is crash with messages in log file:
Code: [Select]
[16-01-2019_00-52-17] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[16-01-2019_00-52-17] [FATAL] 0x88db20 OpenXcom::CrossPlatform::stackTrace(void*)
[16-01-2019_00-52-17] [FATAL] 0x8911b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[16-01-2019_00-52-17] [FATAL] 0x401750 signalLogger(int)
[16-01-2019_00-52-17] [FATAL] 0x76f653b0 RtlCaptureStackContext
[16-01-2019_00-52-17] [FATAL] 0x76f46540 RtlGetAppContainerNamedObjectPath
[16-01-2019_00-52-22] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
But you probably already found what the Interceptor 3 has NO weapons. I forgot equip it after I bought it. That's why I think OXCE crashes.  Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?
And save file, so you can reproduce it yourself:
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 16, 2019, 11:23:03 am
Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?

1/ yes
2/ fixed
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 16, 2019, 12:32:43 pm
2/ fixed
Umm... replaced files from latest 15th January archive but game still crashes there, or you haven't uploaded fixed version yet? I guess it should be at least 16th or later data, since I'm posted during night and you replied later.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on January 16, 2019, 01:34:10 pm
https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-f33003e56-2019-01-16-win32.7z
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on January 16, 2019, 01:56:33 pm
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on January 16, 2019, 08:58:08 pm
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

Self-destruction is active only if there is no way to escape from an overly aggressive UFO - hunter-killer. In a normal intercept all remained as before.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on February 22, 2019, 04:01:22 pm
P.S. Sometimes slave-piloted tanks disappear from FORTUNA on missions, going to ckeck it once again and write a bugreport.

In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on February 22, 2019, 04:23:42 pm
Praise the Lord! It was such a headache. Thanks!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on February 24, 2019, 07:40:21 am
In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on February 24, 2019, 11:18:41 am
Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?

Old order:
1. HWPs first (in list order)
2. then Soldiers (in list order)

New order:
1. HWPs first (in list order)
2. then 2x2 Soldiers (in list order)
2. then 1x1 Soldiers (in list order)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on February 24, 2019, 11:40:37 am
The fact is that HWPs can be small - 1x1. Not only 2x2. This is taken into account?

It would be more correct to do:

order:
1. 2x2 HWPs
2. 2x2 Soldiers
3. 1x1 HWPs
4. 1x1 Soldiers
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on February 24, 2019, 11:59:44 am
This is taken into account?

No.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 05, 2019, 04:43:38 pm
New OXCE v5.3 is up.

2019-03-05
 - Added lazy loading as a GUI user option
 - Ability to specify minimum required OXCE version per mod: https://openxcom.org/forum/index.php/topic,6945.0.html
 - Added script support for stat bonuses, including:
  * Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
  * Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
 - Ctrl+Alt+New Project to sort the research list by cost
 - Ctrl+Alt+Inventory to delete soldiers' equipment layouts
 - Always deploy 2x2 xcom soldiers first, ignoring their position in the list
 - When transferring aliens, check store space too (not only alien containment)
 - Prison check on Purchase: https://openxcom.org/forum/index.php/topic,6917.msg110499.html#msg110499
 - Facilities that cannot be built in a base yet/anymore are shown at the bottom of the list
 - Panic/berserk sounds: https://openxcom.org/forum/index.php/topic,6921.0.html
 - Changed language loading to default to en-US when translations are missing.
   * Prioritize untranslated text over incorrect text. Modders, you can stop copy-pasting en-US to en-GB.
 - User option cleanup: https://openxcom.org/forum/index.php/topic,6880.0.html
 - Different alien inventory background for xcom soldiers: https://openxcom.org/forum/index.php/topic,5047.msg109930.html#msg109930
 - Highlight colors in Ufopedia: https://openxcom.org/forum/index.php/topic,6883.0.html
 - Option for AI to pick up weapons more actively: https://openxcom.org/forum/index.php/topic,6882.0.html
 - Changed slo-mo hotkey from F8 to Alt+F8
 - Added burning indicator to alien inventory view
 - Allow to recover spawned xcom units as civilians
 - Added randomized manufacturing: https://openxcom.org/forum/index.php/topic,6867.0.html
 - Added new script to change move sound: https://openxcom.org/forum/index.php/topic,6758.msg109325.html#msg109325
 - Ability to transform items during recovery: https://openxcom.org/forum/index.php/topic,6868.0.html
 - Self-destruct button in Dogfight: https://openxcom.org/forum/index.php/topic,5717.msg108512.html#msg108512
 - HKs don't attack craft returning from a mission anymore
 - Unhardcoded (underwater) breathing animation (per armor)
 - Added option to disable underwater sounds
 - Added option to disable ocean shading on the globe
 - Armor transformation support for aliens and civilians
 - Walls can now generate light too (not only floor and objects)
 - Engine: reduced idle CPU burn
 - Engine: added zip loader: https://openxcom.org/forum/index.php/topic,6922.0.html
 - various bugfixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: niculinux on March 05, 2019, 05:29:57 pm
Another cool relase! I'd humbly advice to post changelogs for the future in another dedicated thread, if possible :)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on March 11, 2019, 01:40:26 pm
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 11, 2019, 01:51:37 pm
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

No, currently not.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on March 12, 2019, 09:45:36 am
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:
(https://i.postimg.cc/D4KVWmLz/screen026.png) (https://postimg.cc/D4KVWmLz)
If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?
 
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Mathel on March 16, 2019, 05:26:33 pm
Hello.

I have an idea for a feature.
Some kind of toggle near the TU reserve switches, which tells your units, how aggresive they should be with their reactions.
OFF: Vanilla
ON: Only react to attacks (Firing, throwing)
Default: OFF
Modded in sides should probably have this settable in the mission definition.

I got the idea when playing X-Pirates, and raiding a hopper. Some fat men moved before the killer droid did and got shot.
The intention for this is to make it easier to not accidentaly kill harmless enemies. But the tradeoff is, that the dangerous enemies will get to shoot.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 17, 2019, 12:44:29 pm
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:
(https://i.postimg.cc/D4KVWmLz/screen026.png) (https://postimg.cc/D4KVWmLz)
If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?

It's a feature of OXCE.
(already a very old one)

The thread with OXC/OXCE differences has been updated accordingly: https://openxcom.org/forum/index.php/topic,6459.0.html
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on March 21, 2019, 11:56:10 am
Questions about difficulties: have you changed rate of alien psi control attacks, weapons powers and armor behavior and etc in compare with open xcom version. I'm replaying area 51 on veteran but failing due to incredible psi attacks. Interesting changes in amount of aliens in every mission too. I mean how many will be generated  in their ships, bases and terror (council) missions.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 21, 2019, 12:18:40 pm
Questions about difficulties: have you changed rate of alien psi control attacks

no

weapons powers

no

and armor behavior and etc in compare with open xcom version.

no

I'm replaying area 51 on veteran but failing due to incredible psi attacks.

There was a bug in psi attacks between versions 2019-01-03 and 2019-02-22.
If you have a version older than 2019-01-03 or newer than 2019-02-22, psi attacks work the same as in vanilla.
Otherwise, please upgrade.

Interesting changes in amount of aliens in every mission too. I mean how many will be generated  in their ships, bases and terror (council) missions.

That's responsibility of Area 51, not of OXCE.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on March 21, 2019, 01:04:01 pm
Thank you for fast response and your answers.
There was a bug in psi attacks between versions 2019-01-03 and 2019-02-22.
If you have a version older than 2019-01-03 or newer than 2019-02-22, psi attacks work the same as in vanilla.
Otherwise, please upgrade.
That's responsibility of Area 51, not of OXCE.
Got it! Upgraded. Testing now.
By the way - double stats strings on newest version 5.3.2 (2019-03-18)
"cwmcwm" on screenshot:
(https://i.postimg.cc/XXrNdYrm/screen029.png) (https://postimg.cc/XXrNdYrm)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 21, 2019, 03:06:34 pm
Thank you for fast response and your answers.Got it! Upgraded. Testing now.
By the way - double stats strings on newest version 5.3.2 (2019-03-18)
"cwmcwm" on screenshot:
(https://i.postimg.cc/XXrNdYrm/screen029.png) (https://postimg.cc/XXrNdYrm)

Look here: https://openxcom.org/forum/index.php/topic,5258.msg110802.html#msg110802

You have situation called BAD... please change to one of the situations called GOOD.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Shiroi Bara on March 21, 2019, 05:28:20 pm
Some suggestions and questions about soldiers sorting order. Now we have a lot of options, like sort by accuracy, strength etc... But all of them has order from lower to higher. But I'm often like to use opposite  effect from higher to lower. Of course, I can do it manually, but may be option in future releases? Or it's already exists and I'm just missing it?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 21, 2019, 05:34:37 pm
Some suggestions and questions about soldiers sorting order. Now we have a lot of options, like sort by accuracy, strength etc... But all of them has order from lower to higher. But I'm often like to use opposite  effect from higher to lower. Of course, I can do it manually, but may be option in future releases? Or it's already exists and I'm just missing it?

Click = sort ascending
Shift+click = sort descending
Ctrl+click = don't sort, just show numbers
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Alex_D on March 21, 2019, 08:50:19 pm
A small request:
Can we have the option of transferring the loot after a battle always available? Say a button alongside with sell, score, exp?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Nord on March 22, 2019, 03:25:31 pm
New OXCE v5.3 is up.
 - Added script support for stat bonuses, including:
  * Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
  * Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
Great. But where can i get more info about thi? Is there discussion, or maybe an example mod?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on March 22, 2019, 03:37:30 pm
Example of some dumb script:
Code: [Select]

armors:
  - type: STR_NONE_UC
    recovery:
      time: |
        unit.tuBonusStats bonus 50 10 0 0; #same as old `tu: [0.05, 0.01]`
        add bonus 5; #similar to old `flatOne: 5`
        limit_upper bonus 100; #impossible in old version, now TU will never reach more than 100 per turn
        return bonus;

There is too global version that affect all units/items:
Code: [Select]
extended:
  scripts:
    energyRecoveryBonusStats:
      - offset: 1
        code: |
          div bonus 2; #all units have only half energy regeneration
          return bonus;
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Nord on March 25, 2019, 06:02:55 am
It is great, indeed.
And how about item, increasing accuracy or damage, when stored in backpack?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on March 25, 2019, 11:21:16 pm
Inventory is still off limits for scripts, you have only access to left and right weapon.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Alex_D on March 26, 2019, 02:27:10 am
Inventory is still off limits for scripts, you have only access to left and right weapon.

Maybe I missed the thread where it's explained, apologies if so. Where I can get a list of variables that can be modified by scripts and examples of use? Do I need to dig into the source code?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yankes on March 26, 2019, 09:23:05 pm
if you run game with debug and verbatim or some thing like that, script engine will do full dump of all possible functions avaialbe in each script.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Nord on March 27, 2019, 08:28:16 am
if you run game with debug and verbatim or some thing like that, script engine will do full dump of all possible functions avaialbe in each script.
Please, can you provide an example?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on March 27, 2019, 10:44:37 am
Please, can you provide an example?

full dump attached
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Nord on March 27, 2019, 07:24:13 pm
full dump attached
This is a great info. Many things to think of, thanks.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Finnik on March 28, 2019, 08:27:24 pm
full dump attached

Thanks!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 07, 2019, 01:48:43 pm
Is there any reason the the sorting option "First Letter" isn't fully alphabetical?  I mean, it's REALLY close, but not quite. 

"I have approximate knowledge of many things"

It's fully alphabetical since today.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Yeoman on April 09, 2019, 03:56:10 am
Noticed that opening doors seems to require energy in OXCE (even though none is consumed) whereas it doesn't in OXC. Also, when you attempt to open a door but don't have enough energy, the "Not Enough Time Units" message is displayed.

This is with v5.3.2 / 2019-03-18
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 09, 2019, 09:54:21 am
Yes, it's a known issue.

I'll look at it again soon.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 13, 2019, 03:46:27 pm
What did you do with the sound in the latest version? After the upgrade has changed the sound of death of Sectoids and shock plasma. I didn't do anything myself. I really do not like these changes and please return the sound settings to their original state.

P.S. In general, I found the original sounds in the "wav" format and the situation ceased to seem the End of the World.

P.P.S. Apparently the problem is reading."cat" file.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 13, 2019, 04:49:14 pm
What did you do with the sound in the latest version? After the upgrade has changed the sound of death of Sectoids and shock plasma. I didn't do anything myself. I really do not like these changes and please return the sound settings to their original state.

P.S. In general, I found the original sounds in the "wav" format and the situation ceased to seem the End of the World.

P.P.S. Apparently the problem is reading."cat" file.

Can you share the CAT file that is causing the problem?
(or the entire content of your SOUND directory and your options.cfg file)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 13, 2019, 06:36:21 pm
Can you share the CAT file that is causing the problem?
(or the entire content of your SOUND directory and your options.cfg file)

Yes I can. And ".log" in the appendage. Strangely, a lot of things have been written in ".log", but everything works exactly as intended. And about the sound is nothing.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 14, 2019, 10:11:24 pm
Hi, i have openxcom version on pc and openxcom extender android on tablet, could i play between platforms without problems? Or will i change openxcom on pc to openxcom extender?

Thanks in advance
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 15, 2019, 12:23:56 am
Hi, i have openxcom version on pc and openxcom extender android on tablet, could i play between platforms without problems? Or will i change openxcom on pc to openxcom extender?

Thanks in advance

You can transfer your saves from openxcom to openxcom extended without problems. From PC to Android.
But if you transfer saves from openxcom extended to openxcom (from Android to PC) you will lose some information.

I would recommend updating your PC to openxcom extended too... but the decision is yours.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 15, 2019, 10:41:39 am
You can transfer your saves from openxcom to openxcom extended without problems. From PC to Android.
But if you transfer saves from openxcom extended to openxcom (from Android to PC) you will lose some information.

I would recommend updating your PC to openxcom extended too... but the decision is yours.

Thanks a lot, I'll do that.

Another question,  if I install oxce I will have to patch games manually or is like openxcom?

Thanks in  advance
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 15, 2019, 10:50:37 am
Thanks a lot, I'll do that.
Another question,  if I install oxce I will have to patch games manually or is like openxcom?
Thanks in  advance

It's the same like downloading openxcom nightly as zip.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 15, 2019, 01:07:47 pm
Meridian, do I have to dig at myself in order to identify the problem of sounds, or will there be a bug fix in the next version of OXCE?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 15, 2019, 01:51:05 pm
Meridian, do I have to dig at myself in order to identify the problem of sounds, or will there be a bug fix in the next version of OXCE?

I have not had a chance to look at it yet... I will try it today or tomorrow.

But if you can help, that would be nice.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 15, 2019, 04:11:35 pm
I am not a programmer. But apparently there is an offset when playing a sound in the file "cat", in the folder "\ openxcom \ UFO \ sound". If you take the files "cat" from here https://openxcom.org/forum/index.php/topic,2727.msg28562.html#msg28562 , then the sound will be strange, although this is the way out. But there the file size is smaller than from my version of the UFO, and some sounds may not suffice (did not check completely).
It is possible, as an option, to integrate this mod https://openxcom.org/forum/index.php/topic,2044.msg19770.html#msg19770 into OXCE and forget about this problem.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 15, 2019, 04:21:36 pm
It's the same like downloading openxcom nightly as zip.

Ok, i will patch ufo an tftd then.

Thanks!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 15, 2019, 11:01:41 pm
I am not a programmer. But apparently there is an offset when playing a sound in the file "cat", in the folder "\ openxcom \ UFO \ sound". If you take the files "cat" from here https://openxcom.org/forum/index.php/topic,2727.msg28562.html#msg28562 , then the sound will be strange, although this is the way out. But there the file size is smaller than from my version of the UFO, and some sounds may not suffice (did not check completely).
It is possible, as an option, to integrate this mod https://openxcom.org/forum/index.php/topic,2044.msg19770.html#msg19770 into OXCE and forget about this problem.

I have reproduced the issue using your files, but I don't know how to fix it.
I have informed Stoddard (who was doing the recent changes), and waiting for his feedback.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 16, 2019, 03:49:57 pm
Hi, I have another question. Where is cfg file? 
It's for copy it to pc, phone and tablet, to have the same options.

Thanks in advance
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 16, 2019, 03:56:26 pm
Hi, I have another question. Where is cfg file? 
It's for copy it to pc, phone and tablet, to have the same options.

Thanks in advance

%Documents%/OpenXcom/options.cfg
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 16, 2019, 06:26:21 pm
Something I can not understand - and in the display of the ship’s readiness status, does the "refuel \ repair Rate" count or is it a display of total readiness taking into account repair, reloading and refueling?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 16, 2019, 07:47:11 pm
%Documents%/OpenXcom/options.cfg

Thanks!
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 18, 2019, 03:30:07 pm
Another question, how can i donate? I already donate 5€ to openxcom and i want to donate to OCXE developer too.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 18, 2019, 04:24:02 pm
Another question, how can i donate? I already donate 5€ to openxcom and i want to donate to OCXE developer too.

You can donate here if you want: https://www.patreon.com/meridian
Or if you prefer PayPal I can PM you the email address.

Donations are of course strictly optional, and you should only donate if you feel comfortable doing so.
A couple of nice words will have the same effect :)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on April 19, 2019, 07:20:09 am
Something I can not understand - and in the display of the ship’s readiness status, does the "refuel \ repair Rate" count or is it a display of total readiness taking into account repair, reloading and refueling?

It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 19, 2019, 10:09:27 am
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.

It's all together.

1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5  = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 19, 2019, 10:55:54 am
You can donate here if you want: https://www.patreon.com/meridian
Or if you prefer PayPal I can PM you the email address.

Donations are of course strictly optional, and you should only donate if you feel comfortable doing so.
A couple of nice words will have the same effect :)

Donation accomplished :)
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 19, 2019, 11:50:10 am
Donation accomplished :)

Muchas gracias amigo.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 19, 2019, 03:46:56 pm
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.

It's all together.

1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5  = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)

Well, yes, plus the crew’s lunch time, a delay in sanitary need ... yes, yes, yes. :D All this is strange.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: SIMON on April 19, 2019, 05:22:34 pm
I'm following your playthrough of TWOTS at the moment and noticed that you have upgraded to OXCE 5.3.3 of 13/04/19 but, https://openxcom.org/forum/index.php/topic,5258.0.html shows 18/03/19 as the latest. Can you provide a link for the latest release or are you still testing it at the moment?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 19, 2019, 07:52:06 pm
https://lxnt.wtf/oxem/#/Extended
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 20, 2019, 07:25:12 am
https://lxnt.wtf/oxem/#/Extended

O_o No information, no list of changes ... Such top-secret information?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 20, 2019, 10:13:57 am
O_o No information, no list of changes ... Such top-secret information?

Changelog is produced on releases only, not on nightly builds.

And you can see the changelog in github or on discord if you want it sooner.

I also create a new thread for every new feature with examples here on the forum as soon as it is implemented or even sooner if I want feedback.

What more do you want?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 20, 2019, 11:49:16 pm
Hi, i don´t know if it is a problem or not but when i load a game from my tablet  (i play between android and pc versions) prompts a message that say i had activated mods and i will have problems. I play with same configuration in both platforms.

Can i play without risks?

Thanks in advance.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 21, 2019, 12:17:08 am
Hi, i don´t know if it is a problem or not but when i load a game from my tablet  (i play between android and pc versions) prompts a message that say i had activated mods and i will have problems. I play with same configuration in both platforms.

Can i play without risks?

If it says that then you don't have the same configuration.

Try starting a new game on PC, make a save, start a new game on tablet, make a save, and upload both saves here... we'll tell you what's different.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 21, 2019, 03:47:02 pm
If it says that then you don't have the same configuration.

Try starting a new game on PC, make a save, start a new game on tablet, make a save, and upload both saves here... we'll tell you what's different.

Thanks! I attached them.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 21, 2019, 07:22:18 pm
Thanks! I attached them.

These two are same... are you getting the warning when you move one of them to the other platform?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 21, 2019, 07:51:56 pm
These two are same... are you getting the warning when you move one of them to the other platform?

Yes, From pc to Android. From android to pc there is no warning

Edit: it's my fault, on tablet is ok. problem is on my phone. I will check configuration again

Sorry
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 22, 2019, 04:32:38 pm
New OXCE v5.4 is up.

2019-04-22
 - Added ability to decide whether to kill or sell aliens in alien containment
 - Added option to prevent or allow loading an item to craft inventory: see 'ignoreInCraftEquip' attribute in nightly ruleset reference (NRR)
 - Training Finished popup now shows the base name too
 - Show cause of death (killer & weapon) on diary overview
 - Shift+click to swap loaded ammo
 - Shift+click for instant unload
 - Ctrl+Alt+j/k to stun/kill all aliens EXCEPT under the cursor
 - Sort soldiers by name instead of just by first letter
 - Skip zero-quantity craft/soldier types in Monthly Costs breakdown: see 'forceShowInMonthlyCosts' attribute in NRR
 - Added "extraRandomItems" attribute to alien deployment: https://openxcom.org/forum/index.php/topic,7055.msg111746.html#msg111746
 - Added "randomRace" attribute to alien deployment: https://openxcom.org/forum/index.php/topic,7065.msg111733.html#msg111733
 - Manufacture/Purchase links from "Cannot Reequip" GUI
 - Added mod option to build infiltration bases near countries: see 'buildInfiltrationBaseCloseToTheCountry' attribute in NRR
 - Added a chance for environmental conditions being applied or not (per battle): see 'globalChance' attribute in NRR
 - Global Production Overview (default hotkey 'P')
 - Added craft weapon ruleset option to hide stat info in Ufopedia: see 'hidePediaInfo' attribute in NRR
 - Added item ruleset option to hide damage info in Ufopedia: see 'hidePower' attribute in NRR
 - Add multi page support for Ufopaedia articles: see 'pages' attribute in NRR
 - Mission bounty item now supports item transformations
 - Allowed other attack types (e.g. snap or auto) for launcher weapons
 - TU recovery each turn is now additive (same as e.g. energy recovery), cannot go over maximum, encumberance/wound penalties are applied at the end
 - Added random manufacturing summary GUI
 - various bugfixes

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

NRR: Nightly ruleset reference (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Alex_D on April 22, 2019, 09:08:05 pm
Nice!

Is the option of always be able to transfer the loot after battle (versus only when there is no more room), still on the to-do-some-day list ?

EDIT:
New OXCE v5.4 is up.
 - Shift+click to swap loaded ammo
 - Shift+click for instant unload
I can unload the ammo directly to the ground if Shift+click. What the other option does?
It appears there are many more keyboard shortcuts than those found in the Options Menu.  Is there a page with all of the OXCE current controls available to the player ?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Ethereal on April 23, 2019, 06:04:02 pm
Thank you for the work and update.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 23, 2019, 06:25:49 pm
EDIT:I can unload the ammo directly to the ground if Shift+click. What the other option does?

If you are holding an ammo in the hand already, you can use shift+click to swap that ammo with an already loaded ammo in the gun.
I.e. "ammo swap" instead of "unload + load"

It appears there are many more keyboard shortcuts than those found in the Options Menu.  Is there a page with all of the OXCE current controls available to the player ?

https://openxcom.org/forum/index.php/topic,6424.0.html

If there is something missing, you're more than welcome to add it.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: karnaugh_map on April 23, 2019, 08:10:13 pm
- TU recovery each turn is now additive (same as e.g. energy recovery), cannot go over maximum, encumberance/wound penalties are applied at the end

Wouldn't it be preferable for encumbrance/wound penalties to be applied before cumulating TUs, so a heavily over encumbered dog could build up enough TUs over several turns to drop the corpse in its backpack. (Not that such an issue happened to me :P ) Also have a minimum of 1 TU regenerated per turn.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 23, 2019, 08:22:10 pm
Wouldn't it be preferable for encumbrance/wound penalties to be applied before cumulating TUs, so a heavily over encumbered dog could build up enough TUs over several turns to drop the corpse in its backpack. (Not that such an issue happened to me :P ) Also have a minimum of 1 TU regenerated per turn.

Not vanilla compatible... it would mean that there are never any penalties in vanilla.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: ohartenstein23 on April 23, 2019, 09:16:41 pm
This kind of penalty can be written using scripts - I recently re-wrote overweight penalties in the 40k mod to apply to energy instead of TUs.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on April 23, 2019, 09:35:23 pm
This kind of penalty can be written using scripts - I recently re-wrote overweight penalties in the 40k mod to apply to energy instead of TUs.

That would require editing tags on every armour in the game, right?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: ohartenstein23 on April 23, 2019, 09:39:19 pm
No, not necessarily. I wrote a single, global script to handle this. Any exceptions can be made at the armor or item level, but the base mechanics didn't require extra script ruleset tags on every armor.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Solarius Scorch on April 23, 2019, 09:41:11 pm
No, not necessarily. I wrote a single, global script to handle this. Any exceptions can be made at the armor or item level, but the base mechanics didn't require extra script ruleset tags on every armor.

That's way better than I expected!
Not going to run with this straight away or anything, but could you share this script? It sounds potentially relevant to any mod.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Lecitron on April 23, 2019, 09:42:47 pm
Thanks for your work! If I update to 5.4 could i play my 5.3.2 savegame without problems?
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: The Reaver of Darkness on April 25, 2019, 08:53:57 pm
1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5  = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)

I'm talking about how every time the craft says X hours, X hours later it says it's 100% complete but still in-process. It seems to put the craft in ready status at the end of the first time slot for which nothing is done to it, and not at the beginning of that time slot. It works the same whether it's doing things on multiple parts of the craft or not--example, loading a weapon that takes 2 hours, it says it takes 2 hours and it properly fills ammo 4 times in that 2 hours, but the weapon will be full and the craft still says Rearming.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on April 25, 2019, 09:02:46 pm
I'm talking about how every time the craft says X hours, X hours later it says it's 100% complete but still in-process. It seems to put the craft in ready status at the end of the first time slot for which nothing is done to it, and not at the beginning of that time slot. It works the same whether it's doing things on multiple parts of the craft or not--example, loading a weapon that takes 2 hours, it says it takes 2 hours and it properly fills ammo 4 times in that 2 hours, but the weapon will be full and the craft still says Rearming.

Sorry, I did not understand any of this.

Please provide a starting save, screenshot of each step and which number is correct and which is wrong.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on April 25, 2019, 11:44:09 pm
You can do it in vanilla. Disable all mods and make a new game. Take the cannon off your first interceptor, then put it back on. It'll say rearming: 2 hours. After 1 hour the cannon has 100/200 rounds, and it says rearming: 1 hour. After 2 hours the cannon has 200/200 rounds and it says rearming: 1 hour.


- - - -

Can we have an option to increase the number of mind shields that a base facility may count as? For example:
Code: [Select]
facilities:
  - type: STR_MIND_SHIELD
    mindPower: 1
  - type: STR_LARGE_MIND_SHIELD
    size: 2
    mindPower: 6
  - type: STR_ADVANCED_MIND_SHIELD
    mindPower: 2
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 25, 2019, 11:54:21 pm
You can do it in vanilla. Disable all mods and make a new game. Take the cannon off your first interceptor, then put it back on. It'll say rearming: 2 hours. After 1 hour the cannon has 100/200 rounds, and it says rearming: 1 hour. After 2 hours the cannon has 200/200 rounds and it says rearming: 1 hour.

OK, I will have a look.

Can we have an option to increase the number of mind shields that a base facility may count as? For example:
Code: [Select]
facilities:
  - type: STR_MIND_SHIELD
    mindPower: 1
  - type: STR_LARGE_MIND_SHIELD
    size: 2
    mindPower: 5
  - type: STR_ADVANCED_MIND_SHIELD
    mindPower: 2

Yes, todolisted.

Also, FWIW, I am very glad that someone has also requirements like this.
I am pretty sick of (almost) all modders making me build 10 alien containments, 20 workshops, 30 labs and a gazillion of storage/living space facilities.
Making small compact efficient bases is beautiful.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on April 26, 2019, 12:08:36 am
Making small compact efficient bases is beautiful.

While we're at it, may I request a global variable to make grav shields stack?

Code: [Select]
vars:
    gravStacking: true

It won't significantly increase base defense power in most setups, but may allow you to slightly reduce the number of facilities used. Such as: 1 grav shield and 5 fusion defense = 10x fusion defense for 6 facility space. But 2 grav shield and 3 fusion defense = 9x fusion defense for 5 facility space.

On the other hand, mods like Tech-Comm might implement using large fractions of your base for defense, and trying to calculate how many grav shields vs defenses gives you the best ratio.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 28, 2019, 02:12:27 pm
Question about tech viewer: What all those "-,=,#" marks means, and how I can determine which project is easily or harder? If possible answer with some examples. 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: SIMON on April 28, 2019, 02:33:03 pm
Very good question, I had been wondering about those symbols as well.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on May 04, 2019, 12:41:58 pm
I noticed that only weapon-type craftWepons are shown on the interception window. Passive craftWeapons, such as one that grants extra speed, accuracy, and so on, are not.
Would it be possible to show them too (obviously omitting the range indicator, since they don't have any)? I think it would be useful, and especially more cool, to show them.
I guess this is sort of a selfish request, but I just finished a bunch of icons and seeing them not appear was disappointing :P.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 04, 2019, 01:24:48 pm
I noticed that only weapon-type craftWepons are shown on the interception window. Passive craftWeapons, such as one that grants extra speed, accuracy, and so on, are not.
Would it be possible to show them too (obviously omitting the range indicator, since they don't have any)? I think it would be useful, and especially more cool, to show them.
I guess this is sort of a selfish request, but I just finished a bunch of icons and seeing them not appear was disappointing :P.

yes
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on May 06, 2019, 08:05:08 pm
After upgrading from a previous version i've noticed that terrain damage seems to be applied before the actual hit animation has played. Is this intended?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 06, 2019, 08:06:32 pm
After upgrading from a previous version i've noticed that terrain damage seems to be applied before the actual hit animation has played. Is this intended?

From which version to which version?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on May 06, 2019, 08:27:05 pm
5.3.0 to 5.4.1
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 06, 2019, 10:20:59 pm
Yeah, this seems to be the relevant change: https://github.com/MeridianOXC/OpenXcom/commit/73c9eb39d15af4e1a02600fdfd97b848c4292c4c

I forgot what the reason was, maybe Yankes can clarify.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 06, 2019, 10:30:00 pm
Yes, this is intended, this is change made in propose of future changes and refactors.
Terrain is change because bullet physically hit at that moment, and after bullet hit/explosion animation will play.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on May 07, 2019, 09:58:29 am
Terrain is change because bullet physically hit at that moment, and after bullet hit/explosion animation will play.
It is thrue in theory, but explosives now looks strange. But if it needed, then it needed...
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on May 07, 2019, 10:59:28 am
Doesn't this break vanilla behaviour/animation cycles?

As Nord has pointed out this looks extremely odd atm, since the terrain breaks before the projectile hit animation plays out.

Might i suggest moving this change into a seperate dev-branch until this has been sorted out? I'd like to use a version of OXCE that doesn't randomly crash, but right now i'd actually prefer the game to randomly crash instead of having precognitive terrain tiles.

With what version were these changes introduced?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 07, 2019, 02:56:44 pm
Can we have option auto set timer after dog fight to 5 seconds automatically? Can we have option auto zoom out world map if USO could not be reached due to depth? Same if can not be reached under land. All questions consider TFTD. May be I missed something so I add it here later.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 07, 2019, 04:07:46 pm
Can we have option auto set timer after dog fight to 5 seconds automatically?

The timer is already always set to 5 seconds when the dogfight starts.

Can we have option auto zoom out world map if USO could not be reached due to depth? Same if can not be reached under land. All questions consider TFTD. May be I missed something so I add it here later.

No, I am adding user options only if 100+ users ask for them. And I haven't heard such a request from anyone else.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 08, 2019, 08:26:55 pm
Doesn't this break vanilla behaviour/animation cycles?

As Nord has pointed out this looks extremely odd atm, since the terrain breaks before the projectile hit animation plays out.

Might i suggest moving this change into a seperate dev-branch until this has been sorted out? I'd like to use a version of OXCE that doesn't randomly crash, but right now i'd actually prefer the game to randomly crash instead of having precognitive terrain tiles.

With what version were these changes introduced?
This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.

This change is important in long run, because damage calculation is done first now then it can affect how explosion will play out, that is impossible in old version.
Example could be that explosion animation is played in random places even if damage do not reach that place, in new version I could add that animations is show only where damage was done.

One thing I have in mind is do not update every tile at once during explosion. Instead do it by circualr "layer" that will simulate propagate of shock wave.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on May 08, 2019, 09:53:59 pm
This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.

This change is important in long run, because damage calculation is done first now then it can affect how explosion will play out, that is impossible in old version.
Example could be that explosion animation is played in random places even if damage do not reach that place, in new version I could add that animations is show only where damage was done.

One thing I have in mind is do not update every tile at once during explosion. Instead do it by circualr "layer" that will simulate propagate of shock wave.
Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.

As far as i am concerned the tiles are 'precognitive', since the only inidication that any damage has been delat is when the hit animation plays - which is does after the terrain tile is already destroyed. Damage calculation in-game isn't transparent to the player. I'd ask you to reconsider and at least give us an option to enable vanilla behaviour (for animations).

Can you tell me when this change was introduced?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 08, 2019, 10:29:27 pm
Can you tell me when this change was introduced?

It was introduced on March 17th.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 08, 2019, 11:23:30 pm
Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.
This is priority of OXC not OXCE. When I start OXCE, my main goal was modding capacity of engine even when sacrificing original behavior.
See: https://openxcom.org/forum/index.php/topic,6459.0.html
If new behavior have similar (not same!) end effect and give more options for modder then I throw through the window original behavior.

And here we have exactly this case, changing order is very visible but end result is same. As it give lot of potential for new mod capabilities and code refactor that will simplify and allow future changes and new functionalities. And only thing left is personal taste and familiarity with old behavior.

For single hit animation current version look even better IMHO.


As far as i am concerned the tiles are 'precognitive', since the only inidication that any damage has been delat is when the hit animation plays - which is does after the terrain tile is already destroyed. Damage calculation in-game isn't transparent to the player. I'd ask you to reconsider and at least give us an option to enable vanilla behaviour (for animations).
People evaporate in nuclear strike before shock wave reach them.

Options to toggle it is out out question, because whole point of this change was to simplify game logic not add new cases and versions. Whole point is that I could really on this that calculation was done before all animations.

Only thing that could be done (as I said previous post) to alter how tiles are handled after damage calculations. That could allow delay update of tiles to some frames after hit, but this need more work and right now I have other priorities.

Right now you are only one I know who is very against this change, if there was more demand for changing it, from more people, then I could consider to alter current behavior. Other wise I leave this as is.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Eddie on May 13, 2019, 03:46:09 pm
About moral damage, as reportet here:
https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656 (https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656)

Moral damage, as in weapons dealing damage to moral, is multiplied by: (110 - bravery)/100

This works fine as long as the maximum bravery is 100. Since mods introduced bravery adding armors, bravery 100+ is now possible. While immunity to moral damage at 110 bravery is debatable, damage inversion for bravery >110 is clearly a bug.

How to solve? Treat everything >110 bravery as 110 (immunity) or treat everything >100 as 100? Other options?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 13, 2019, 05:28:03 pm
How to solve?

Solution 1: don't create such armors

Solution 2: don't create such weapons

Solution 3: use scripts to implement your own damage algorithm with whatever rules you can think of
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on May 14, 2019, 03:24:00 am
About moral damage, as reportet here:
https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656 (https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656)

Moral damage, as in weapons dealing damage to moral, is multiplied by: (110 - bravery)/100

This works fine as long as the maximum bravery is 100. Since mods introduced bravery adding armors, bravery 100+ is now possible. While immunity to moral damage at 110 bravery is debatable, damage inversion for bravery >110 is clearly a bug.

How to solve? Treat everything >110 bravery as 110 (immunity) or treat everything >100 as 100? Other options?

I don't like the way bravery picks up slowly at first, but then accelerates until suddenly hitting the top. But there are some ways to work around it.

If you have weapons that deal morale damage based on bravery, then I would recommend being careful to not allow bravery to go above 110, and maybe make it very difficult to bring it above 100. Perhaps if your soldiers max out at 100, you could have a special expensive armor which grants 10 bravery. Or you could have regular soldiers max at 90 and special high-tech soldiers able to reach 100. If you allow the soldier natural max to get most of the way up, and put a high cost on adding any more bravery externally, then it's easier to manage.

Another thing you might be able to do (I assume it's possible) is to have it deal damage to morale based on its power value, or at least have a flat value added to the bravery-based morale damage. That way you can ignore the 110 bravery's natural fear immunity and be able to deal morale damage to units with much higher bravery values, as long as they don't have actual fear immunity.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 14, 2019, 01:55:26 pm
Let's back to dogfight speed. I don't know is this a bug or not, but if you encounter USO under land and pursuit it with fast speed (1 minute or more) as soon as it going to water and dogfight phase begins, speed of your interceptor not drops down to 5 seconds when USO successfully drowned. Can not provide any save files, you have to check it manually.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 14, 2019, 02:38:37 pm
In my opinion, not a bug.

Can be changed if enough people think it is a bug.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 16, 2019, 06:33:54 pm
If Interceptor used to escort you friendly craft and got attacked on the way, it's loosing his escort target after dogfight is over and turning to base. Bug?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Eddie on May 16, 2019, 09:14:20 pm
I don't like the way bravery picks up slowly at first, but then accelerates until suddenly hitting the top. But there are some ways to work around it.

If you have weapons that deal morale damage based on bravery, then I would recommend being careful to not allow bravery to go above 110, and maybe make it very difficult to bring it above 100. Perhaps if your soldiers max out at 100, you could have a special expensive armor which grants 10 bravery. Or you could have regular soldiers max at 90 and special high-tech soldiers able to reach 100. If you allow the soldier natural max to get most of the way up, and put a high cost on adding any more bravery externally, then it's easier to manage.

Another thing you might be able to do (I assume it's possible) is to have it deal damage to morale based on its power value, or at least have a flat value added to the bravery-based morale damage. That way you can ignore the 110 bravery's natural fear immunity and be able to deal morale damage to units with much higher bravery values, as long as they don't have actual fear immunity.

You missunderstand. Damage to morals, as in:
Code: [Select]
damageAlter:
ToMorale: 1.0

is multiplied by
(110 - bravery)/100
with bravery being the bravery stat of the target! Not the weapon holder!

That is why I reported it here as a bug. The "ToMorale" parameter of OXCE has this scaling right now, whether you want it or not.

Regarding:
"Solution 1: don't create such armors"
Why allow +bravery armors in the ruleset if that is you opinion?

"Solution 2: don't create such weapons"
Why allow "ToMorale" as an option in the "damageAlter" category, if that is your opinion? Any weapon that uses "ToMorale" displays the described behavior. I would say fix it or scrap it.

"Solution 3: use scripts to implement your own damage algorithm with whatever rules you can think of"
I don't want to create any weapons, I'm just reporting on a sign inversion bug using simple ruleset options of OXCE that are used alot in the Piratez mod.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 16, 2019, 09:16:29 pm
If Interceptor used to escort you friendly craft and got attacked on the way, it's loosing his escort target after dogfight is over and turning to base. Bug?

No, not a bug.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 16, 2019, 09:28:52 pm
Regarding:
"Solution 1: don't create such armors"
Why allow +bravery armors in the ruleset if that is you opinion?

"Solution 2: don't create such weapons"
Why allow "ToMorale" as an option in the "damageAlter" category, if that is your opinion? Any weapon that uses "ToMorale" displays the described behavior. I would say fix it or scrap it.

"Solution 3: use scripts to implement your own damage algorithm with whatever rules you can think of"
I don't want to create any weapons, I'm just reporting on a sign inversion bug using simple ruleset options of OXCE that are used alot in the Piratez mod.

1/ I did not allow +bravery armors. Also, it's not my opinion, it's just a possible option.

2/ I have also not implemented ToMorale option. Again, it's not my opinion, just giving you options.

3/ I didn't say you need to create any weapons, I just said you can change the damage algorithm (even for all weapons at once)


Anyway, there are a million things you can change in the ruleset to break the game.
I cannot fix them all, the only way to fix them all is to remove modding capability completely.
Modders always try to change more and more... until it breaks; there's absolutely no way for me to stop that from happening.
And making it even more moddable, doesn't solve the problem, just adds more ways how to break the game.
Yankes has listened to your needs for changing everything imaginable around damage calculation and has given you a tool to do that (scripts).
If you want to change how the morale damage works, you can!

The "ToMorale" parameter of OXCE has this scaling right now, whether you want it or not.

Not true.
If you don't want it, you can already today script your own damage algorithm.

--

If you have a concrete solution for this "bug", please tell us. And ask all modders if I can change it too.
Until then I consider this a feature, not a bug.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on May 16, 2019, 10:38:33 pm
For the record, I have no objections to changing this. I'm neutral.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Eddie on May 16, 2019, 10:46:27 pm
I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 17, 2019, 12:39:39 am
Monthly report, text out of screen, scroll bar in future releases may be?
(https://i.postimg.cc/NLk2d871/screen017.png) (https://postimg.cc/NLk2d871)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 17, 2019, 12:45:32 am
Monthly report, text out of screen, scroll bar in future releases may be?
(https://i.postimg.cc/NLk2d871/screen017.png) (https://postimg.cc/NLk2d871)

Unfortunately, I cannot add a scrollbar there, sorry.

But I agree with you, it's a bug.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yeoman on May 17, 2019, 03:52:33 pm
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

(https://i.postimg.cc/DJcK0QSB/screen028.png) (https://postimg.cc/DJcK0QSB)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 17, 2019, 04:21:53 pm
Let's back to dogfight speed. I don't know is this a bug or not, but if you encounter USO under land and pursuit it with fast speed (1 minute or more) as soon as it going to water and dogfight phase begins, speed of your interceptor not drops down to 5 seconds when USO successfully drowned. Can not provide any save files, you have to check it manually.

Changed.

I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.

Feature removed.

Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

I don't see how I can help here.
Maybe report to Reaver?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 17, 2019, 08:44:09 pm
How the dept warning system working? Last month I got no warning as usual and went to minus more than 1 mil. I quickly sold some staff and fixed my balance, but why no waning this time? Assume what this happened because I spend some money at last day of month below warning threshold?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on May 19, 2019, 01:15:22 am
Playing Reaver's megamod on 5.4.1
Always report to the mod before reporting to the base game. Also, my Faithful megamod is vanilla.

I'll take a look into it but please post about it in my mod page:
[UFO MEGAMOD] Reaver's Faithful Megamod (https://openxcom.org/forum/index.php/topic,5543.90.html)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 19, 2019, 07:58:44 pm
New OXCE v5.5 is up.

2019-05-19
 - Deselect all hotkey (default X) in Psi/Martial Training GUIs
 - Remember mission target and craft/base even after the briefing
 - Added "Highlight new topics" user option
 - Bravery now can't decrease morale change below zero percent
 - Required base services in "We can now..." GUIs
 - Starting conditions: allowed/forbidden soldier types
 - Starting conditions: forbidden items and item categories
 - Starting conditions: forbidden vehicles support
 - Starting conditions: forbidden armors support
 - Starting conditions: forbidden craft support
 - BREAKING CHANGE: split Starting conditions (into Starting Conditions and Enviro Effects): https://openxcom.org/forum/index.php/topic,4444.msg113226.html#msg113226
 - Fixed dogfight for HKs with extremely short range
 - Manufacture dependency tree now shows also base facilities
 - Added optional research requirement for armor equip, see 'requires' armor attribute in NRR
 - New attribute for mind shield power, see 'mindPower' facility attribute in NRR
 - User option to remember disabled craft weapons after dogfight (+no rearm)
 - Draw dogfight icons also for craft equipment
 - Improved pedia articles for tractor beams
 - Extra NV button for Android
 - Removed the facility teleport cheat
 - Updated kill/sell button logic in alien containment
 - Added arc script: https://openxcom.org/forum/index.php/topic,7125.0.html
 - Updated OXC and OXCE language files
 - various bugfixes

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

NRR: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Dioxine on May 19, 2019, 08:15:00 pm
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on May 19, 2019, 09:18:13 pm
- Draw dogfight icons also for craft equipment
Yay!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on May 22, 2019, 02:09:37 am
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.
https://xkcd.com/1172/ (https://xkcd.com/1172/)

I think bravery damage inversion is far more likely to be problematic than useful. And more importantly, it seems reasonable to ask for the use as a separate feature: a feature in which it's possible to declare a state that causes some units to have morale restored under certain conditions. Maybe the end result will give you MORE control than you ever had before.

I support the change. It doesn't currently affect my mod either way, but if it ever did it'd be negatively.

P.S.: My upcoming mod has >110 BRA.


- - - - - - - - - -

Meridian:

Thank you so much for everything you do! I could never repay you for all your work, so the best I can do instead is show the value of your work by using it to better my mod. The following suggestion is merely tossing ideas against the wall. I put you under no pressure to set any of it into action. Feel free to ignore anything I say here.

Here's some suggestions to perhaps cover for Dioxine's needs while also opening up an entire new angle to modding involving morale management. Should you pursue this suggestion, you can expect to see more people finding more ways to break their mods. It's a labor of love, and every time someone asks for a new feature to get out of a corner they drove themselves into, it's a way of saying "I love all these options and it inspires my creativity!".

.
 A.) Add a damageAlter which deals (or heals) damage to morale, and can be based on a resistance. If the resistance number declared is -1, then it uses bravery as we understand (including healing for bravery 120+). If it's 0, then it deals the morale change regardless of other considerations. It should allow for negative numbers on the effect value, so you can make something that heals morale to anyone (even lily-livered), or you could even make something that heals MORE morale the LESS brave the soldier is.

 B.) Add an option for medi-kits to make the pain killer option heal morale damage that wasn't caused by injury.
painKillerType:
0 = vanilla (only heals morale lost by injury
1 = only heals morale lost by psi/use/item effects
2 = only heals morale lost by friendly deaths
3 = 0&1
4 = 0&2
5 = 1&2
6 = all three (always heals morale)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 22, 2019, 02:11:22 am
About scrollbar on month report screen, if it possible here:
(https://i.postimg.cc/RWSh0dtL/screen029.png) (https://postimg.cc/RWSh0dtL)
why it's not possible there? Breaks too much code of original project? Sorry for being stubborn. Just wondering.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 22, 2019, 05:27:20 am
The listbox component supports scrollbar, the textbox component doesn't.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 27, 2019, 07:50:04 pm
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present?  May be I just missing it with my guns, so no damage signs?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 27, 2019, 08:14:55 pm
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present?  May be I just missing it with my guns, so no damage signs?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 27, 2019, 08:47:08 pm
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 27, 2019, 08:57:40 pm
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.

Hallucinoids are immune to fatal wounds as far as I know.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on May 28, 2019, 08:26:51 am
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.

I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.

If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 28, 2019, 09:32:31 pm
How to block ability enter aliens to the ship? My people wiped out due to reaction fire. I know what I can nullify  time units, but at Vanilla they can't enter it. Any scripts or options to disable it?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 28, 2019, 10:41:06 pm
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.

I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.

If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems
First changing this will affect vanilla behavior, you need have good reason to do this.
Second, same logic is used to items in inventory as items on ground, only difference is that items and unit in inventory get damage from overkill of target unit.
Third, current behavior of item damage is bad, its do only one check for item armor value and if damage is bigger then item is destroyed.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 30, 2019, 07:34:58 pm
I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.

Feature removed.

So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.

Feature added back in.
As far as I know Piratez is the only mod using bravery > 110 and Dioxine explicitly asked (yesterday) for this feature to be returned to the way it was before.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on June 02, 2019, 04:20:25 am
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 02, 2019, 06:37:19 am
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.

Yes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: tkzv on June 13, 2019, 06:41:17 pm
I encountered odd behaviour with The X-COM Files mod. When all non-stunned enemies want to surrender, but some who don't are on the verge of waking up, my turn ends automatically, but the mission doesn't end and enemies get their turn. The savegame and full description are here:
https://openxcom.org/forum/index.php/topic,5047.msg113748.html#msg113748
https://openxcom.org/forum/index.php/topic,5047.msg113759.html#msg113759

Engine bug?

Latest release of the mod (0.9.9c), engine from Extended-5.5-537067a0c-2019-05-30-bionic-x86_64.7z. For some reason Extended-5.5.1-723854c2a-2019-06-12-bionic-x86_64.7z refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 13, 2019, 10:43:26 pm
I encountered odd behaviour with The X-COM Files mod. When all non-stunned enemies want to surrender, but some who don't are on the verge of waking up, my turn ends automatically, but the mission doesn't end and enemies get their turn. The savegame and full description are here:
https://openxcom.org/forum/index.php/topic,5047.msg113748.html#msg113748
https://openxcom.org/forum/index.php/topic,5047.msg113759.html#msg113759

Engine bug?

More an incompatibility of user option than a bug... but yeah it's an oxce issue, not xcf issue.

Latest release of the mod (0.9.9c), engine from Extended-5.5-537067a0c-2019-05-30-bionic-x86_64.7z. For some reason Extended-5.5.1-723854c2a-2019-06-12-bionic-x86_64.7z refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "

https://openxcom.org/forum/index.php/topic,3287.msg113764.html#msg113764
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Varana on June 16, 2019, 01:20:25 am
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.

Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?

(I would like to split the game using "arcScripts" and "randomArcs" into different arcs, where the types of the not active other arcs will never be seen. So it would be useless to see tons of variations of a ship if only one will be  usable ever.)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 16, 2019, 11:59:38 am
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.

Since OXCE 5.4 it is not: https://openxcom.org/forum/index.php/topic,6586.msg112262.html#msg112262

Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?

 - Skip zero-quantity craft/soldier types in Monthly Costs breakdown: see 'forceShowInMonthlyCosts' attribute in NRR
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on June 20, 2019, 03:47:45 pm
Asking it's here, because I think it's more engine based than mod scripts. Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades. So question - why it happens and what determine damage - current stats of soldier (aquanaut) or her/his rank? Thanks for patience and apologizes if that question has been already answered.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 20, 2019, 04:08:11 pm
Asking it's here, because I think it's more engine based than mod scripts. Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades. So question - why it happens and what determine damage - current stats of soldier (aquanaut) or her/his rank? Thanks for patience and apologizes if that question has been already answered.

Both current stats and rank can determine damage.

But as far as I know the only mod using rank to determine damage is Piratez (and only for a very few weapons)... everything else uses only soldier stats.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on June 21, 2019, 06:38:35 pm
Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades.

It's a variety of subtle factors you may not be noticing, plus some apophenia. Maybe your less experienced soldiers are up toward the front and more likely to get the first shot. Maybe your more experienced soldiers carry better weapons. Maybe aliens are less likely to survive a hit gradually as the game progresses--your soldiers become more experienced but also get better weapons. Maybe you get better at using the same weapons, because you the player are more experienced and know what kills them. As for grenades and other explosives, it's probably the same, but hitting a square closer to the target counts for more damage (usually 10 more).

I've actually experienced the converse: as I research better armors, my rookies seem to become more powerful in combat. It's probably just that they can hold the line better, and it's definitely not them doing more damage.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 21, 2019, 06:44:32 pm
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Phluff on June 30, 2019, 09:33:46 am
So, I'm not too sure what's going on with this, but after installing everything, both including and excluding TFTD, I'm getting this error.

(https://i.imgur.com/h5gXuiK.png)

TFTD:

(https://i.imgur.com/bU1Gytw.png)

Base:

(https://i.imgur.com/knyOoVz.png)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 30, 2019, 10:09:22 am
It says you are missing file UFO/UFOGRAPH/SPICONS.DAT

Can you check if this file exists?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on June 30, 2019, 10:51:23 pm
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.
No kidding. I recently came across my old pro-tips forum post and was appalled to see just how inaccurate it was. And I was a veteran player of several years when I posted that. Modding has really helped me to understand the game in a way that playing it could never teach me.

X-Com Pro-tips! (https://openxcom.org/forum/index.php?topic=2939.0)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Phluff on July 01, 2019, 09:07:30 am
It says you are missing file UFO/UFOGRAPH/SPICONS.DAT

Can you check if this file exists?

That would be in the original? I can check. If not, can I snag the one from tftd, or are they different?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 01, 2019, 09:34:20 am
Yes it is from the original.
And they are different in UFO and TFTD.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Phluff on July 01, 2019, 04:16:11 pm
Yes it is from the original.
And they are different in UFO and TFTD.

Thank you. That got me going.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on July 05, 2019, 06:08:19 pm
Playing XPirateZ, spotted strange bug: flares, when thrown and missed, sometimes vanish in nowhere.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on July 05, 2019, 07:31:25 pm
Playing XPirateZ, spotted strange bug: flares, when thrown and missed, sometimes vanish in nowhere.

It's a feature, some just fail to ignite.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 05, 2019, 08:09:10 pm
It's a feature, some just fail to ignite.
I honestly can't tell if you're being serious.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on July 05, 2019, 08:30:24 pm
It's a feature, some just fail to ignite.
Ah. I understand. Unclear ufopedia description though.
In fact, great idea.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 05, 2019, 08:45:27 pm
I honestly can't tell if you're being serious.

He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 05, 2019, 10:48:36 pm
He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
Is this about the throwExplode/specialChance triggers?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on July 06, 2019, 11:28:35 am
He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
While it has no meaning in the terms of gammeplay (maybe aside of "not again!" screams) dont forget about immersion in the world of piratez, with all that rusty spaceships and sabres&blasters.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: tkzv on July 07, 2019, 11:58:53 am
When route is plotted for a kneeling operative, TUs to kneel again are not shown. If this bug was reported previously, I haven't found it.

Example. A kneeling operative has 60 TUs, aimed shot takes 42 TUs, kneeling takes 4 TUs. Buttons are pressed to reserved TUs for kneeling and aimed shot. In the plotted straight route 2 steps are shown green — with 48 (correct) and 44 (incorrect) TUs left. If I try to walk him along this route, he stops at 48, and 44 is shown as yellow (correct).

Observed on OXCE builds 5.5.1-d20b54d00 from June 14 and 5.5.2-ccf1eee4a from June 23.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 07, 2019, 02:48:23 pm
Has this changed from previous version or is it something completely new that you would like to have?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: tkzv on July 08, 2019, 05:21:51 am
Never paid attention, frankly. I checked some old versions. So far:
5.1 from 2018-10-14 behaves the same;
OXCE+ 3.10 from 2018-06-20 behaves the same;
OXC from 2018-01-05 and 2019-07-03 behave the same.

I won't be able to compile and test anything older until tomorrow (much later, more likely), but it's clearly has been that way for years. When a unit is kneeling, the "reserve time units for kneeling" button doesn't affect the displayed route.

It's clearly an incorrect behaviour, which hasn't bothered people much.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2019, 12:59:32 pm
I had trouble understanding this at fist, on account of the "TUs to kneel again are not shown"-part, since TUs "shown" don't take into account reserved actions. The TU count displayed simply reflects the TUs you've left when you reach that square.

The problem is that route colouration doesn't take into account the fact that you've reserved TUs for kneeling when you start out in that position. It's like the game assumes that since you start out in that stance you'll stay kneeling for the whole path, hence not taking the additional 4 TUs into account. This sounds like a bug to me, since the coloration doesn't match the reserved actions. Or is the colouration only supposed to reflect reserved shots?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2019, 01:45:44 pm
Or is the colouration only supposed to reflect reserved shots?

I don't know.
It's not like we have a specification for that, it's not vanilla.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2019, 01:49:19 pm
I don't know.
It's not like we have a specification for that, it's not vanilla.
Yeah, but somebody designed and implemented that mechanic. Was the idea behind that mechanic to not take into account kneeling costs when you start out kneeling? Was it supposed to only apply to reserved shots? Because it's not a bug if it's working as intended.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ridаn on July 08, 2019, 02:07:42 pm
According to ufopedia it just accounts for being able to move and fire.
Never actually seen anyone use those buttons, especially kneeling one.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2019, 03:15:53 pm
According to ufopedia it just accounts for being able to move and fire.
Quote
Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.
Move and fire it is, apparently. Says nothing about kneeling.

Never actually seen anyone use those buttons, especially kneeling one.
How many people have you watched, actually?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on July 08, 2019, 08:58:01 pm
I've seen it... But I doubt more than 5% of players actually use them. It's probably still too generous. ;)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: ajnunezr on July 08, 2019, 09:10:10 pm
I stooped using it like four years ago. But before, I used them a lot.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2019, 09:13:53 pm
I see it with beginners quite a lot.

For experienced players, I strongly recommend not using any TU reserve, both kneel and shoot. You can do better on your own.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: tkzv on July 08, 2019, 09:33:51 pm
Or is the colouration only supposed to reflect reserved shots?
It does reflect TUs reserved for kneeling when the operative is standing.
I don't know.
It's not like we have a specification for that, it's not vanilla.
Recent vanilla behaves exactly the same.

And I use kneeling reserve constantly — to look around.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2019, 09:41:22 pm
Recent vanilla behaves exactly the same.

OpenXcom is not vanilla :)
I meant original from 1994.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on July 09, 2019, 01:37:12 am
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.

While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.


He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
That's X-Piratez's features in a nutshell. The mod uses features because they are available. I like it, because it's a one-stop shop for modding examples. X-Piratez plus the ruleset reference (fantastic work on the OXCE documentation btw) will get you enough info to type up almost any mod features short of scripts.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: N7Kopper on July 16, 2019, 09:06:20 pm
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.
I would probably use them a lot more often if it wasn't for OCX's route indicators. Sure beats having to remember the exact TU costs for every type of terrain in the game, for both vanilla jogging and OCX sprinting and strafing. Also misclicks. Misclicks are the work of T'Leth.

While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.
The route indicators aren't perfect, you usually still do have to eyeball things like getting up from a crouch and opening automatic doors. (Countless rookies have been spared horrible death from tactical suicide by the humble right click-to-strafe combo emulating real life breaching techniques.) Guess it's just like vanilla, given how you always had to factor in TU costs for turning when reserving for shots. It would make sense that the route indicator's displayed cost is what the game internally uses for checking if you have enough TUs to keep moving, as opposed to how many TUs you currently actually have.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: WiperX on July 21, 2019, 08:03:05 am
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 21, 2019, 09:32:36 am
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)

Why?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: WiperX on July 21, 2019, 10:52:42 am
Why?
so it is more convenient, options separately, mods separately. But it's your choice of course.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: WiperX on July 30, 2019, 07:50:10 pm
Thx Meridian :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 03, 2019, 08:23:43 pm
New OXCE v5.6.1 is up.

2019-08-03
 - Fixed mod loading order / corrupted options.cfg
   * if you have OXCE from between 2019-01-27 and 2019-08-02 it is highly recommended to upgrade
   * or at least check your options.cfg and make sure master mods (xcom1, xcom2, piratez, etc.) are on the top of the mod list
 - Spawn less aliens in base defense when UFO is damaged: https://openxcom.org/forum/index.php/topic,7150.0.html
 - Added new mana resource: https://openxcom.org/forum/index.php/topic,7241.0.html
 - Ability to destroy alien bases by research (once daily)
 - Ability to interrupt alien missions by research (once daily or after a mission): https://openxcom.org/forum/index.php/topic,7230.0.html
 - Refactor of vertical levels map generation and alternate terrain handling (by ohartenstein)
 - CTRL toggles No/Patrol button in ConfirmLanding UI
 - BREAKING CHANGE: negative sprite indices are now officially not supported
   * but you can now access sprites and sounds from other mods
 - Increased max number of avatars from 128 to 512
 - Some TechTreeViewer improvements
 - Revert "Bravery now can't decrease morale change below zero percent"
 - various bugfixes

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
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 04, 2019, 09:23:27 pm
Thanks for new version !
But big pb !  :-[

v5.6.1
TFTD

Nota ;
C:\_GAMES\OpenXcom_Ex\standard\xcom2\Resources\UI\globe_tftd.png   exist !
902 octets - 27x3

New Game... create first base... named first base... ok... Boom !

Code: [Select]
[04-08-2019_20-08-04] [INFO] OpenXcom Version: Extended 5.6.1 (v2019-08-03)
[04-08-2019_20-08-04] [INFO] Platform: Windows 64 bit
[04-08-2019_20-08-04] [INFO] Data folder is:
[04-08-2019_20-08-04] [INFO] Data search is:
[04-08-2019_20-08-04] [INFO] - C:/Users/Gabriel/Documents/OpenXcom/
[04-08-2019_20-08-04] [INFO] - C:/_GAMES/OpenXcom_Ex/
[04-08-2019_20-08-04] [INFO] User folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Config folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Options loaded successfully.
[04-08-2019_20-08-04] [INFO] SDL initialized successfully.
[04-08-2019_20-08-04] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-04] [INFO] Attempted locale:
[04-08-2019_20-08-05] [INFO] Detected locale: C
[04-08-2019_20-08-05] [INFO] Attempting to set display to 1600x900x32...
[04-08-2019_20-08-05] [INFO] Display set to 1600x900x32.
[04-08-2019_20-08-05] [INFO] Loading data...
[04-08-2019_20-08-05] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-05] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-05] [INFO] Active mods:
[04-08-2019_20-08-05] [INFO] - xcom2 v1.0
[04-08-2019_20-08-05] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-05] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-05] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-05] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-05] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-05] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-05] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-05] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-05] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-05] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-05] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-05] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-05] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-06] [INFO] Loading rulesets...
[04-08-2019_20-08-21] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-21] [INFO] Lazy loading: 1
[04-08-2019_20-08-21] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-21] [INFO] Making palette backups...
[04-08-2019_20-08-22] [INFO] Data loaded successfully.
[04-08-2019_20-08-22] [INFO] Loading language...
[04-08-2019_20-08-22] [INFO] Language loaded successfully.
[04-08-2019_20-08-22] [INFO] OpenXcom started successfully!
[04-08-2019_20-08-24] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-24] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-41] [INFO] Loading data...
[04-08-2019_20-08-41] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-41] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] Active mods:
[04-08-2019_20-08-41] [INFO] - xcom2 v1.0
[04-08-2019_20-08-41] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-41] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-41] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-41] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-41] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-41] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-41] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-41] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-41] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-41] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-41] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-41] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-41] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - XcomUtil_Statstrings_TFTD v1.0
[04-08-2019_20-08-42] [INFO] Loading rulesets...
[04-08-2019_20-08-58] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-59] [INFO] Lazy loading: 1
[04-08-2019_20-08-59] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-59] [INFO] Making palette backups...
[04-08-2019_20-08-59] [INFO] Data loaded successfully.
[04-08-2019_20-08-59] [INFO] Loading language...
[04-08-2019_20-08-59] [INFO] Language loaded successfully.
[04-08-2019_20-08-59] [INFO] OpenXcom started successfully!
[04-08-2019_20-09-02] [INFO] Scanning standard mods in ''...
[04-08-2019_20-09-02] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-09-13] [FATAL] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-13] [ERROR] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-58] [FATAL] A fatal error has occurred: Segmentation fault.
[04-08-2019_20-09-58] [FATAL] 0x585960 OpenXcom::CrossPlatform::stackTrace(void*)
[04-08-2019_20-09-58] [FATAL] 0x586ce0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[04-08-2019_20-09-58] [FATAL] 0x41c850 signalLogger(int)
[04-08-2019_20-09-58] [FATAL] 0x918850 OpenXcom::UfopaediaStartState::think()
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec5b550 _C_specific_handler
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6f6c0 _chkstk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ebdc460 RtlWalkFrameChain
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6e6e0 KiUserExceptionDispatcher
[04-08-2019_20-09-58] [FATAL] 0x69b5c0 OpenXcom::Globe::polarToCart(double, double, short*, short*) const
[04-08-2019_20-09-58] [FATAL] 0x69fd90 OpenXcom::Globe::drawMarkers()
[04-08-2019_20-09-58] [FATAL] 0x65d9a0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[04-08-2019_20-09-58] [FATAL] 0x69b3f0 OpenXcom::Globe::think()
[04-08-2019_20-09-58] [FATAL] 0x657680 OpenXcom::State::think()
[04-08-2019_20-09-58] [FATAL] 0x69b170 OpenXcom::GeoscapeState::think()
[04-08-2019_20-09-58] [FATAL] 0x59eba0 OpenXcom::Game::run()
[04-08-2019_20-09-58] [FATAL] 0x41c8c0 SDL_main
[04-08-2019_20-09-58] [FATAL] 0x91a360 console_main
[04-08-2019_20-09-58] [FATAL] 0x91a480 WinMain
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] 0x7ffc5e294020 BaseThreadInitThunk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec43670 RtlUserThreadStart
[04-08-2019_20-10-18] [FATAL] OpenXcom has crashed: Segmentation fault.
Log file: C:/_GAMES/OpenXcom_Ex/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 04, 2019, 09:55:12 pm
I can start TFTD without problems; also create a base and continue.

Can you try a clean install without mods?
If it works, copy the mods into this new install folder.

If you can't make it work, just zip your entire game folder (the one that doesn't work) and upload it here, I'll check what's wrong.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: thisnameismeta on August 04, 2019, 10:14:38 pm
I saw that the automatic night vision mode was removed as an option. Just wanted to comment that playing xcom files I kinda miss it. I run all of my cultist missions as night missions when in early game without smoke grenades, and not having to remember to turn off personal lights or turn on night vision was super helpful. I don't mind the having to turn on night vision much, but having to remember to turn off personal lights has gotten more than a few agents killed for me.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 04, 2019, 10:35:22 pm
I saw that the automatic night vision mode was removed as an option. Just wanted to comment that playing xcom files I kinda miss it. I run all of my cultist missions as night missions when in early game without smoke grenades, and not having to remember to turn off personal lights or turn on night vision was super helpful. I don't mind the having to turn on night vision much, but having to remember to turn off personal lights has gotten more than a few agents killed for me.

I'll think of something for the next version...
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: thisnameismeta on August 04, 2019, 10:45:43 pm
Thanks Meridian, and sorry for not weighing in on the conversation earlier. I play xcom fairly infrequently anymore (basically only when a new version of xcom files or xpiratez comes out with features I'm super interested in), so I didn't notice the change until fairly recently, even though it was made almost half a year ago.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 04, 2019, 11:38:37 pm
I can start TFTD without problems; also create a base and continue.
After several attempts to start the game, it suddenly started working!  ???
I'll put him under surveillance!

A quick question about Mods: are "gif" files allowed with the latest OXCE version?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 04, 2019, 11:49:13 pm
A quick question about Mods: are "gif" files allowed with the latest OXCE version?

Short answer: yes

Long answer: The GIF file loading is not done directly by OpenXcom, it is done by SDL (a 3rd party library we are using), and even SDL is outsourcing some work to the operating system. On most platforms (e.g. Windows, Linux, Android), it works fine. On some platforms (e.g. MacOS) it doesn't. So, unless you're using Mac, you can use GIFs. If you are on Mac, the only safe bet is png.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 05, 2019, 12:09:59 am
Thank you for your answer.

By testing all the mods I have in this game I discovered a very strange thing...
The "Gaus Sniper" Mod was crashing when I wanted to watch the USOpedia!
I discovered that now we shouldn't make any case errors with folder paths.
I had in the Ruleset:  0: Resources/UFOPaedia/GAUSSSNIPERRIFLE.png
But the path was:   Resources/Ufopaedia/GAUSSSNIPERRIFLE.png
 ???

By fixing the case everything works!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 05, 2019, 02:22:18 pm
OXCE is throwing some errors in the log-file about invalid/obsolete starting condition attributes in one of my mods. Is there any way to get a more detailed overview concerning the actual line or entry that throws that error? Because as far as i can tell they should be working fine.

EDIT:
NVM, found&fixed the errors.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 08, 2019, 12:00:54 pm
Cross-Hair Cursor Now Allows Select Next Unit Hotkey!!

Thank You for this amazing feature! It wasn't in the April version. In the April version I had to right click with the mouse to make the cross-hair cursor disappear and only then could I select my next unit, IIRC. Now you have added the superb feature of the select next unit hotkey working flawlessly when I still have the cross-hair cursor active. It makes combat so much more streamlined!! Thank You!!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 08, 2019, 12:31:10 pm
Cross-Hair Cursor Now Allows Select Next Unit Hotkey!!

Thank You for this amazing feature! It wasn't in the April version. In the April version I had to right click with the mouse to make the cross-hair cursor disappear and only then could I select my next unit, IIRC. Now you have added the superb feature of the select next unit hotkey working flawlessly when I still have the cross-hair cursor active. It makes combat so much more streamlined!! Thank You!!

I have not added such a feature.

If you say something like that is now possible, it's most likely buggy and will have to be fixed/removed again.

EDIT: this came from OXC: https://github.com/OpenXcom/OpenXcom/commit/7d219f52f5cb998e0726f69f872ac47d8f3023f0
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 09, 2019, 12:41:36 am
I could have sworn i read something about a new feature referencing content from other mods inside your own mod, but for the life of me i can't find that post. Am i misremembering this?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 09, 2019, 11:40:38 am
Panic Message PopUp Timeout:

Is there an INI variable that can be changed to reduce the on-screen time of panic message popups? "XY has Panicked / Gone Berserk"
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 09, 2019, 08:41:52 pm
I could have sworn i read something about a new feature referencing content from other mods inside your own mod, but for the life of me i can't find that post. Am i misremembering this?

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Panic Message PopUp Timeout:

Is there an INI variable that can be changed to reduce the on-screen time of panic message popups? "XY has Panicked / Gone Berserk"

No, it's hardcoded: https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/InfoboxState.h#L39

But you can press any key or any mouse button to close it.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 10, 2019, 12:41:01 am
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods)

No, it's hardcoded: https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/InfoboxState.h#L39 (https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/InfoboxState.h#L39)

But you can press any key or any mouse button to close it.

Thank You. I would change the code and place a PanicMessageDisplayTime  variable into  options.cfg.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 12:50:38 am
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods
Ah yeah, only for sprites - that's the part i forgot. Thanks  :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 10, 2019, 01:11:17 am
Ah yeah, only for sprites - that's the part i forgot. Thanks  :)

Well, everything else you could reference already before.
What do you have in mind?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 07:44:37 am
Well, everything else you could reference already before.
What do you have in mind?
The problem I currently have is that I have some submods for OXCF. One of them introduces new soldier types, among other things. These soldiers are supposed to use the same armor types as the regular ones. Right now I have to add armor defintions (i.e. which armors they are allowed to use, and the default armors for some special map/mission types) every time the mod introduces new armors.

If possible i'd prefer to re-use the existing armor definitions, but simply add my soldier type(s) to the list of units - i.e replace
Code: [Select]
    units:
      - STR_SOLDIER

with

Code: [Select]
    units:
      - STR_SOLDIER
      - STR_CUSTOM_SOLDIER

Yes, i can do that manually on every release, but it's not what i'd call elegant. I either have to include all of the original armor definitions and search&replace the entries, or i can sift through the original definations and copy&paste the new ones into my own definition rul. Either way the mod needs to be updated by hand. If i had a way to reference the entries the mod would work work with new releases without having to be updated.

I'm not sure this is even possible using YAML.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 10, 2019, 10:19:52 am
There is no easy way for the game to know if you intend to replace list entries or only add to the list entries... so current modding system assumes you intend to replace.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 11:01:39 am
There is no easy way for the game to know if you intend to replace list entries or only add to the list entries... so current modding system assumes you intend to replace.
I'm not sure if i follow, but why would that be a problem?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 10, 2019, 11:59:21 am
Let's say vanilla research is:

Code: [Select]
research:
  - name: STR_PSI_AMP
    dependencies:
      - STR_PSI_LAB

and your mod is:

Code: [Select]
research:
  - name: STR_PSI_AMP
    dependencies:
      - STR_SUNFLOWER

How should the game know if you meant the final result to be:

Code: [Select]
research:
  - name: STR_PSI_AMP
    dependencies:
      - STR_SUNFLOWER

or

Code: [Select]
research:
  - name: STR_PSI_AMP
    dependencies:
      - STR_PSI_LAB
      - STR_SUNFLOWER
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 12:06:45 pm
Like i said in my initial post, i just want to replace the whole list. I don't necessarily need to 'add' the soldier type - i can simply replace the list with STR_SOLDIER + STR_CUSTOM_SOLDIER. That's not the problem i'm running into.

My question is how would go on referencing all entries containing STR_SOLDIER in the unit list without having to sort through them by hand every time a new armor gets added. And as far as i can tell that's not really trivial. What i want to do is copy all armor entries from one soldier/unit to another (or rather the other way around, seeing how armor is handled), without having to actually copy&paste all entries by hand. Something like "if this armor supports soldier_type_x, it should also support soldier_type_y".
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 10, 2019, 12:32:28 pm
Like i said in my initial post, i just want to replace the whole list. I don't necessarily need to 'add' the soldier type - i can simply replace the list with STR_SOLDIER + STR_CUSTOM_SOLDIER. That's not the problem i'm running into.

You CAN simply replace one with another... what I am reading is that you don't want to do it simply... instead you want to do it with some supercomplicated logic so that the game does it AUTOMAGICALLY for you.

What i want to do is copy all armor entries from one soldier/unit to another (or rather the other way around, seeing how armor is handled), without having to actually copy&paste all entries by hand.

When you mod, everything existing is copypasted without you having to copypaste it.

Something like "if this armor supports soldier_type_x, it should also support soldier_type_y".

But that's not copypasting.
That's adding support for automated replacement of old values with new values based on your defined rules.
Nothing like that exists... especially not if you want it to be a global rule, i.e. not having to define a rule on each entity (e.g. on each armor or each soldier).

Even simpler example:
Rules like "change all weapons with power 50 to power 60" are NOT available.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: davide on August 10, 2019, 12:36:27 pm
There is no easy way for the game to know if you intend to replace list entries or only add to the list entries... so current modding system assumes you intend to replace.

There are others case of this behavior that must be maintained as default.

The wish is to add some contents to a huge master mod, as example I would like to add some variant of a battleship to Area51 mod:

Code: [Select]
  - type: STR_BATTLESHIP
    size: STR_VERY_LARGE
    sprite: 6
    damageMax: 3200
    speedMax: 5000
    radarRange: 1000
    accel: 6
    power: 148
    range: 65
    score: 700
    reload: 24
    breakOffTime: 4000
    battlescapeTerrainData:
      name: UFO_160
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
      mapBlocks:
        - name: UFO_160
          width: 30
          length: 30

I found in the forum  a mod with this rule:

Code: [Select]
ufos:
  - type: STR_BATTLESHIP
    size: STR_VERY_LARGE
    sprite: 6
    damageMax: 3000
    speedMax: 5000
    accel: 6
    power: 140
    range: 65
    score: 700
    reload: 24
    breakOffTime: 4000
    battlescapeTerrainData:
      name: UFO_160
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
        - UFOL83
      mapBlocks:
        - name: UFO_BS1
          width: 30
          length: 30
        - name: UFO_BS2
          width: 30
          length: 30
        - name: UFO_BS3
          width: 30
          length: 30
        - name: UFO_BS4
          width: 30
          length: 30
        - name: UFO_BS5
          width: 30
          length: 30

If I add them as a sub mod  I "loose" the original UFO_160.map and the objects attributes of the master mod.

I would love to do so:

Code: [Select]
add_ufos_block:
  - type: STR_BATTLESHIP
      mapDataSets:
         - UFOL83
      mapBlocks:
        - name: UFO_BS1
          width: 30
          length: 30
        - name: UFO_BS2
          width: 30
          length: 30
        - name: UFO_BS3
          width: 30
          length: 30
        - name: UFO_BS4
          width: 30
          length: 30
        - name: UFO_BS5
          width: 30
          length: 30

It could be usefull for all objects with a list of map blocks, such as terrains.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 10, 2019, 12:43:02 pm
It could be usefull for all objects with a list of map blocks, such as terrains.

See attribute "addOnly": https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Terrains
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 01:00:42 pm
You CAN simply replace one with another... what I am reading is that you don't want to do it simply... instead you want to do it with some supercomplicated logic so that the game does it AUTOMAGICALLY for you.
To be fair, you asked me what i had in mind. I also wouldn't call it 'automagically' - what i'm looking for is a way to inherit armor types (or soldiers types).

When you mod, everything existing is copypasted without you having to copypaste it.

Yes, but in order to actually modify stuff i have to copy and paste it. There is no simple way to add a new soldier type that references existing soldier types in regards to what armor it is able to use. I have to replace each unit list of every armor that soldier type is supposed to use. Why can't we simply reference an existing soldier type? Something like

Code: [Select]
soldiers:
  - type: STR_CUSTOM_SOLDIER
     [Stats...]
    armor: STR_SUIT_UC
    armorForAvatar: STR_SUIT_UC
    armorRef: STR_SOLDIER

And the game would allow that unit to use all armors that contain STR_SOLDIER in their unit list. But i guess that would fall under the 'global replace' rule?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on August 10, 2019, 01:37:33 pm
If you want some rule set have common part there is already tool for that: `refNode`

This allow you to define somewhere in yaml file some common part and then reuse it in other places:

Code: [Select]
items:
   - &STR_LASER_RIFLE           # Let's mark laser rifle info with an anchor
     type: STR_LASER_RIFLE
     size: 0.2
     costSell: 36900
     weight: 8
 #
 # a million other attributes...
 #
   - type: STR_LASER_SNIPER_RIFLE
     refNode: *STR_LASER_RIFLE  # First, let's inherit everything from the STR_LASER_RIFLE anchor.
     bigSprite: xxx             # And now let's give it a new sprite,
     accuracyAimed: 160         # increase aimed shot accuracy
     tuAuto: 0                  # and disable auto shot.

This is example from beginning of https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#

In your case you could do:
Code: [Select]
dummySoldiers:
   - &STR_SOLDIER_REF
    [all common stats...]

soldiers:
  - type: STR_CUSTOM_SOLDIER
    refNode: *STR_SOLDIER_REF
    [all custom stats...]
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 01:50:02 pm
If you want some rule set have common part there is already tool for that: `refNode`
Yeah, i know abour refNode, but as far as i can tell it doesn't work across different ruleset (and by extension across mods), and it can't be used as a placeholder in lists (unless i am mistaken).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on August 10, 2019, 02:17:21 pm
This is true, this work because it depend on yaml node references. To have some more then we would need rewrite all code responsible for loading rulesets, possible but will take lot of time to do. This could complicate and slow down loading code if done incorrectly.

If lot of modders have same problem case like you then it worth fix in code. If only few then we only transferring work to others and this is ineffectual because there is more modders than programmers (only Meridain is working on OXCE "full" time).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 10, 2019, 02:34:08 pm
This is true, this work because it depend on yaml node references. To have some more then we would need rewrite all code responsible for loading rulesets, possible but will take lot of time to do. This could complicate and slow down loading code if done incorrectly.

If lot of modders have same problem case like you then it worth fix in code. If only few then we only transferring work to others and this is ineffectual because there is more modders than programmers (only Meridain is working on OXCE "full" time).
Yeah, i had a look at the YAML documentation beforehand and wasn't able to find anything along the lines of what i was looking for. I doubt that many others would have a need for this, seeing how this is basically for a submod.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: davide on August 10, 2019, 05:00:12 pm
See attribute "addOnly": https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Terrains

  :o :-[

thank you very much
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 11, 2019, 10:44:30 pm
Thanks for new version !
But big pb !  :-[

v5.6.1
TFTD

Nota ;
C:\_GAMES\OpenXcom_Ex\standard\xcom2\Resources\UI\globe_tftd.png   exist !
902 octets - 27x3

New Game... create first base... named first base... ok... Boom !

Found the issue.
Fixed.
Download new version at the usual place.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 12, 2019, 03:25:35 pm
Found the issue.
Fixed.
Download new version at the usual place.
Thank you very much !
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 12, 2019, 09:43:05 pm
Reverse the Throw Grenade vs.  Unprime grenade menu order?

Its very un-intuitive and counterproductive the current way. I want it the intuitive, natural  way:

Throw Grenade
Unprime grenade

Naturally in combat I want to throw the FRIGGIN' grenade really fast and I do NOT wish to FCKN BUMP into its deactivate menu.. right? 
Was it a Microsoft Engineer who coded this like placing the START button right beside the SHUTDOWN   so the computer can be shut down accidentally??? 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 12, 2019, 10:13:32 pm
I completely agree.
Whenever modders enable the unprime option, I disable it locally... it's easy, you can do it yourself.
Who would ever need to unprime a grenade, right?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 12, 2019, 10:51:25 pm
I completely agree.
Whenever modders enable the unprime option, I disable it locally... it's easy, you can do it yourself.
Who would ever need to unprime a grenade, right?
Good! How to disable this option?
I scoured the files for the string "unprime", but only found it in the yml and by every grenade.  There must be a central switch for this "feature" to be erased from existence?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 12, 2019, 10:58:28 pm
Good! How to disable this option?
I scoured the files for the string "unprime", but only found it in the yml and by every grenade.  There must be a central switch for this "feature" to be erased from existence?

Search and replace, takes a second.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 12, 2019, 11:14:51 pm
Search and replace, takes a second.

The order of the two menu items is defined somewhere specifically? 
Or you mean, just go to
items_XCOMFILES.rul
and delete all
    unprimeActionName: STR_UNPRIME_GRENADE

?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 12, 2019, 11:18:14 pm
I mean just delete
or replace with unprimeActionName: ""
or replace with #unprimeActionName: STR_UNPRIME_GRENADE
or replace with notWorking: STR_UNPRIME_GRENADE

or whatever kind of disable you prefer :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 12, 2019, 11:44:01 pm
Personally I like to have both (prime/unprime) for each grenade and explosive.  :)
I use it... sometimes.
So I went through the "items" file and added the missing lines.  ;)
Everyone has their own preferences!  8)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 12, 2019, 11:56:30 pm
I mean just delete
or replace with unprimeActionName: ""
or replace with #unprimeActionName: STR_UNPRIME_GRENADE
or replace with notWorking: STR_UNPRIME_GRENADE

or whatever kind of disable you prefer :)

Thank You! You made my grenadiers very happy!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 12, 2019, 11:57:03 pm
Personally I like to have both (prime/unprime) for each grenade and explosive.  :)
I use it... sometimes.
So I went through the "items" file and added the missing lines.  ;)
Everyone has their own preferences!  8)
Can you post a screenshot, how your grenade menu looks like now, after you did the mod?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: ajnunezr on August 13, 2019, 05:50:40 pm
Hi. Very short (maybe kinda dumb) question.

How does the ToArmor: attribute works?

I understand that the difference between ToArmor and ToArmorPre is the moment when the damage to the armor is applied. But, I wanted to know if ToArmor can fail to do any damage to the armor.

I guess it is something like this.

Armor: 100
wDamage: 100
ToArmor: 0.1

if you roll 50%, 50, then you do no damage to the armor. But, if it is ToArmorPre, you do 5 damage to the armor
if wDamage is 150, you do 15 with ToArmorPre, and 5 with ToArmor.

It is correct?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 13, 2019, 06:17:19 pm
Can you post a screenshot, how your grenade menu looks like now, after you did the mod?
If you want....

(https://www.mediafire.com/?weqitego9kctc7x)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 13, 2019, 06:19:52 pm
It is correct?

yes
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 14, 2019, 09:47:01 am
This is for code check, if anything can be done:

SLOWDOWN FIX:

The game was noticeably slowing down "almost to a crawl" that was impeding gameplay. Here is the fix I found:

There are too many checks in the probably unoptimized code for constantly - I mean every couple frames - to check the state of most equipment??!  WTH?? Lot of equipment lying on the floor of any craft is an FPS hog!

As a consequence:
You might notice during equipment loadout and on Battlescape your game has suddenly slowed down considerably.

To fix this:

While you are still on the base, press ALT+CTRL+X to clear all junk from your ship - Voilá! Instant SpeedUp - and then for the mission only pack the very few belongings you need: medipacks, grenades, maybe some ammo, but just a little heap!

As a result the game will be lightning fast again!!  I noticed this on a big map with many monsters & lots of units and smoke/fire explosions.  I thought it was my many units. No.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 14, 2019, 10:18:36 am
The code was optimised several times.

Don't take thousands of items with you on a mission.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 14, 2019, 10:26:58 am
The code was optimised several times.

Don't take thousands of items with you on a mission.
Okay. Makes sense. After all there is even a shortcut for it.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 14, 2019, 10:32:21 am
List of Targets to Select in Line of Sight First

How difficult would be to code that if a soldier is facing "north" then the targets with the red rectangle icons would be list-ordered to be the first as well: [1], [2], [3], etc.. would mean targets towards the north, in the line of sight of the soldier. 

Currently my soldier is facing north and the red target select rectangle points to a target toward the south. If I press [1] => the camera centers on the target far behind my soldier and if I shoot then I'll hit my men behind me securing my back.

This would be some true Tactical Combat feature?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 14, 2019, 11:15:32 am
Currently my soldier is facing north and the red target select rectangle points to a target toward the south.

That should not be possible.
Red rectangle shows only enemies in the line of sight of the soldier.

Do you have a screenshot/save where this can be seen?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 14, 2019, 12:12:33 pm
That should not be possible.
Red rectangle shows only enemies in the line of sight of the soldier.

Do you have a screenshot/save where this can be seen?

This occurs to me frequently with many units. When I click on the red [1] an enemy is selected far in the back of my soldier.
Will supply save + screenshot soon.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on August 14, 2019, 03:59:53 pm
This sounds strange. Are you by any chance red/green colour blind? Because OXCE displays different target icons depending on which targets the selected unit can see.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Cristao on August 15, 2019, 05:19:25 pm
Is there a place I can find the special keys within OXCE

e.g. CTRL+H - lets me know what happened on hit

I am especially interested in knowing how to change armors at loadout and also how to check which soldiers havent gotten experience during battlescape.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 17, 2019, 11:50:56 pm
Is there a place I can find the special keys within OXCE

e.g. CTRL+H - lets me know what happened on hit
https://openxcom.org/forum/index.php/topic,6424.0.html

Crtl+H to show the hit/miss log for the last "action". (This is not meant to tell you how much damage is being done, only if it's hitting / actually hurting the enemy)

Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on August 19, 2019, 04:09:10 pm
Last night Windows made a big update....
Since this morning no OpenXcom games have been running. XFiles/OXCE 5.6.1 / 2 !
I have a white screen!
Any ideas?
Tks !

SOLVED !
Apparently I can no longer use OpenGL after this Windows update!
So I changed two lines in the Options.cfg file!
  useOpenGL: false
  useOpenGLShader: Shaders/Raw.OpenGL.shader

RE-SOLVED !
Everything's back to normal!
The update of Windows 10 had removed the drivers from my graphics card and it had replaced my drivers with a generic Microsoft driver.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 29, 2019, 10:12:26 am
Question to the creators:

Would you please attempt to estimate, how much money would you need to develop

Persistent Stormable Fortifications

?

Persistent = persists, if not defeated, just breached, command centre is not taken, but the attacking party is forced to leave. Or the attacking party only intends to gather some XP, so at game begin - like a Ratman Village in XPiratez or some low level Bandit Hideout, I land my forces at any such fortifications, fire a few shots, kill a couple enemies and when the going gets though - highest difficulty / ironman - I just leave. Leaving the fortification  in a "harassed" state.

The Persistent Fortification at this point becomes highlighted on the Geoscape, like a detected alien base.

Harassed Fortification = not beaten and regenerates SLOWLY, like in a month or two or three months max it will regenerate its soldiers numbers back to its original state PLUS a couple additions, like +soldiers, +weapons, etc.. Because next time they will be expecting us, but ONLY if they have fully regenerated!!!

Harassed + Wounded + Not Regenerated Fortification:
This is the goal of this feature: I continually harass a place/base and grind them down, kill a couple of their soldiers a couple times to reduce their number on multiple visits, while these repeatedly battered fortifications persist (until destroyed). So these places can be visited multiple times, like attacking Zenthil Keep in Pools of Darkness again and the soldiers always come out and shout:
- You won't beat us so easily!!

This feature would probably spawn many ideas, like Persistent Alien base, or in this case any fortification, Alien Citadel, Government High Rise Complex,  Secret Area-51 Compound,  Terrorist SuperHQ,  Cult Nexus, anything.


Notice please that BASE DEFENSE already is such a persistent fortification, since if the aliens storm my base and I beat them, I suffer casualties, certain of my rooms are destroyed, many of my soldiers die ==> my XCOM-force is weakened and we become a Harassed + Wounded / Battered + persistent fortification, until my base is destroyed ==>  aggressive alien retaliation

ONLY in the above case, it is the complete reverse! I want this BASE DEFENSE opportunity for the aliens too!  And I want any MISSION like in XPiratez or The XCOM Files, any location be generated with this persistence feature in mind.  In case anything goes wrong and I have to flee. Fleeing and planning revenge is the most important feature in tactical RPGs, I think, because they give the player strong emotions.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 29, 2019, 10:23:46 am
Let's say a week at 40 CHF/hour.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on August 29, 2019, 10:35:50 am
Let's say a week at 40 CHF/hour.
Thank You! Considering an emotionally involved programmer - "This has become a personal matter!", etc.. -  maybe 10-14 hrs a day and bug fixing, another requested week or two, to polish and "just give it more love":
Seven 14 hrs workdays = 98 hrs = 40 * 98 CHF / week = ~3920 CHF per week.
+
Estimated polishing, any contingency during coding coming up, might mean plus 2 weeks  = 8000 CHF

Realistically if anything unexpected comes up and requires added engineering hours, probably 3 weeks of work worth about 12000 CHF

((Then of course later paying for (difficult) bugfixing + important related community requests that are really good ideas and are very worthy to implement, but need serious work hours.))

Okay. Very nice! I needed the amount money to think about and make plans.

THANK YOU!!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 29, 2019, 11:41:39 am
I'm not an emotionally involved programmer, I work 8.5 hours a day (=42 hours a week). Working 14 hours a day only creates problems, no exceptions.

Also, I don't do this for money, my entire donation income from the last 5 years is 24 CHF (thanks to 2 generous donators).

Lastly, although being paid by time and material sounds really cool, I don't know if anybody actually does that.
In the last 15 years in the industry, I have seen only fixed price contracts... if you're ever in a situation that you need to outsource something, keep that in mind :)

All that being said, if you're a rich guy who can afford it, I would gladly do business with you.
Otherwise, your request will just end up on my todolist and may or may not happen sooner or later, or never. In this particular case probably later than sooner.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on August 30, 2019, 05:39:56 pm
How to enable full light (or increase it by steps) at dark maps when using debug mode? Can't find info in wiki.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on September 02, 2019, 03:32:20 pm
@Meridian, do you maintain some release notes for each OXCE release?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 02, 2019, 04:13:34 pm
@Meridian, do you maintain some release notes for each OXCE release?

Yes, each release is announced in this thread, together with release notes.

I seem to have forgotten the 5.6.2 tho... here goes:

New OXCE v5.6.2 is up.

2019-08-15
 - Prevent overcrowding of crafts in starting base
 - Fixed CTD when going into MODS menu and not restarting the game
 - Fixed AI not using grenades in certain situations
 - "Save pre-primed grenades" user option now also applies to non-grenade items

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on September 03, 2019, 12:12:15 am
I'm trying to mod the Autolaser shoot sound, to lower its volume, but when I define

extraSounds:
  - type: BATTLE.CAT
    files:
      11: Resources/Sounds/Autolaser.wav

Then the simple lasgun [its lesser brother] sound effect is played MIXED together with the autolaser.wav

WTF is happening here?

--

I have an idea: packing a new sample2.cat. Let's see what happens..

Apparently when the game first loads the sounds into memory -it takes a long time and I should have to be able to reset the entire game so it loads everything again- , because now, upon subsequent starts, it just finds the old RAM addresses again, sounds that are still there in memory and loads everything together. Vanilla original and the new sounds.
So If I make a new sound it will be mixed with the sound position stored in RAM.     :D

No cigar!

Now these two sounds are being played mixed together: one from memory, one from the sample2.cat file.    ;D ;D ;D
0B   5F EF 01       43 27     laser shot
aand:
13   59 41 03       6C 34     laser/plasma hit
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 03, 2019, 10:48:42 am
1/ Which version of OXCE are you using exactly?
2/ Which mod are you trying to change? And which version exactly?
3/ Can you upload your mod? The one that's not working.


I have an idea: packing a new sample2.cat. Let's see what happens..

Do not change original CAT files, it won't always work properly, as explained here: https://openxcom.org/forum/index.php/topic,7355.msg116263.html#msg116263

Then the simple lasgun [its lesser brother] sound effect is played MIXED together with the autolaser.wav

OpenXcom is not even theoretically capable of mixing two sounds into one, something else must be wrong.

Apparently when the game first loads the sounds into memory -it takes a long time and I should have to be able to reset the entire game so it loads everything again- , because now, upon subsequent starts, it just finds the old RAM addresses again, sounds that are still there in memory and loads everything together. Vanilla original and the new sounds.
So If I make a new sound it will be mixed with the sound position stored in RAM.     :D

When you quit and start the game again, it DOES load everything again. It's not even theoretically possible to "find old RAM addresses again". The reason why subsequent starts are quicker is because of the harddisk cache.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mercy on September 03, 2019, 12:27:22 pm
I'm in a bandit cave.  Mistook playing back mixed sounds with the fact that, where I shot was a close rock wall and the game had to play the correct autolaser sound effect, but then the shot hit almost immediately and the game had to play to laser hit effect as well, giving the appearance that both sounds were played at once mixed together. Because they were. Correctly.

On normal missions - with open, wide spaces - the autolaser sounded correctly  - too loud -  .. .. .. then  its "hit-object" sound played out, to which I paid no attention, since the volume level of that one was okay.    ;D

All right. So lets try this one again..

Okay, it works with the extrasounds method.  Now:  onto what I wanted to do originally:
1. mastering this autolaser shooting sound effect to make it amazing and
2. giving you new effects, for exotic, hand-held, mega-blaster-lasers!  :D
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 18, 2019, 12:03:21 pm
My day-time job deals a lot with "minefield" questions, so it came "naturally" at the time of posting (yes, I'm at work ATM).  :)

As per situations. I'm playing Piratez at the moment and my interaction comes from OXCE+ and the mod. I see a pull down menu on the top left that allows the filtering of items based on all sort of categories.  I see also pull down menus on the craft inventory screen, like the one that says "equipped", where one can "top-off" items as needed. A similar feature may come useful for bases.

My intended use is for example, if I have assigned certain satellite bases to store each different class of items, like one base for craft parts, another for raw materials, another for surplus weapons, etc. Then after a mission where my local storage is overflow, or any other time, I can dispatch the excess to each of the corresponding bases. The ability to filter and show only items existing at the destination (from the pull down menu, for example), would come very handy.

I guess this may not be an issue for other mods, but for Piratez and its hundreds of different items, this would easy the pain a bit  :)

Added, see screenshot.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 18, 2019, 12:16:18 pm
While we're at it, may I request a global variable to make grav shields stack?

Code: [Select]
vars:
    gravStacking: true

It won't significantly increase base defense power in most setups, but may allow you to slightly reduce the number of facilities used. Such as: 1 grav shield and 5 fusion defense = 10x fusion defense for 6 facility space. But 2 grav shield and 3 fusion defense = 9x fusion defense for 5 facility space.

On the other hand, mods like Tech-Comm might implement using large fractions of your base for defense, and trying to calculate how many grav shields vs defenses gives you the best ratio.

Grav shields stack in OpenXcom since early 2013.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Alex_D on September 18, 2019, 04:42:43 pm
Added, see screenshot.

Thank you!

Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Currently this screen is triggered only when there is no room at the craft's original base. I don't know if the game code would allow that feature to work with the existing "sell" mechanic. I can see myself selling the loot and transfer the rest for some missions.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ninawindia on September 20, 2019, 06:27:21 pm
Okay, so, after downloading and updating to the latest Android app I keep getting crashes now. I'm still using the same version of the steam version and everything, nothing should have changed. Unless it requires TFTD now? Or something? How in the world did I break this. ~.~
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 20, 2019, 06:37:27 pm
Okay, so, after downloading and updating to the latest Android app I keep getting crashes now. I'm still using the same version of the steam version and everything, nothing should have changed. Unless it requires TFTD now? Or something? How in the world did I break this. ~.~

No, it doesn't need TFTD.

Can you try with this UFO data and let me know if it helped? <link removed>
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 20, 2019, 06:43:34 pm
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Currently this screen is triggered only when there is no room at the craft's original base. I don't know if the game code would allow that feature to work with the existing "sell" mechanic. I can see myself selling the loot and transfer the rest for some missions.

Don't edit your posts if you want me to see what you write... I found this only by accident.

I don't mind double posting, you can post even 100x times in a row in my thread if you want.

Btw. the request is on the todo list... it's just not easy to implement... it will take some time until I convince myself to look at it.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ninawindia on September 20, 2019, 07:01:28 pm
No, it doesn't need TFTD.

Can you try with this UFO data and let me know if it helped? <link removed>

No go, sadly, thanks for that suggestion though! I wonder what happened between updates.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 20, 2019, 07:15:04 pm
No go, sadly, thanks for that suggestion though! I wonder what happened between updates.

Try uninstalling the old OXCE.
And delete everything except UFO directory... including options.cfg, standard directory, common directory, mods directory.
Then install fresh.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ninawindia on September 20, 2019, 07:32:32 pm
thank you! The deletion of everything except for the ufo file and reinstalling worked for now it seems. Hopefully won't break adding pirates! thank you, again! <3
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 22, 2019, 11:08:57 pm
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Added.
It was easier than I originally expected (famous last words).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on September 27, 2019, 10:59:41 pm
After around 4 years my script are finally capable to:
Code: [Select]
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!

Code: [Select]
        debug_log "Hello World!";

This will allow in long run changing text in UI based on special conditions.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on September 28, 2019, 04:15:40 pm
Where can i find actual validator for VSCode? Thanks.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: ohartenstein23 on September 28, 2019, 04:26:46 pm
Where can i find actual validator for VSCode? Thanks.

https://openxcom.org/forum/index.php/topic,6552.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on September 28, 2019, 05:50:11 pm
Ah, it was updated. Thanks.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: toonlink3181 on October 10, 2019, 02:26:45 am
How do you show accuracy in this, like x-piratez does?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 10, 2019, 09:47:37 am
How do you show accuracy in this, like x-piratez does?

X-piratez shows the accuracy same way as this.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 13, 2019, 11:15:36 am
New OXCE v6.0 is up.

2019-10-13
 - Added Korean language
 - Added scripts to soldier bonuses
 - Support for one-time geoscape events: https://openxcom.org/forum/index.php/topic,7215.msg117828.html#msg117828
 - Support for multiple game endings: https://openxcom.org/forum/index.php/topic,7476.0.html
 - Soldier transformations: random stat improvements (within a range): https://openxcom.org/forum/index.php/topic,7196.msg117768.html#msg117768
 - Soldier transformations: reroll individual stats: https://openxcom.org/forum/index.php/topic,7196.msg117767.html#msg117767
 - Soldier transformation into an item (sacrifice, specialist to build a facility, etc.): https://openxcom.org/forum/index.php/topic,7196.msg117767.html#msg117767
 - Checking research requirements on craft weapon clips: https://openxcom.org/forum/index.php/topic,7316.0.html
 - Commendations can be prerequisites for soldier transformations: https://openxcom.org/forum/index.php/topic,7405.msg117870.html#msg117870
 - "manaPool" keyword for soldier stat strings
 - Minimum soldier rank requirement for a soldier transformation: https://openxcom.org/forum/index.php/topic,7405.msg117870.html#msg117870
 - Infinite production can be changed to maximum possible production using a left-click on the "down arrow"
 - Mission/Arc/Event script funds triggers: https://openxcom.org/forum/index.php/topic,7215.msg116973.html#msg116973
 - Resize Ufopedia to fit all category buttons if possible
 - Configurable TUs when waking up at the beginning of a new turn (global parameter 'tuRecoveryWakeUpNewTurn')
 - Mana recovery via medikit (item parameter 'manaRecovery')
 - "Stunning improves morale" mod option (global parameter 'stunningImprovesMorale')
 - Flag for hidden Commendations pedia articles (ufopaedia article parameter 'hiddenCommendation')

 - Support for elevated UFOs
 - Allowed negative mana recovery per day
 - One random item vs all items in RuleEvent (event parameter 'randomItem')
 - Allowed transfers in the Debriefing
 - Allowed multiple sales in the Debriefing
 - Unhardcoded most of GUI backgrounds (interface parameter 'backgroundImage')
 - Mission/Arc/Event script score triggers: https://openxcom.org/forum/index.php/topic,7215.msg116973.html#msg116973
 - Mission/Arc/Event script item triggers: https://openxcom.org/forum/index.php/topic,7096.msg116970.html#msg116970
 - "Items at destination" filter for base transfers
 - Operation name generator: https://openxcom.org/forum/index.php/topic,6420.0.html
 - Base name generator: https://openxcom.org/forum/index.php/topic,7376.0.html
 - Random ambient sounds: https://openxcom.org/forum/index.php/topic,6647.0.html
 - Soldier bonuses (from transformations and commendations): https://openxcom.org/forum/index.php/topic,7405.0.html
 - More zombie types: https://openxcom.org/forum/index.php/topic,7404.0.html
 - Added support for underwater weapon vapor clouds for UFO-based hybrid mods: https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775
 - Added Geoscape event scripts: https://openxcom.org/forum/index.php/topic,7215.msg116753.html#msg116753
 - Added "Auto update" user option

 - Added mission abort penalty (alien deployment parameter 'abortPenalty')
 - Added support for fake underwater xcom bases: https://openxcom.org/forum/index.php/topic,7356.msg116774.html#msg116774
 - Added starting conditions by globe texture: https://openxcom.org/forum/index.php/topic,7356.msg116717.html#msg116717
 - Added fake underwater globe textures support: https://openxcom.org/forum/index.php/topic,7374.msg116684.html#msg116684
 - Added "Auto Night Vision threshold" user option
 - Removed "Highlight new topics" user option
 - Added "Sell All But One" hotkey ("Z" by default)
 - Added death sounds by armor and gender: https://openxcom.org/forum/index.php/topic,7371.msg116561.html#msg116561
 - Added unit response sounds (by soldier/unit, armor, gender or name): https://openxcom.org/forum/index.php/topic,7371.0.html
 - Before a battle starts the turn number is zero for Y-scripts (instead of 1)
 - Added UFO detection Y-scripts
 - Added "Raw screenshots" user option (hidden)
 - Smoother globe shadows
 - Fixed inventory drawing performance issue
 - Fixed TFTD resources loading performance issue
 - various bugfixes
 - c++17 support required for compilation

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) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on October 13, 2019, 10:58:42 pm
Staggering (in a good way)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 31, 2019, 12:38:11 pm
New OXCE v6.1 is up.

2019-10-30
 - Soldier sorting includes stat bonuses now
 - Ability to use globe texture/terrain in mapScripts: https://openxcom.org/forum/index.php/topic,7536.0.html
 - Fixed rounding in polynomial formula calculations for stats (nearest integer as before)
 - Fix/Prevent invalid/negative escape countdown (UFOs with short break off time never broke off on higher difficulties)
 - Ability to specify precise item position within the default inv slot: https://openxcom.org/forum/index.php/topic,4187.msg118725.html#msg118725
 - Speed up chain terrain explosions
 - Consider 'explosionSpeed' also for AOE explosions: https://openxcom.org/forum/index.php/topic,7509.msg118724.html#msg118724
 - More item lists for geoscape events + custom music: https://openxcom.org/forum/index.php/topic,7215.msg118723.html#msg118723
 - Unit stats cannot go into minus
 - Improved staff salaries & item maintenance: https://openxcom.org/forum/index.php/topic,4774.msg118449.html#msg118449
 - Inventory stats improvements: https://openxcom.org/forum/index.php/topic,7515.0.html
 - Equipment filter improvement: for firearms, check the ammo category too (if present onboard)
 - Civilian spawn node types: https://openxcom.org/forum/index.php/topic,6477.0.html
 - Reroll mana pool stat on save upgrades
 - Soldier bonuses for pilots
 - Statistical (bullet) saving now works on consumable medikits too
 - It's possible to move an item with negative size into an overfull base
 - "We can now..." UIs consider also bonus research (getOneFree): https://openxcom.org/forum/index.php/topic,6551.0.html
 - various bugfixes

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) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 02, 2019, 06:35:06 pm
New OXCE v6.1.1 is up.

2019-11-02
 - Fixed rounding in stat calculations

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: StahnAileron on November 07, 2019, 06:46:42 am
So, I'm super late to the party. (I stuck with stable OpenXcom for a while way back; found Nightlies had better features and switch over a couple years ago; just now realized OCXE is a thing.) So forgive me if the following question is already answered elsewhere:

I JUST got OXCE to try out (so I'm on the newest version; update checker agrees) and noticed that interception is not predictive like in the Nightlies. I checked for the setting and realize it's completely gone. (Re-checked in Nightlies to make sure I was looking in the correct spot.) Was support for predictive interception trajectories dropped?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 07, 2019, 07:05:04 am
Was support for predictive interception trajectories dropped?

Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: StahnAileron on November 07, 2019, 07:23:17 pm
Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.
Ah. I think I know what you mean. (I've seen the feature do some odd or questionable things before. Though it worked for me more often than not.)

Any plans to re-implement it in a non-buggy way, or is it just one of those things that would be hard to get right given the circumstances or is more involved than a player would think? (I know it can be an time-consuming art to make something actually stupidly complex under the hood look seamless and effortless to a user. That, and users tend not to think about the effort put into programming.)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 07, 2019, 07:46:48 pm
Any plans to re-implement it in a non-buggy way... ?

SupSuper has done at least a dozen of fixes in the nightlies... but with little to zero improvement IMO.
I think the feature is beyond repair.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on November 08, 2019, 10:44:13 pm
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them
.

edit: found it
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 08, 2019, 10:51:54 pm
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on November 08, 2019, 11:02:55 pm
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 08, 2019, 11:05:42 pm
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60

And does it work?
I'm pretty sure it doesn't (unless you defined bigsprite 60 in your mod too).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on November 08, 2019, 11:11:17 pm
Still haven't tested, but it does say:
Quote
If you were using these bigobs in your mod, you have 2 options how to fix it:
What I get from this is that I should use the other fixes only if I have those indexes already occupied.

Tested: lol nope it doesn't work
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 08, 2019, 11:18:39 pm
What I get from this is that I should use the other fixes only if I have those indexes already occupied.

No, that's not what it says :(

It says that if you had a negative index used anywhere, it will stop working (in 100% of cases) and you will need to fix it in one of the 2 provided ways.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on November 21, 2019, 08:20:39 am
When trying to update OXCE version received:

Code: [Select]
Error for 'STR_TANK_CANNON_ALLOY': offset '9106' exceeds mod size limit 1000 in set 'BIGOBS.PCK'
Can get around, expand at least to 10,000, or completely remove this restriction?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 21, 2019, 10:15:31 am
Can get around, expand at least to 10,000, or completely remove this restriction?

The restriction is there to prevent conflicts between mods, save memory and to improve performance.

I recommend to use smaller indices before you start using bigger ones.

If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:

Code: [Select]
name: "X-Com Files"
version: "1.0.2"
requiredExtendedVersion: "6.1.1"
author: "Solarius Scorch"
description: "snip"
id: x-com-files
master: xcom1
reservedSpace: 2        # this reserves 2,000 indices in the memory... if you want to reserve 10,000 indices you can write reservedSpace: 10
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on November 21, 2019, 11:05:16 am
If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:

Thank you very much. Now everything works.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on November 21, 2019, 10:02:24 pm
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 22, 2019, 12:04:49 am
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?

AI can use other weapons too.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on November 23, 2019, 12:32:03 am
Code: [Select]
  - type: STR_PSICLONE
    requires:
      - STR_PSICLONE
    size: 0.1
    costSell: 63000
    weight: 5
    bigSprite: 456
    floorSprite: 456
    handSprite: 456
    hitAnimation: 96
    psiAnimation: 96
    hitSound: 36
    psiSound: 96
    battleType: 9
    twoHanded: false
    invWidth: 1
    invHeight: 2
    accuracyMultiplier:  # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0
      psiSkill: 0.5
      flatHundred: 0.5
    tuUse: 25
    tuMindControl: 0  # diables mind control
    tuPanic: 25
    flatRate: true
    recoveryPoints: 8
    armor: 15
    attraction: 1
    psiRequired: false
    #aimRange: 1  # what about this, can dropoff work without it...?
    dropoff: 1  # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack???
                     # what i'm trying to achieve is the chance of panic success to decrease with distance
    psiAttackName: STR_STUN_UNIT
    damageType: 6  # stun
    power: 50
    powerRangeReduction: 1
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      ArmorEffectiveness: 0
      FixRadius: 0
      RandomType: 2
      IgnoreDirection: true
    LOSRequired: false

This seems to work. If I assign it to an unit with psiSkill=0, will the unit use this?
(Also I have lot's of doubts about how this all works...  :-[)

Maybe I should ass these in there:
Code: [Select]
    accuracyPanic: 60
    accuracyMindControl: 0
    accuracyUse: 50  # how does this accuracy work? I want the attack to always hit, like a psi attack
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on November 27, 2019, 04:59:03 pm
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 27, 2019, 05:17:19 pm
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.

Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.

In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on November 27, 2019, 05:34:23 pm
Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.

In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.

Oh, if I knew before ... Thanks for the answer. I think that for this parameter it is worth giving a more detailed description in the "ruleset reference", so that more questions would not arise. It says - "The power of the mind shield provided by this facility.", which misled me.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Finnik on November 29, 2019, 12:45:49 am
Is it doable to make a code addition to let modder define UFO in alienDeployment, and then transfer this info to map generation? As for now for many thinks like Cult houses in XCF we need to define the whole mapscript for such deployment - to add specific ufo into mapscript. There is a lot of copypasting because of it. And it does not let me use terrain-specific mapscripts with such a deployment, where is a need to define a ufo. That multiply copypasting to the near-impossible limit.

UPD: looks like there are some ways (https://openxcom.org/forum/index.php/topic,7631.0.html) =)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on November 29, 2019, 08:50:38 pm
New OXCE v6.2 is up.

2019-11-29
 - BREAKING CHANGE: Option for extended running behavior: https://openxcom.org/forum/index.php/topic,7623.0.html
 - BREAKING CHANGE: Option for extended weapon reload cost: https://openxcom.org/forum/index.php/topic,7613.0.html
 - Weapon/ammo category "sharing": https://openxcom.org/forum/index.php/topic,7632.0.html
 - Medikit targets: https://openxcom.org/forum/index.php/topic,7633.0.html
 - EXPERIMENTAL: Options>Folders GUI
 - Mod startup check: Manufacturing time must be greater than zero
 - Unhardcoded alien inventory offsets: see 'alienInventoryOffsetX' and 'alienInventoryOffsetBigUnit'
 - Don't load custom mods from the "standard" folder
 - A few more hotkeys: https://openxcom.org/forum/index.php/topic,7561.0.html
 - Consider monthly performance bonus during arc/mission/event scripts
 - Fix grenade timer during civilian missions
 - various bugfixes

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 (https://openxcom.org/forum/index.php/topic,6552.0.html)

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on December 01, 2019, 10:07:05 pm
how to define damage types?
should i just add the extra modifiers to all the armors? but then how to name them?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 01, 2019, 10:44:46 pm
You don't have to change all armors, if you don't define anything it will be considered 100%.

Code: [Select]
  STR_DAMAGE_10: "10"
  STR_DAMAGE_11: "11"
  STR_DAMAGE_12: "12"
  STR_DAMAGE_13: "13"
  STR_DAMAGE_14: "14"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 14, 2019, 01:05:45 am
Tell me, does the option that changes the order of loading units into ships exist?

Still continue to disappear 2x2 soldiers on some ships. And all because they are loaded after loading HWP. With 1x1 HWP and 2x2 soldiers, need a different loading algorithm.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 14, 2019, 10:11:38 am
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 14, 2019, 10:20:59 am
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Yes I know. It is in this that's the problem.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on December 14, 2019, 11:15:21 am
How about turning it into:
2x2 HWPs
2x2 Soldiers
1x1 HWPs
1x1 Soldiers
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 14, 2019, 11:18:18 am
What a brilliant idea.
I would never think of that.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 14, 2019, 01:10:01 pm
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on December 15, 2019, 09:11:06 am
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 15, 2019, 10:59:13 am
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Thank you for the offer, but I already did everything myself. On some ships (such as Sentinel, Tactical Lightning), in the with the current loading system, a vanishing tank has nowhere to go. Only on the roof.
Title: Re: OpenXcom Extended (OXCE) main thread
Post by: Meridian on December 15, 2019, 06:32:16 pm
Yes I can. And ".log" in the appendage. Strangely, a lot of things have been written in ".log", but everything works exactly as intended. And about the sound is nothing.

Issue found and fixed (hopefully).

Thanks goes to Stoddard.

I'd like to hope that this measure is really temporary.

Load order changed.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 15, 2019, 09:46:03 pm
Meridian, thanks to you and Stoddard. Waiting for updates.  :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on December 16, 2019, 03:19:02 pm
I bet i saw somewhere something about shot vapor in ufo1. A weak ago or like that. But now i can not find it. Is it possible?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 16, 2019, 03:36:36 pm
I bet i saw somewhere something about shot vapor in ufo1. A weak ago or like that. But now i can not find it. Is it possible?

https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on December 16, 2019, 05:22:12 pm
Many thanks.

Also, looks like a bug:
I am testing growing alien bases, and i see this situation:
1. aliens landing for base building.
2. ranger fly near landed b-ship for search base location.
3. base found, but not near ranger. It can be in thousand of kilometers, but founded by ranger, patrolling near UFO.

upd: here is minimod for testing.

Upd. 2:
https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775
And on depth level = 0 no vapor possible?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 16, 2019, 07:52:18 pm
Also, looks like a bug:
I am testing growing alien bases, and i see this situation:
1. aliens landing for base building.
2. ranger fly near landed b-ship for search base location.
3. base found, but not near ranger. It can be in thousand of kilometers, but founded by ranger, patrolling near UFO.

and which part of this is the bug?

If you mean that the base is not built where the UFO lands... that's normal... bases are never built where UFO lands.
Bases are built already when the UFO spawns (not when it lands)... and they are built in a random place defined by the "spawnZone" areas of the alien mission.


Upd. 2:And on depth level = 0 no vapor possible?

Not at the moment.
That would break TFTD.
But I can probably make it optional, if you want it... what's the intended use case?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on December 17, 2019, 05:32:27 am
Bug is, that ranger patrols in area of ufo landing, and alien base became visible far far away from there. like patrol in Spain and base in Norwegian.
And it is not coincidence, if no ranger patrolling - no base found.

About vapor - because beams was not supported by community, i wanted to create "smoke shot" for some unusual weapons.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 18, 2019, 06:45:09 pm
Bug is, that ranger patrols in area of ufo landing, and alien base became visible far far away from there. like patrol in Spain and base in Norwegian.
And it is not coincidence, if no ranger patrolling - no base found.

What is the sight range of the ranger?
Default is 1696 (about as much as displayed on the screenshot)... which is enough to spot a south norwegian base from central spain :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on December 18, 2019, 07:14:08 pm
 Default is 1696???
Gosh... Twenty times more than i expected.
Ok, my fault. Sorry.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 24, 2019, 09:41:46 am
We all know that downed UFOs explode power units. And where is it regulated and what determines the strength of their explosion? And is it somehow regulated?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 24, 2019, 10:07:44 am
We all know that downed UFOs explode power units. And where is it regulated

in the source code


and what determines the strength of their explosion?

RNG (180-250, HE)

And is it somehow regulated?

in the source code
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 24, 2019, 10:43:22 am
RNG (180-250, HE)

Can this be taken out into an adjustable global option?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 24, 2019, 10:49:00 am
what's wrong with it?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 24, 2019, 12:21:10 pm
Just want more control over the game. For example, the spread of damage is more to do, the type of damage is changed, the probability of an explosion for each UFO is different, and so on. :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on December 24, 2019, 02:09:47 pm
Would be nice to be able to set explosion (with custom parameters like power) to a given specialType (in terrain), not just Power Sources.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 27, 2019, 07:55:00 pm
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 27, 2019, 09:16:32 pm
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?

Yes, it is true: https://openxcom.org/forum/index.php/topic,6461.msg102052.html#msg102052
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 27, 2019, 09:56:21 pm
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on December 29, 2019, 01:19:03 am
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.

There's a way to get virtually any outcome you want.

A.) Alien base never fails to be built
 - METHOD: don't use interruption on Alien Base or Alien Infiltration mission

B.) Countries can be prevented from leaving the project, but alien bases still get built
 - METHOD 1: increase weights for Alien Base mission (make non-interruptible), decrease weights for Alien Infiltration mission (make interruptible)
 - METHOD 2: allow countries to rejoin when base is destroyed
 - METHOD 3 (ADVANCED): edit Alien Infiltration mission to change the base that it builds or make it not even build a base at all

C.) Infiltration is interrupted by shooting the craft down, but not by taking them on land
 - METHOD: Add a wave of three UFOs after the final craft, on a timer of perhaps 60 (try different values and see). You want the final UFO to spawn on the globe around the same time as the big UFOs start landing. (My mod has the timer at 240 which has been well-timed to make the base appear during and towards the end of the landing event.)

PM me if you want more details on how to do one of these, or if you have a different functionality goal.

edit: I tested some timers and I think 60 is fairly good for the final 3 ships. That means you get about 3 hours from appearance of the Battleship until the base is built and the infiltration is completed. Time variation can be anywhere from 1.5 to 4.5 hours but will tend toward the center. In my run, the battleship took ~3.5 hours to land, and other ships were already landing by the time it arrived.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: MoonKid on December 30, 2019, 03:28:13 pm
It is unclear for me what is the difference between OXC and OXCE(+).

I could not find any documentation about it. Even wikipedia does not have an entry about OXCE.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 30, 2019, 03:50:02 pm
It is unclear for me what is the difference between OXC and OXCE(+).

I could not find any documentation about it. Even wikipedia does not have an entry about OXCE.

Check sticky topics on this subforum then.

For example https://openxcom.org/forum/index.php/topic,5251.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 30, 2019, 09:57:31 pm
New OXCE v6.3 is up.

2019-12-30
 - Research/Manufacture UI QoL (mouse wheel up/down +/-1, with ctrl +/-10)
 - Different starting base per difficulty level: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Starting_Base
 - Ability to hide missions in New Battle mode: https://openxcom.org/forum/index.php/topic,7685.0.html
 - Stats for nerds -- craft weapons
 - Don't hide other radar circles when showing craft range
 - Check alien containment after reload (shame on you autosave cheaters!)
 - Direct Craft UI access from Intercept UI (right-click)
 - New hit log (ctrl+alt+H)
 - Changed soldier/HWP load order (2x2 hwps, 2x2 soldiers, 1x1 hwps, 1x1 soldiers)
 - Memorial quick filter
 - Stack items given by a geoscape event together (+new multi-item attribute): https://openxcom.org/forum/index.php/topic,7215.msg118723.html#msg118723
 - Configurable medikit action name ('medikitActionName')
 - Some improvements for summoned friendly units (inventory handling)
 - Support for spawning alien bases on technical globe regions
 - UFO hunt alert sound ('huntAlertSound')
 - Weapon/ammo category "sharing" is now optional ('shareAmmoCategories')
 - Custom UFO for dummy/blank 'addUFO' mapscript command (by Finnik): https://openxcom.org/forum/index.php/topic,7631.0.html
 - Battlescape rendering performance improvements
 - various bugfixes

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) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Alex_D on December 31, 2019, 06:07:17 am
Thank you Meridian for version 6.3. I'm about to test it with XCF v 1.1.2.

By the way, any clue on when my antivirus program (Symantec) would stop complaining about the file being too new?
Unfortunately, I can't control the AV settings too much while I use my work laptop at home  :)

Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on December 31, 2019, 09:31:17 am
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on December 31, 2019, 10:11:44 am
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

They cannot be taken from OpenXcom, they are incompatible.

OXCE makes updates to language files, interface files, resources, etc.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on January 01, 2020, 07:09:17 pm
New OXCE v6.3.1 is up.

2020-01-01
 - Fix cancel new base CTD (by Hardcode84) (>1 year old)
 - Fix "Dont reselect unit" CTD (7 months old)
 - critical: Fix hit log CTD (1 week old)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on January 04, 2020, 06:54:08 pm
New OXCE v6.3.2 is up.

2020-01-04
 - critical: Fixed unit drawing bug (mostly TFTD crashes)
 - Increased max craft weapon types per slot from 4 to 8
 - Show more info in Options > Folders

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on January 05, 2020, 06:44:26 pm
New OXCE v6.3.3 is up.

2020-01-05
 - more fixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on January 09, 2020, 08:26:03 am
Meridian,  is it possible to change the color of the radar circles?

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on January 09, 2020, 10:26:59 am
Meridian,  is it possible to change the color of the radar circles?

There is no radar circle color.
Color of each pixel is calculated separately using complicated logic (considering land/ocean, current time of the day, original pixel color, etc.)

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

Thanks, will report to Yankes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on January 13, 2020, 02:27:29 pm
New OXCE v6.3.4 is up.

2020-01-11
 - Custom groups for addLine mapscript command (by Finnik)
 - Fix unit drawing error (hovertank rendered when a unit moved below it)
 - Fix grenade skip (2nd grenade exploded half-turn later)
 - Fix alien base self destruct CTD

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Serg1973 on January 22, 2020, 05:09:01 am
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: misterx on January 22, 2020, 09:38:23 am
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

I like that, peraphs only with medium/large vessels?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Serg1973 on January 22, 2020, 12:36:02 pm
I think we need a "critical mass" of live aliens. Like 5+ for Superman, and more for other levels. Or work from UFO level.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on January 22, 2020, 01:32:58 pm
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

Same should also happen with aborted crash recoveries.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: SIMON on February 02, 2020, 04:37:54 pm
Is there a problem with the attached openxcom extended as I have no mods activated but it won't launch the game? This seems to occur with the latest one as the oxce of 26/01/20 works fine.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on February 02, 2020, 04:39:50 pm
This should be fixed already
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 14, 2020, 10:49:49 am
New OXCE v6.4 is up.

2020-03-14
QoL:
 - Added "Unassigned" category in Buy/Sell/Transfer GUIs (only applies to mods using custom item categories)
 - Condensed "facility built" popups (only show one if multiple facilities of the same type are built)
 - Pressing X again in Sell GUI deselects all items
 - Purple box indicator also for stunned allies with negative health regen
 - Ability to save/load soldier equipment layout including armor
 - Research lookup and spawned item now shown in the tech tree viewer
 - Debug hotkey to reveal all UFOs and alien bases (ctrl+7)
 - Added win64 version to auto-updater

Modding:
 - BREAKING CHANGE: Extended HWP load order unhardcoding ('extendedHwpLoadOrder') - default is vanilla again
 - Support for defining manuf. project shortcuts: https://openxcom.org/forum/index.php/topic,5199.msg124405.html#msg124405
 - Random alternate terrain in map scripts (by Finnik): https://openxcom.org/forum/index.php/topic,7758.0.html
 - Custom groups for addLine mapscript command (by Finnik): https://openxcom.org/forum/index.php/topic,7750.0.html
 - Flag to allow objective type recovery: https://openxcom.org/forum/index.php/topic,7755.msg122277.html#msg122277
 - Increased max craft weapon types per slot from 4 to 8
 - From OXC: Allow ammo to work only on land/water

 - Soldier skills (by memmaker): https://openxcom.org/forum/index.php/topic,7974.0.html
 - Allow soldier type to be displayed in the inventory screen (by memmaker): https://openxcom.org/forum/index.php/topic,7861.0.html
 - Allows special weapons to be defined by soldier type (by memmaker): https://openxcom.org/forum/index.php/topic,7859.0.html
 - More options for psi amp targeting (by memmaker): https://openxcom.org/forum/index.php/topic,7860.0.html
 - Callsigns for soldiers in battlescape (by memmaker): https://openxcom.org/forum/index.php/topic,7825.0.html

Scripting:
 - Soldier skills script hook (see above)
 - Flash messages in BattleScape for scripts (by memmaker): https://openxcom.org/forum/index.php/topic,7826.0.html
 - Medikit use script hook (by memmaker): https://openxcom.org/forum/index.php/topic,7824.0.html

Bugfixes:
 - Fixed various bugs with units waking up too early or too late
 - Fixed definition of "night" in soldier diaries
 - Do not allow soldier bonuses to "unlock" psi skill
 - various bug fixes


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) (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom))
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: eXalted on March 14, 2020, 11:12:00 am
- Ability to save/load soldier equipment layout including armor

Great!

Thank you for this release!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on March 14, 2020, 02:48:13 pm
Thanks for W32 version !  :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on March 14, 2020, 07:50:37 pm
- BREAKING CHANGE: Extended HWP load order unhardcoding ('extendedHwpLoadOrder') - default is vanilla again
what does this mean/affect ?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 14, 2020, 08:20:23 pm
what does this mean/affect ?

If set to true, craft load order is: 2x2 HWPs, 2x2 soldiers, 1x1 HWPs, 1x1 soldiers.
If false, craft load order is: all HWPs, all soldiers.

Default is false now, same as vanilla.
(it was true only very shortly... I think only in oxce 6.3.x)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on March 15, 2020, 07:09:33 am
Thanks for the updates. Good work.

Regarding Auto-update. Microsoft recently announced the end of support for Win-7 and released the final patch, which caused users a lot of problems. I was saved from them by the fact that I have the habit of disabling Auto-update where possible and updating everything manually. Hopefully, Auto-update will not be in the future, the only way to upgrade?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on March 21, 2020, 05:35:24 pm
As this small feature, I will post there, I added new feature to have item script for psi attack calculation that is run before current script from unit.
As side bonus it is responsible for all calculation of basic psi attack probability, you can now overwrite whole logic of this to fit your needs.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on March 22, 2020, 12:23:44 am
Hi, Meridian I apologize in advance if I write in the wrong topic, I only registered today, although I have been on the site for several months now.

In general, I wanted to offer one idea (I do not know how much you will not like it)) I will try to be brief.

My brother and I love to play X-Com and I like to play, say, PERFECT.

I did not really like the XCOM remake


When I speak perfectly, I mean that not one of my soldiers died (and did not receive serious injuries), and in the process I like to fantasize in my head how this could have happened in 3D (I have a lot of imagination, and therefore the gameplay produces more pleasant impressions)

Of course, this requires constant Save / Load, but it does not bring me much discomfort, because I can do quick save and load.

So what am I talking about? Oh yes, I wanted to propose the idea of ​​recording a battle in which the battle will smoothly take place, beautifully and spectacularly (as part of a normal battle, just a smooth repetition without too much).

Of course, the proposal to save the battle record in the results after the battle, and the ability to download and view in a separate menu, choosing records.

I know that the idea itself smacks of at least strange, but it's just an idea and I wanted to know what you think about it.

Yes, just your thoughts about it will be very interesting to me. Thank you in advance for your response. (I hope this is not a short no answer))) :D
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 22, 2020, 12:34:21 am
So what am I talking about? Oh yes, I wanted to propose the idea of ​​recording a battle in which the battle will smoothly take place, beautifully and spectacularly (as part of a normal battle, just a smooth repetition without too much).

Of course, the proposal to save the battle record in the results after the battle, and the ability to download and view in a separate menu, choosing records.

I do not understand this part.
Can you say it in different words maybe?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on March 22, 2020, 01:01:06 am
Quote
I do not understand this part.
Can you say it in different words maybe?

Yes, I will try.

Do you know about battle play recording in turn-based games? I wanted to offer the ability to record and save the entire battle in the game.

I will try to describe it. You play for yourself, think about each movement for a long time, and, as a rule, a battle (or a game, like in chess) takes a lot of time if this is an important battle.

And after a triumphal victory, you could (of course, after you clicked on the button “Save battle record”) see this very record, which we say you wanted to show to someone.

At its core, combat recording is a repetition of all actions that took place to the very end. Without thinking, just a little faster, because you no longer fight, but you follow your victory.

Let me give you an example, the Counter-Strike demo is a repetition of all your actions, as well as the adversary who plays the game.

I don’t know if I can explain it more comfortably, but, frankly, it’s just a repetition without delay, when you think: “Who will go where, who will shoot at whom”.

I apologize if I described everything vaguely :-[
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: R1dO on March 22, 2020, 07:01:28 pm
To me this comes across as a request for "Replay" functionality.

Meaning that the game stores all your actions (move to, shoot at, change heading, etc) and the resulting game state of each action during a battle. Not only for your side, but also for the aliens and civvies,
The replay itself would than be something alike the "New Battle" option, but instead of accepting user input (and AI calculating its next move) it will take the list of stored actions and perform them sequentially (with a slight delay between each action).

Am i correct in my assumption?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on March 22, 2020, 07:09:51 pm
Yes, you described everything better than me.

Hmm, I have to be more precise and talk less, otherwise I will continue to lead people into a stupor.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 22, 2020, 07:11:31 pm
It is theoretically possible, but a lot of effort.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on March 22, 2020, 07:26:02 pm
It is theoretically possible, but a lot of effort.


I know that the description of actions itself indicates a lot of work on this function.

But I wonder what you think about this? Is this feature quite suitable for X-Com? Or is this a bad idea. (I mean anyone who reads this)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: WaldoTheRanger on March 22, 2020, 07:40:02 pm
It's a good idea. it'd be much easier to share your epic battles/enjoy them yourself.
it'd also be great for people interested in the story of their soldiers.
I'd certainly enjoy it.

Sounds like a very far future thing at best though.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on March 22, 2020, 07:46:10 pm
It's a good idea. it'd be much easier to share your epic battles/enjoy them yourself.
it'd also be great for people interested in the story of their soldiers.
I'd certainly enjoy it.

Sounds like a very far future thing at best though.

Exactly) you think exactly like me)

Yes, if they work on it, it will not appear soon, but it is not scary.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on March 23, 2020, 01:50:40 pm
Small bugreport (or feature description):
if unit have specab: 1 (explode on death) and its armor have both corpseBattle and corpseGeo, it will not explode. At least with power, described in battle corpse item.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 23, 2020, 02:10:29 pm
Small bugreport (or feature description):
if unit have specab: 1 (explode on death) and its armor have both corpseBattle and corpseGeo, it will not explode. At least with power, described in battle corpse item.

Explosion power is described in corpseGeo item: https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/ExplosionBState.cpp#L89

Don't know if that's right or wrong... try asking SupSuper/Warboy.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on March 23, 2020, 02:57:48 pm
Odd. But i get over it with destruction of corpse. So it will be not recovered.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 23, 2020, 03:14:48 pm
Odd. But i get over it with destruction of corpse. So it will be not recovered.

You can also just add power to the corpseGeo item, no?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on March 23, 2020, 06:17:36 pm
No, because this corpseGeo used for many other purposes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on March 25, 2020, 12:00:21 pm
Asking that here because this is OXCE mechanics. Here 2 screenshots:
(https://i.postimg.cc/tsWPBy56/screen082.png) (https://postimg.cc/tsWPBy56)
(https://i.postimg.cc/VrgH5pHS/screen083.png) (https://postimg.cc/VrgH5pHS)
Current TWoTS mod rules allow you produce 4 Gauss pistols using 1 magnetic navigation. But screenshots shows only 1 produced unit. It's kinda confused because we can't exactly produce 1 pistol, otherwise it will require 1/4 magnetic and it's not possible right? So I have a question - can you change production screen in case if multiply production rule used, so amount of product will be like 4,8.. and etc. I mean total production screen units = special materials (could require more than 1 and it's ok of cource) x multiplyer (if it's more than 1). Sorry for terrible English, hope you understand what  I meant. May be in future versions of OXCE? 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 25, 2020, 12:22:55 pm
No.

It is 1 unit of manuf. project "Gauss Pistol", not 1 unit of item "Gauss Pistol".
What would you want to see in the "Units to Produce" if the project would manufacture 7 gauss pistols, 2 gauss rifles, 17 electroflares and 4 mindprobes at once? 7+2+17+4 = 30 ?

The manufactured items (per 1 project) are already displayed 1 screen earlier, see screenshot.
And there is a possibility to rename the project as well, for example from "Gauss Pistol" to "Gauss Pistol (x4)".
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on March 25, 2020, 12:31:34 pm
Oh, thank you Meridian for quick reply and explanation. And "Gauss Pistol (x4)" will solve any issues as I think. Because it's easy to understand now what total amount of production multiplied, that's what I want. So, the modder just need to adjust some .rul files for this right?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on March 25, 2020, 12:37:03 pm
And there is a possibility to rename the project as well, for example from "Gauss Pistol" to "Gauss Pistol (x4)".
Oh, I forget about it. My fault, will be fixed.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 27, 2020, 12:53:09 pm
New OXCE v6.4.2 is up.

2020-03-15
 - MUCH MUCH faster alien hidden movement (regardless of alien movement speed setting)
 - much faster player movement speed at higher player movement speed settings in Options (same as in year 2018 and earlier versions)
 - (supposedly) more battery drain on laptops/phones (same as in year 2018) -- not confirmed; and not quantified

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

Some of you have already tried this version (it's been published via auto-update) and everybody so far reports big improvements and no side effects.

I'd like to ask everyone else for feedback as well.

IMPORTANT:
To benefit from speed improvements, you need the following settings in Options menu:
1. "Advanced>FPS limit" must be different than 0 (I recommend 60)
2a. Either use software rendering (Video>Display Filter = Disabled)
2b. Or use OpenGL rendering (for example Video>Display Filter = Raw*) AND also set vSyncForOpenGL: false in options.cfg file --- and just to repeat again, DO NOT set "Advanced>FPS Limit" to 0!

This will make OXCE able to run at the same speed as in this video (OpenXcom version from year 2018): https://www.youtube.com/watch?v=hjIrqlsJjQ0
So that you have a benchmark to compare against.

Feedback is most welcome... positive and more importantly also negative.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on March 29, 2020, 04:44:48 pm
New OXCE v6.4.2 is up.

How do I see these changes do not affect the version of Win32?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 29, 2020, 04:55:46 pm
How do I see these changes do not affect the version of Win32?

I don't understand the question.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on March 29, 2020, 06:02:03 pm
Excuse me, but is this speed up is because of animation speed increased, or because of massive code optimisation?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on March 29, 2020, 06:08:36 pm
I don't understand the question.

And already it is not necessary. Everything works. Thanks for the updates. :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on March 29, 2020, 06:16:42 pm
Excuse me, but is this speed up is because of animation speed increased, or because of massive code optimisation?

It's not code optimisation.

It's complicated to explain (and I don't fully understand it either), but you can think of it as animation speed increase.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mrak on March 31, 2020, 07:03:42 pm
Actually? Add more features to play with resources. and additional complexity options.
Project: Economics X-com
Tasks of the Economy:
// Change the price "total per month"
// Change the price "random per month"
// Change in price "events:
fixed> + price; -price;
percentage> * x% ""
// Change the price for the "people" position separately
// Change the price for the position of the "machine" separate
// Price balance in the range: from Minimum price to Maximum price.
// The fall in the price of goods over time "in the absence of its procurement"
// Price increase when buying a product for a limited time
// Rising hiring prices with the deaths of Agents, + x%
// Price fall while saving Agents / month, --x%
// Increase in the price of the maintenance of Agents depending on the ranks, + x% / rank
// Increase in the price of hiring Engineers and Scientists from their existing number, + x% / person
// Payments to relatives for the deaths of Agents
// Compensation payments upon dismissal of people monthly salary

//Inputs:
//Starting price
//Current price

//The coefficient of price change when recalculating from the current price to the new price

//Output:
//New price

// minimum share price of the starting price (by default, a quarter = 25%)
// maximum price increase (by default four times = 400%)
I used google translate if there are any grammatical errors.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on March 31, 2020, 07:07:16 pm
1. Meridians job to do:), but shouldn't you make a new thread for this?

2. This would be AMAZING to have available as a modder.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on March 31, 2020, 09:42:43 pm
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: xcomfan on April 01, 2020, 02:16:33 pm
Don't l ow if possible but may be possivle to ha e bullets ricochet when metal and wooden surfaces are hit?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on April 01, 2020, 03:31:08 pm
Don't l ow if possible but may be possivle to ha e bullets ricochet when metal and wooden surfaces are hit?

If we went into such realms of fantasy, I would first request terrain penetration... So a bullet wouldn't disappear after destroying a paper wall, but continue onwards with an appropriate power decrease.

But it's not very X-Comy, so I won't do that.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 01, 2020, 08:41:49 pm
New interesting PR from memmaker was merged to OXCE, point was that it allow arbitrary change spawn unit, this mean you can now alter what unit will spawn after zombify attack.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: xcomfan on April 01, 2020, 10:05:54 pm
If we went into such realms of fantasy, I would first request terrain penetration... So a bullet wouldn't disappear after destroying a paper wall, but continue onwards with an appropriate power decrease.

But it's not very X-Comy, so I won't do that.

Sorry for the typos, but it cannot be set without tampering with rocket science things? Cannot be a simple terrain attribute, or for instance as a condition (if wodden hit then play xx) i'm not into IT so i hope it might give the idea   8) :o
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on April 02, 2020, 11:37:14 am
As far as I understand it, terrain does not even have a material attribute.

For ricochets, such as you described them, several additions would have to be added.
A) Terrain material in MCD file. (So that we can know if it is wood, metal or something else. There is sound which walking over it makes at offset 0x34, which is closest, but you can't tell wood from dirt on that one.)
B) An option to select what damage types ricochet off which materials, and at what maximal angles. You would not want plasma, for example to bounce off of metal. Or for that matter, a bullet hitting a wooden fence straight, then bouncing back and hitting the soldier who fired it.
C) The geometry would have to recognise at what angle it was hit, to determine if the ricochet happens, and where to.
D) As Solarius Scorch mentioned, there should be other interactions, such as overpenetration, passing straight through, no damage to specific materials (electric to metal).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on April 02, 2020, 04:43:50 pm
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?

The manufacturing recipe must have a different name from the name of the item it produces. Example:

Code: [Select]
manufacture:
  - name: STR_GAUSS_PISTOL_X4
    producedItems:
      STR_GAUSS_PISTOL: 4
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 04, 2020, 07:26:33 pm
Is any way to save aquanaut who had "frozen (stunned) to death" status? Or it's impossible remove it even with med-kit and he(she) eventually will die?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on April 04, 2020, 07:27:43 pm
A large dose of stimulants will save them.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 04, 2020, 07:39:06 pm
Yeah, thanks, just did it and save a guy. Thanks for fast reply.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 05, 2020, 03:21:22 pm
How to prevent aliens  enter my ships? What should I remove in rul files?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 05, 2020, 03:48:26 pm
That would be in the OXCE code, not in .rul files.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on April 05, 2020, 05:39:08 pm
Lol, why wouldn't they enter your ships?

"Commence the assault!"
"Leader, they put a sign on the door, it says 'no ayys allowed'."
"Drat! Abort mission."
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 05, 2020, 07:48:44 pm
"Sir, the door isn't locked..."
"Soldier, we may not enter without proper pleasantries, as it says right here!"
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 05, 2020, 10:48:38 pm
Lol, why wouldn't they enter your ships?

"Commence the assault!"
"Leader, they put a sign on the door, it says 'no ayys allowed'."
"Drat! Abort mission."
Very funny? Because in vanilla they can't and I stay there all time killing them one by one. Now it's almost impossible to hide.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Finnik on April 06, 2020, 02:21:11 am
I never noticed such AI behavior in vanilla. Once I found the last alien hiding in my Skyranger in vanilla =)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on April 06, 2020, 10:15:11 pm
Yes, this is neither sensible nor confirmed by experience.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on April 06, 2020, 10:46:36 pm
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?
Code: [Select]
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)log attached.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 06, 2020, 11:23:26 pm
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?
Code: [Select]
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)log attached.

There are unofficial nightly builds after every change.
They live on the bleeding edge.

6.4.2 is the latest official.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: robin on April 06, 2020, 11:53:12 pm
I suspected something similar. No issues on 6.4.2 too *breathes a sigh of relief*. Thanks.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 08, 2020, 12:38:51 pm
Posting it's here because I think this is OXCE related bug. Nagas can use fans as holes in the USO and just moves up through it. I'm adding save file, it's Ironman, so set it off if you need.
(https://i.postimg.cc/wyKX37zc/screen088.png) (https://postimg.cc/wyKX37zc)
Arrows mark their movement up-down. It's currently should be under fan on first floor. 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 08, 2020, 01:14:54 pm
Do you check OXC or Vanilla how they behave? I don't think we change any thing in that aspect in OXCE.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 08, 2020, 01:19:40 pm
Posting it's here because I think this is OXCE related bug. Nagas can use fans as holes in the USO and just moves up through it. I'm adding save file, it's Ironman, so set it off if you need.
(https://i.postimg.cc/wyKX37zc/screen088.png) (https://postimg.cc/wyKX37zc)
Arrows mark their movement up-down. It's currently should be under fan on first floor.

Why is that a bug? Xcom units (e.g. your shrimp drone) can do that too.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 08, 2020, 01:32:39 pm
Ok, I never tried with drone this trick yet, thanks for explanation.  That Naga who magically appears from fan just scary me =)
Title: Installation question
Post by: roysintm on April 09, 2020, 12:37:34 am
Hi,

I'm new so I probably doing something stupid but here it goes:

My OS is Ubuntu 18.04.4 - user has admin rights.

- I have the XCOM Ufo Defense vanilla files incl. patch
- I downloaded the latest version of Openxcom Extended
- Unzipped the 7z file, all good.
- Copied the vanilla folders to the UFO folder (according to the readme.txt file in the UFO folder)
- Now ,in the parent directory I have the file OpenXomEx... it has the checkbox "allow executing file as a program" checked.
  but I cannot run it, it's no executable? it's a shared lib of some kind...

I want to use OpenXcom Extended to run the open Xcom files mod...

Any help much appreciated. 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: R1dO on April 09, 2020, 02:12:13 am
It is a known bug in one of ubuntu's components.

Try the procedure as described by Meridian in the topic this bug was first encountered:
https://openxcom.org/forum/index.php/topic,7361.msg116438.html#msg116438 (https://openxcom.org/forum/index.php/topic,7361.msg116438.html#msg116438)

If that solves your problem but you still insist on starting via clicking an icon you can use my workaround as posted in that same topic:
https://openxcom.org/forum/index.php/topic,7361.msg116347.html#msg116347 (https://openxcom.org/forum/index.php/topic,7361.msg116347.html#msg116347)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 09, 2020, 02:15:29 pm
Questions: why aquanauts miss the shots if they have 120% accuracy? How that possible and why more than 100%? Is it possible to change human death sounds for two different types (female, male) in tftd like in original USO using .rul files or it's hard coded?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 09, 2020, 02:48:00 pm
Questions: why aquanauts miss the shots if they have 120% accuracy? How that possible and why more than 100%?

Because it is not 120%.
It's just 120.
Without %.

Is it possible to change human death sounds for two different types (female, male) in tftd like in original USO using .rul files?

Yes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 09, 2020, 03:35:45 pm
Quote
Because it is not 120%.
Then what is this? Why % present?
(https://i.postimg.cc/ppTkmcTz/screen089.png) (https://postimg.cc/ppTkmcTz)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: R1dO on April 09, 2020, 04:00:08 pm
It was probably the best option for Gollop to communicate to the player 2 things [1]:
* The bigger the number, the better
* It has something to do with how likely you are to hit the target

[1] Baring aside creating some glyph nobody would understand without reading the manual.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 09, 2020, 04:05:45 pm
Bear in mind I haven't looked through the code on this, but the percent chance given is the actual chance to hit a 2x2 square of target voxels plus 20. The reason for the plus 20 is the fact that a hitbox is generally larger than a 2x2 voxel square. The actual chance to hit is impossible to quantify as sometimes it hits the target voxel square but one of the voxels in the square is obstructed so it looks like it misses to the player.

TLDR: Hit chances are a reference and nothing more concrete.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 09, 2020, 04:20:07 pm
Bear in mind I haven't looked through the code on this, but the percent chance given is the actual chance to hit a 2x2 square of target voxels plus 20. The reason for the plus 20 is the fact that a hitbox is generally larger than a 2x2 voxel square. The actual chance to hit is impossible to quantify as sometimes it hits the target voxel square but one of the voxels in the square is obstructed so it looks like it misses to the player.

TLDR: Hit chances are a reference and nothing more concrete.

There are no hit chances on ranged attacks in OpenXcom, full stop.
Don't try to invent any, and please don't confuse the people even more than they are.

There is also no 2x2 target approximation, nor any +20 magical constants, or anything of that kind.
Just isn't.
Seriously.
OpenXcom can easily show you accuracy of 340% or 10000000% if the modder decides to pump up soldier or weapon stats.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 09, 2020, 04:40:12 pm
And still miss :D

Another other side, there is small probability that if you place in specific place shooter and target then overall number of hits will be similar to to this "percent" show in UI. But again as Meridian said, this is outside of OXC logic a engine do not do any calcinations as this.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 09, 2020, 06:15:47 pm
Bear in mind I haven't looked through the code on this,

As I said, thanks for the clarification, I thought there was some percent math going on with target voxels.

TLDR: Hit chances are a reference and nothing more concrete.

As stated
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 11, 2020, 07:17:54 pm
Can't put down Gas cannon from poor guy. I've tried use arrow in right bottom corner to make a space on floor but it's not working =(. So is this bug, feature (Triton space limitation is NOT set to 80), or I just unlucky with my hands and mouse?
(https://i.postimg.cc/PPkFjj81/screen090.png) (https://postimg.cc/PPkFjj81)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 11, 2020, 07:24:35 pm
Can't put down Gas cannon from poor guy. I've tried use arrow in right bottom corner to make a space on floor but it's not working =(. So is this bug, feature (Triton space limitation is NOT set to 80), or I just unlucky with my hands and mouse?
(https://i.postimg.cc/PPkFjj81/screen090.png) (https://postimg.cc/PPkFjj81)

Ctrl+click on it
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: The Reaver of Darkness on April 12, 2020, 11:57:02 pm
"100%" chance to hit can roll a miss, but it won't very often. The vast majority of times it'll have an actual miss is because it's not aiming at the target. This is an extremely common problem. There's a tiny place where the shot aims for, and a good fraction of shots travel along a line that would intersect that tiny place that the weapon is aiming for, and it's about the size of a 9x9x9 voxel cube. The fraction of shots that intersect this target area is similar to the accuracy as a percentage for most values, especially anywhere from "10%" to "90%" accuracy. Thus while it is not an actual percentage chance to hit, you can pretend it is in your head and your results will not significantly vary from that, provided the target area is inside the hitbox of what you're aiming at.

Sometimes (way too often, in fact), the target area that the soldier aims for is partially or completely protruding from the hitbox of the thing you told them to fire upon. This is especially common when shooting units, as their vanilla hitboxes are a fairly narrow cylinder. If your soldier has greater than 90 applied shot accuracy, their shot trajectory will generally intersect with the small target area they elect to fire upon. If that target area is within the unit's hitbox and it isn't occluded, they will generally hit the unit. If it's outside of the unit's hitbox, they will basically always miss, no matter how many times you play the shot over. The only way to fix it is to fire from a different position, as the way the soldier chooses their target area seems to be based on the position of the target tile relative to the position of the one who is firing. It applies to aliens shooting at you as well--it's very possible to be in a place from which a given alien can't hit you.

When the shot does not intersect with this small target area, it chooses a nearly random trajectory whose angle tends to go wider the lower the shot's effective accuracy. It's more likely to go near the target than it is to go wide, but not by a very big margin. On low accuracy shots (~25 or less), it is possible for the shot to go further than 45º from the target. On high accuracy shots (~75 or more), a straying shot usually won't go more than about 15º from the target, but that's still more than far enough to miss with only 1 tile separation between the shooter and the target unit. Large targets (cyberdiscs, reapers, sectopods), using vanilla hitboxes, the hitboxes are vastly larger than with small units. Because of this, your actual hit rate at shorter ranges (approx. 3-10 tiles distance) varies greatly by target size. For a small unit, hit rate is roughly identical to the rate that the target area is intersected, provided that area is inside the unit's hitbox. For a large unit, stray shots frequently if not usually still hit.

Compared to real life shooting, the X-Com units have abysmal accuracy. But also in real life, chance to hit a target varies greatly by the target's movement. Headshotting a non-moving snakeman at 30 yards with iron sights is a trivial task for a rookie shooter, but trying to hit a snakeman rapidly weaving side to side at 30 yards is very difficult without significant marksmanship training.

Technically speaking, the shot accuracy is not a percent chance to hit. But the actual % chance to hit (the target area) is so similar to the shot accuracy value at most accuracies that it is an effective shorthand to keep in mind either when firing or when explaining shooting strategies. The primary discrepancies are positioning of the target area relative to the target's hitbox (which varies depending on relative position of the target), and hitboxes not matching their sprites.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 13, 2020, 12:56:51 am
Screenshot or didn't happen.
show exactly save when this behavior happens then we can discus when we can see exactly what code do.
current behavior is same as vanilla and if I recall correct Meridian is fine with it and all glitch it can have,
if you want it change you should send it to OXC not OXCE.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 14, 2020, 10:32:24 pm
Let me back to Naga who used fan as hole and climb up. You said what my drones can do same. But they can't here save file for TWoTS. Drone on the roof of dreadnought, but it couldn't descend down. What I'm doing wrong or may be indecent with Naga still bug?   
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 14, 2020, 10:48:14 pm
Let me back to Naga who used fan as hole and climb up. You said what my drones can do same. But they can't here save file for TWoTS. Drone on the roof of dreadnought, but it couldn't descend down. What I'm doing wrong or may be indecent with Naga still bug?

They can in the save you provided earlier, attached for reference.
I moved the drone below the fan so you can easily try it.

I don't know what you're doing wrong, probably just different maps behaving differently; I am really not interested in checking everything.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 14, 2020, 11:46:11 pm
Ok, that's explain things, then more question - could it be USO layout bug or feature, which if I understand correctly, present in .rul files? I mean instead of wall in place of fan present hole or vice versa? Because visual style in game is one thing, but floor and walls should be programmed separated in .rul files right? And if wall or block is missing is it possible to move through it even visual it looks like solid object?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on April 15, 2020, 11:11:11 am
Ok, that's explain things, then more question - could it be USO layout bug or feature, which if I understand correctly, present in .rul files? I mean instead of wall in place of fan present hole or vice versa? Because visual style in game is one thing, but floor and walls should be programmed separated in .rul files right? And if wall or block is missing is it possible to move through it even visual it looks like solid object?
Ok, my area of responsibility.
Reason of all that is a new USO maps. In a case when one can fly through roof fan, this part is made not as roof, but as wall by author of these maps, Blank. In vanilla maps roof is impassable.
If you think that it is wrong - i may change that.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 16, 2020, 07:25:43 pm
Guys can you explain me how "killed by x-com operatives" penalty applies? Example: I just did pirate ship mission in TWoTS and attempted to save civilian lady by throwing stun grenade to her. Sadly, but she had wounds from enemy and died before I can reach her and use medkit. Final screen calculate her is "killed by x-com operatives". But why? How it works? Game check who last try use grenade, rifle etc and not check what that was not fatal grenade it all? Not a bug, I assume? Or may be will be changed in future? If not, what should I do to avoid such situations - check the human sprite on wounds before using grenades via middle mouse click?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 16, 2020, 07:47:49 pm
It's calculated by "last 'attack' that hit the unit." Even a medikit counts as an 'attack.' And because you knocked them unconscious, it definitely affected them. So, according to the engine, your stun grenade was at fault.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 20, 2020, 04:06:57 pm
Asking it here, not sure what this is OXCE bug (behavior) or mod. TWoTS latest 2.45 attempting  to heal civilian body on the ground but it literally missing  on floor when I click on aquanaut who staying on it and holding medkit.
Screenshots and save file to check:
(https://i.postimg.cc/R3rT80FD/screen095.png) (https://postimg.cc/R3rT80FD)
P.S.
Additional info: before poor guy get wounded and accidentally shooted near him to kill calcenite 2nd form. May be this effected his body and it's gone? But why then corpse still present on floor with wound mark and missing via inventory screen?
P.P.S.
Updated save file, still strange sprite missing but I can heal a guy.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 22, 2020, 01:49:21 pm
I can see the medikit just fine.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mayford on April 22, 2020, 08:33:17 pm
Can I change the default working directories? C:\Users\...
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 22, 2020, 08:42:43 pm
Yes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mayford on April 22, 2020, 10:40:59 pm
Where can I change the path? It doesn't change the game settings.
P.S. It's been dealt with. Just move the folders to the work directory.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 23, 2020, 02:21:23 pm
I'm not talking about medkit, it's missing body of wounded guy on the floor when you use "I" on you aquanaut who step on it.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 23, 2020, 02:46:40 pm
I'm not talking about medkit, it's missing body of wounded guy on the floor when you use "I" on you aquanaut who step on it.

that's normal... same as in TFTD
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 23, 2020, 02:53:34 pm
Really? But why? No sprite for dead (wounded) civilian body? Same mechanics like impossible to pick up due to missing 2x2 unit (Hallucinoid or etc)?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 23, 2020, 03:03:51 pm
no sprite
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 23, 2020, 08:12:22 pm
Why when I canceled production I'm not getting refund and my money are gone? I understand when I produce multiply items, so no refund for already produced, but when I making single expensive item and it's not ready yet money just gone.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 23, 2020, 08:29:57 pm
same as vanilla
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 23, 2020, 08:49:37 pm
Any possibility to change it? May be with some yes/no via main menu option in future OXCE releases?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on April 23, 2020, 09:12:01 pm
Any possibility to change it? May be with some yes/no via main menu option in future OXCE releases?

It can already be changed. There is a refund attribute in manufacture ruleset.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 27, 2020, 09:14:11 pm
About Hunter Killers. I'm asking myself now - what the reason use dogfight screen when it attacks any x-com craft what have no weapons to protect itself and not have escort too. The result one - you will lose you ship, will you wait until USO kills it eventually or just press self destruct button. But it useful and result could be same if you running out of ammo on you interceptor and enemy USO still not destroyed. May be in future just remove it and use information screen like "You craft were destroyed but enemy USO"? It's just save time. Not great suggestion may be, so glad to hear you opinions or ideas.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 27, 2020, 10:43:42 pm
You have time to Alt-F4 :>
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on April 28, 2020, 12:30:47 pm
Regarding HKs:
Would it be possible for crafts to retain their target after escaping interception?
When a craft is faster than a HK, it can escape the interception. But when landing at the base, crafts slow down.
I have had cases, when a craft ran out of ammo and was caught just as it was landing. It could escape the interception, but the zoom-in for the next interception started before I could order it to go somewhere else, to outpace the UFO.
But because after escaping interception, the craft tries to return to base, it just continued trying to land.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on April 29, 2020, 11:28:35 pm
I pushed small change yester day to scripts, I allowed to get tag from rule (like RuleArmor or RuleItem) from game object (BattleItem or BattleUnit).
This skip some boilerplate when you want check one tag armor tag from some unit and you need access armor itself before hand.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on April 30, 2020, 10:23:53 pm
How many interceptors can escort you craft? 2 maximum? Any limitation in code and dogfight phase?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 30, 2020, 10:30:50 pm
At least three, but I bet 6-9.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: ohartenstein23 on April 30, 2020, 10:37:37 pm
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on April 30, 2020, 11:00:12 pm
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.

Huh, I figured at numbers greater than the the dogfight windows would split 2x3, good to know though :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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,7390.msg127428.html#msg127428
 - 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) (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!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Varana 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?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on May 09, 2020, 09:12:07 am
Create this research, make it "needItem: true"
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 09, 2020, 09:57:48 am
Or make it depend on itself.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on May 13, 2020, 03:45:51 pm
k.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Bobit 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 13, 2020, 08:02:27 pm
Save file is only small part possible "crash" sources, you can easy play game not saving at all.
To see if any thing crash you need track all use of this variable and see if any use handle correctly big numbers.

Theoretical example could be "Next Turn Screen" have hardcoded space for only 4 characters to display, then if you send value 10000 it could crash.
This could probably happens if we would use C but in C++ many buffers automatically grown to meet required space.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 15, 2020, 04:47:15 pm
How experience system working when you use grenades - who get experience, aquanaut who prime it or aquanaut who pick it and threw? Instant grenades mode  is off and enemy hit by blast radius.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on May 15, 2020, 04:51:42 pm
aquanaut who threw, no skills are needed to prime in this game.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 15, 2020, 06:01:19 pm
Ok, thank you, forget ask about disturbance grenades - same algorithm I assume? When enemy step on and it triggered experience goes to person who threw? 
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on May 15, 2020, 06:18:41 pm
Pretty sure throwing exp comes from grenades in this way: In the ruleset, the grenade is tagged to give throwing Exp, then, once the grenade is primed, when you throw the grenade it will give throwing Exp.

I think-but this has been modified before and I'm not 100% sure this is how it works.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on May 16, 2020, 08:02:23 pm
I added new functionality to OXCE nightly:

For many list like `requires` or `requiresBuy` you can use new syntax like:

Base mod:
Code: [Select]
items:
  - type: STR_PISTOL
    requiresBuy:
      - STR_X
      - STR_Y
  - type: STR_PSI_AMP
    requires:
      - STR_X
      - STR_Y

Another mod:
Code: [Select]
items:
  - type: STR_PISTOL
    requiresBuy: !add
      - STR_Z
  - type: STR_PSI_AMP
    requires: !remove
      - STR_Y
Now `STR_PISTOL` need have additionally need `STR_Z` AND `STR_X`, `STR_Y` to buy
But `STR_PSI_AMP` need only `STR_X` from research.

With this you can easier add or remove some positions from list without know full lists.
This reduce many cases where mods extension could easy break by small change in main mod.

For now only two `!add` and `!remove`  basic operations are supported but in future it will be more complex too available (like `!replace`).

As some list have very strick order I could not add for now way to override them but in future depending on demand I could add ways to override them too.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mechasdasd on May 17, 2020, 03:48:32 pm
Hello, I joined because I wanted to ask something: are smoke grenades supposed to hurt units with normal and personal armor? (and some of the weaker aliens like Sectoids?) They don't in the vanilla game/OpenXcom and I haven't been able to find anything about it online. Power Suit units and Tanks don't get damaged at all, so I'm not sure if this is a bug or an intended feature of OXCE.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 17, 2020, 06:58:35 pm
Hello, I joined because I wanted to ask something: are smoke grenades supposed to hurt units with normal and personal armor? (and some of the weaker aliens like Sectoids?) They don't in the vanilla game/OpenXcom and I haven't been able to find anything about it online. Power Suit units and Tanks don't get damaged at all, so I'm not sure if this is a bug or an intended feature of OXCE.

Hi,

smoke grenades are not supposed to hurt anyone.

They also don't hurt anyone in OXCE, same as in OpenXcom and in the original... unless you have specifically modded them to do some damage.

M.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Bobit on May 17, 2020, 07:10:19 pm
Smoke itself causes small amount of stun damage to units in it at the start of their turn which ignores armor but not resists. So if an armor says it takes 0% smoke damage, it will take 0% smoke damage. If it doesn't mention smoke damage, it will take 100% smoke damage, even if it has 50 armor. Tanks also have resists, they're just not shown in the UFOpaedia in vanilla. The grenade does no damage, only the smoke it causes.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 17, 2020, 07:17:54 pm
Smoke itself causes small amount of stun damage to units in it at the start of their turn which ignores armor but not resists. So if an armor says it takes 0% smoke damage, it will take 0% smoke damage. If it doesn't mention smoke damage, it will take 100% smoke damage, even if it has 50 armor. Tanks also have resists, they're just not shown in the UFOpaedia in vanilla. The grenade does no damage, only the smoke it causes.

Which is exactly the same as in the original and in OpenXcom.
It was really not necessary to write it here and confuse the poor guy who asked even more.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Bobit on May 17, 2020, 08:13:49 pm
On a reread he said "They don't in vanilla" so yeah "same as vanilla" is the best answer.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: mechasdasd on May 17, 2020, 08:35:17 pm
Hi,

smoke grenades are not supposed to hurt anyone.

They also don't hurt anyone in OXCE, same as in OpenXcom and in the original... unless you have specifically modded them to do some damage.

M.

Alright, I did a little bit of testing (downloaded latest OXCE version 6.5, got the files from steam, installed on a clean computer so no mods or previous saves). And it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).

I then downloaded OpenXcom on another computer and the instant smoke grenades seemed to work properly there (no damage, no visual changes other than the smoke).

Disabling instant grenades in the OXCE version of the game makes smoke grenades work 'properly' again (not sure if it affects any other weapons, I only started playing a week ago and haven't gotten very far).

This is all in the base game, I have no other mods installed and haven't really touched the other options (yet).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on May 18, 2020, 11:26:00 am
Alright, I did a little bit of testing (downloaded latest OXCE version 6.5, got the files from steam, installed on a clean computer so no mods or previous saves). And it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).

I then downloaded OpenXcom on another computer and the instant smoke grenades seemed to work properly there (no damage, no visual changes other than the smoke).

Disabling instant grenades in the OXCE version of the game makes smoke grenades work 'properly' again (not sure if it affects any other weapons, I only started playing a week ago and haven't gotten very far).

This is all in the base game, I have no other mods installed and haven't really touched the other options (yet).

This seems to be a bug with special grenades in general. I was playing Equal Terms and discovered, that incendiary grenades from it do a large explosion when on instant grenades, while without instant grenades, they just create a small patch of fire.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 18, 2020, 12:13:09 pm
...it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).

Thanks for the report. This is indeed not intended.
(I've never used the instant grenades option, so I never noticed.)

It will be fixed.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 18, 2020, 06:50:25 pm
Question about night vision. How to change it for on/off mode with keyboard? I mean not press and hold space bar all time. I know about threshold value too, it's great but can't find exactly how to turn on/off it by single keyboard button press. Sorry if it has been already answered.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Mathel on May 18, 2020, 07:09:16 pm
Question about night vision. How to change it for on/off mode with keyboard? I mean not press and hold space bar all time. I know about threshold value too, it's great but can't find exactly how to turn on/off it by single keyboard button press. Sorry if it has been already answered.
Scroll Lock
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on May 18, 2020, 07:21:06 pm
This can be changed in the options also, I have mine configured for N.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 18, 2020, 07:47:45 pm
Thank you guys, I have desktop and laptop, but last one has not that button, thanks again, gotta set for it something else than Scroll Lock :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on May 20, 2020, 04:00:40 pm
About experience. I just found what when my aquanaut threw Magna-pack explosive  to enemy, he's not get experience after enemy get killed by explosion (used ctrl+e to check who not get exp yet). The pack was primed by another guy. What I'm doing wrong or why it happened? A few posts before people said what person who throw will get experience. But seems it's not working like mentioned. Or this is "hidden" throwing experience what not affected by ctrl+e combination and all aquanauts need shoot and hit target?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 20, 2020, 04:53:04 pm
It's a bug in oxce 6.5, will be fixed in oxce 6.5.1.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: xcomfan on May 20, 2020, 05:45:00 pm
A very small request: please from that version on may we get a changelog.txt file, on win and linux?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: vadracas on May 20, 2020, 06:05:35 pm
Here you go  ;)

https://openxcom.org/forum/index.php/topic,6586.495.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on May 20, 2020, 06:06:13 pm
A very small request: please from that version on may we get a changelog.txt file, on win and linux?

You don't.
Changelog is here on the forum.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd 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?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: wcho035 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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"
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian 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
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Doc 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: gaffer on June 06, 2020, 01:12:14 am
grateful for the continued efforts.  It's like opening  presents on a regular basis.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara 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.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 06, 2020, 07:20:58 pm
it's just 120, not 120%... forget the %

openxcom doesn't calculate any chance to hit for ranged weapon, that concept doesn't exist

https://www.ufopaedia.org/index.php/Accuracy_formula#Use_of_Accuracy
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 06, 2020, 10:55:43 pm
I just had a civilian steal an alien artifact during a mission - said artifact wasn't recovered during debriefing. Would it be possible to recover weapons picked up by civilans at the end of a mission?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on June 06, 2020, 10:56:22 pm
I just had a civilian steal an alien artifact during a mission - said artifact wasn't recovered during debriefing. Would it be possible to recover weapons picked up by civilans at the end of a mission?

You're the police, stop them :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 06, 2020, 11:04:44 pm
I just had a civilian steal an alien artifact during a mission - said artifact wasn't recovered during debriefing. Would it be possible to recover weapons picked up by civilans at the end of a mission?

they already nicely return xcom stuff
they don't return alien stuff... they can steal it just as you can... implemented according to requirements
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on June 06, 2020, 11:29:33 pm
they already nicely return xcom stuff
they don't return alien stuff... they can steal it just as you can... implemented according to requirements

I've just discussed it with Dioxine. The conclusions were as follows:
- In XCF, it's fine as it is. Alien tech gets stolen, pops out somewhere later - the usual. The drawback is that it incentivizes stunning civilians, which is cringy, but I can live with it.
- In Piratez, all civilians (or most) will be recovered as some items (basically "thank you for saving me" letter or something like that), and therefore you will get their stuff. The drawback is that you'll get all civilians' weapons, but these are usually very simple and inexpensive, so whatever.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 06, 2020, 11:47:18 pm
- In Piratez, all civilians (or most) will be recovered as some items (basically "thank you for saving me" letter or something like that), and therefore you will get their stuff. The drawback is that you'll get all civilians' weapons, but these are usually very simple and inexpensive, so whatever.

civilians don't pick up items in piratez

and I didn't understand that part with "getting their stuff"... how are you gonna get that without killing/stunning them?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on June 07, 2020, 02:11:32 am
civilians don't pick up items in piratez

But they will (assuming I understood Dio correctly).

and I didn't understand that part with "getting their stuff"... how are you gonna get that without killing/stunning them?

Civilians are spawned with items and if they get recovered, they will also bring their weapons.
(This is based on what Dio said, I haven't studied this and may well be wrong.)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on June 08, 2020, 09:24:11 pm
Yesterday on OXCE nightly was push change that make checking items linked to units and armors (e.g. corpses). If there is invalid items game will throw error on load.
As side effect, armors that had storage item `STR_NONE` can now remove it as it by definition not exists at all, and game work fine if you do not define any thing for storage item (but if you use incorrect item then game will not load it).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 12, 2020, 04:47:57 pm
I am not up-to-date on the known issues list for OXCE, but melee weapons and units on stairs don't seem to get along. Is there any way to fix this?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on June 12, 2020, 05:19:57 pm
What version you use? Some have bug that make draw unit incorrectly and probably affect hit logic too
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on June 13, 2020, 02:05:09 am
I pushed another expansion of `!add` tags to rule files, added too special  tag `!info` to check what is supported.

Code: [Select]
sometype:
  - type: X
    property: !info
      - A

This will give in logs line like:
Code: [Select]
Options aviable for X at line 3 are: !!seq !add !remove
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on June 14, 2020, 02:10:32 pm
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nord on June 14, 2020, 03:04:21 pm
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.
No ammo will be spent in debug mode.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 14, 2020, 05:09:08 pm
What version you use? Some have bug that make draw unit incorrectly and probably affect hit logic too

6.5.1 / 2020-05-21

Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 14, 2020, 05:14:53 pm
6.5.1 / 2020-05-21

Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).

(hopefully) Fixed in 6.5.3 / 2020-05-28
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on June 24, 2020, 03:32:49 pm
Version 6.5.3.1 aquanauts who has melee and ranged weapon in hands always use ranged for reaction regardless of choosing melee by left click (yellow dot set on knife). Bug or selecting weapon for reaction fire works only for ranged version? It will be great use this feature for melee reaction as well, especially if second weapon ranged or both hands used for melee only.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 24, 2020, 03:56:15 pm
it works for melee too

if melee can't be used (for example if you are not in melee range), ranged will be used instead
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on June 24, 2020, 04:12:19 pm
Ok, that explain things. But how make use melee only avoiding spend TU on ranged? For example aquanaut kneeling with knife and harpoon in other hand and waiting while creeper come in close range to react with knife. Is only way then unequip harpoon or unload it? It's kinda inconveniently because I need spend TU putting weapon down and picking it up at new turn. So option do NOT use ranged if it has ammo and melee preferred for reaction will be very useful.
P.S.
Suggestion. Red dot on weapon what disable it completely for reaction fire:
(https://i.postimg.cc/NyhzPPXW/screen112.png) (https://postimg.cc/NyhzPPXW)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 29, 2020, 05:55:24 pm
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 29, 2020, 07:59:56 pm
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?

This is unrelated to shields, it happens also without shields.

It's a known quirk of OXC and probably also of the original game.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 29, 2020, 08:28:58 pm
Ah, okay, that's good to know. Thanks!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on June 29, 2020, 09:08:25 pm
No reaction after shot but reaction after move is not quirk but fundamental behavior of reaction.
Every unit have ReactionScore value that is based on current TU.
When you have highest reaction nobody can attack you, but if you fall bellow other start shoot at you.
In this case after shoot you have still initiative because your reaction score was bigger, but after one step alien have chance to react.

You can image this like:
Hitting target inform him that you are there, and he want to turn araound but he is too slow to have any effect. When you move, you giving him this precious second to react and shoot back at you.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on June 29, 2020, 10:01:29 pm
I'm aware of that. It's just that the TU reduction from shooting was quite substential, while the one from walking was not. Must have been right on the edge.


BTW, I just discoverd that during outfitting/deployment the numbers indicating how many items are in a pile vanish if you switch to a player unit that has been spawned for that mission and then switch back to your soldiers.

Case in point would be the "David Vincent" mission in XCF. If during deployment you switch to David Vincent (unit can't access your items, i.e. ground is empty) and then switch forward/backward to your units the items on the ground are missing the numerical indicators. They only reappear if you click the "scroll right" button (which probably redraws them).


EDIT:
I'm also having some trouble with units on slopes, I think the drawing order is a bit off:
(https://abload.de/thumb/screen011u1j6j.png) (https://abload.de/image.php?img=screen011u1j6j.png)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on June 29, 2020, 11:10:42 pm
EDIT:
I'm also having some trouble with units on slopes, I think the drawing order is a bit off:

fixed in oxce v6.5.3
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: zxalexis on July 01, 2020, 07:50:12 pm
I have trouble with latest builds on linux (6.5.5 including latest daily) with Area51 mod
The error I see: error processing 'ZOMBIE_ARMOR' in armors: Item STR_ZOMBIE_CORPSE not found

Logfile:
[01-07-2020_19-42-39]   [INFO]   OpenXcom Version: Extended 6.5.5 (v2020-06-21)
[01-07-2020_19-42-39]   [INFO]   Platform: Linux
[01-07-2020_19-42-39]   [INFO]   Data folder is:
[01-07-2020_19-42-39]   [INFO]   Data search is:
[01-07-2020_19-42-39]   [INFO]   - /home/zx/.local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - ./
[01-07-2020_19-42-39]   [INFO]   User folder is: /home/zx/.local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   Config folder is: /home/zx/.config/openxcom/
[01-07-2020_19-42-39]   [INFO]   Options loaded successfully.
[01-07-2020_19-42-39]   [INFO]   SDL initialized successfully.
[01-07-2020_19-42-39]   [INFO]   SDL_mixer initialized successfully.
[01-07-2020_19-42-39]   [INFO]   Attempted locale: en_US.utf8
[01-07-2020_19-42-39]   [INFO]   Detected locale: en_US.utf8
[01-07-2020_19-42-39]   [INFO]   Attempting to set display to 1280x800x32...
[01-07-2020_19-42-40]   [INFO]   Display set to 1280x800x32.
[01-07-2020_19-42-40]   [INFO]   Loading data...
[01-07-2020_19-42-40]   [INFO]   Scanning standard mods in '/usr/share/openxcom/'...
[01-07-2020_19-42-40]   [ERROR]   Invalid standard mod 'Area51', skipping.
[01-07-2020_19-42-40]   [INFO]   Scanning user mods in '/home/zx/.local/share/openxcom/'...
[01-07-2020_19-42-40]   [INFO]   Active mods:
[01-07-2020_19-42-40]   [INFO]   - xcom1 v1.0
[01-07-2020_19-42-40]   [INFO]   - area51 v0.972
[01-07-2020_19-42-40]   [INFO]   Loading rulesets...
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_A. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_B. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_C. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95
[01-07-2020_19-42-41]   [ERROR]     Wrong example: [350,   8, 20, 30]
[01-07-2020_19-42-41]   [ERROR]   Correct example: [350, 368, 20, 30]
[01-07-2020_19-42-41]   [ERROR]   Error processing 'ZOMBIE_ARMOR' in armors: Item STR_ZOMBIE_CORPSE not found
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 01, 2020, 09:43:08 pm
Find this:

Code: [Select]
  - type: ZOMBIE_ARMOR
    spriteInv: INV_ZOMBIE
    spriteSheet: ZOMBIE.PCK
    corpseBattle:
      - STR_ZOMBIE_CORPSE

in armors_Area_51.rul, and delete the last two lines to get this:

Code: [Select]
  - type: ZOMBIE_ARMOR
    spriteInv: INV_ZOMBIE
    spriteSheet: ZOMBIE.PCK
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: zxalexis on July 01, 2020, 10:23:36 pm
delete the last two lines to get this:

Thanks, that helped. :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 05, 2020, 10:57:53 pm
I'm getting random tab-outs/minimize to desktop during gameplay and i'm not sure if this is related to me upgrading to 6.5.3 - anybody having similar issues?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 01:55:39 pm
I am currently encountering segfaults on 6.5.3 when the game tries to recover panicking/surrendering units that can transform and have a valid

Code: [Select]
corpseBattle:
entry. Case in point would be a panicking Space Technomad in XCF, see here (https://openxcom.org/forum/index.php/topic,5047.msg129515.html?PHPSESSID=oukgnfq4tepinfcvqih5s7ff3c#msg129515) and follow-up here (https://openxcom.org/forum/index.php?PHPSESSID=oukgnfq4tepinfcvqih5s7ff3c&?topic=5047.msg129583#msg129583). An invalid/non-existing item doesn't lead to a crash.

Is this a known problem?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 02:01:37 pm
Is this a known problem?

Can you provide the log file?
There is a known issue, but it should be super rare.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 02:15:18 pm
Code: [Select]
[08-07-2020_12-41-08] [INFO] SDL_mixer initialized successfully.
[08-07-2020_12-41-20] [FATAL] A fatal error has occurred: Segmentation fault.
[08-07-2020_12-41-20] [FATAL] 0x5a1100 OpenXcom::CrossPlatform::stackTrace(void*)
[08-07-2020_12-41-20] [FATAL] 0x5a1f70 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[08-07-2020_12-41-20] [FATAL] 0x41c7f0 signalLogger(int)
[08-07-2020_12-41-20] [FATAL] 0x97ffe0 OpenXcom::UfopaediaStartState::think()
[08-07-2020_12-41-20] [FATAL] 0x76e471cc _C_specific_handler
[08-07-2020_12-41-20] [FATAL] 0x76e5be00 _chkstk
[08-07-2020_12-41-20] [FATAL] 0x76e2fed0 RtlInitializeResource
[08-07-2020_12-41-20] [FATAL] 0x76e5b510 KiUserExceptionDispatcher
[08-07-2020_12-41-20] [FATAL] 0x5265d0 OpenXcom::DebriefingState::recoverAlien(OpenXcom::BattleUnit*, OpenXcom::Base*)
[08-07-2020_12-41-20] [FATAL] 0x527920 OpenXcom::DebriefingState::prepareDebriefing()
[08-07-2020_12-41-20] [FATAL] 0x52ca20 OpenXcom::DebriefingState::DebriefingState()
[08-07-2020_12-41-20] [FATAL] 0x510a50 OpenXcom::BattlescapeState::finishBattle(bool, int)
[08-07-2020_12-41-20] [FATAL] 0x5b9360 OpenXcom::Game::run()
[08-07-2020_12-41-20] [FATAL] 0x41c950 SDL_main
[08-07-2020_12-41-20] [FATAL] 0x981b10 console_main
[08-07-2020_12-41-20] [FATAL] 0x981c30 WinMain
[08-07-2020_12-41-20] [FATAL] ??
[08-07-2020_12-41-20] [FATAL] ??
[08-07-2020_12-41-20] [FATAL] 0x76ce5560 BaseThreadInitThunk
[08-07-2020_12-41-20] [FATAL] 0x76e43710 RtlUserThreadStart
[08-07-2020_12-41-23] [FATAL] OpenXcom has crashed: Segmentation fault.

That should be the relevant part, let me know if you need the rest of the log or the save file.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 07:59:30 pm
That should be the relevant part, let me know if you need the rest of the log or the save file.

Save would be nice.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 08:22:38 pm
This should work without any mods beside XCF (at least it does for me).

Segfault happens in XCF 1.4 if you destroy the bot, leading to the other enemy units surrendering.

A workaround - whether intended or not - has been introduced in XCF 1.4a, where the corpseitem for CYBERWEB_SPACE_TECHNOMAD has been changed from STR_CYBERWEB_TECHNOMAD_CORPSE to STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE (which is not defined). Replacing STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE with any valid item definition leads to a segfault upon enemy units surrendering.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 08:45:32 pm
doesn't crash for me
which oxce build are you using exactly? (exact package download name pls)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 09:02:41 pm
Extended-6.5.3-01283d3a0-2020-05-28-win64.7z

If you're using 1.4a, can you replace armors_XCOMFILES.rul with the one attached to this post?

For some reason in 1.4a the mission also doesn't automatically end upon destroying the bot, but the game crashed upon ending the turn (which leads to the units surrendering).

EDIT:
Just double-checking, this is the bot that needs to be destroyed:
(https://abload.de/thumb/screen000b8k79.png) (https://abload.de/image.php?img=screen000b8k79.png)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Yankes on July 08, 2020, 09:14:29 pm
New OXCE and XCF do not crash for me.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 09:14:53 pm
Extended-6.5.3-01283d3a0-2020-05-28-win64.7z

I'm using the same one, with XCF openxcom_xfiles_1.4.zip from mod.io, but no crash.

It's quite likely that rare known bug I mentioned earlier.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 09:36:53 pm
If you're using 1.4a, can you replace armors_XCOMFILES.rul with the one attached to this post?

For some reason in 1.4a the mission also doesn't automatically end upon destroying the bot, but the game crashed upon ending the turn (which leads to the units surrendering).

With XCF openxcom_xfiles_1.4a.zip + your custom armors_XCOMFILES.rul it does crash.
And it's not the rare known bug.

It's simply that item "STR_CYBERWEB_SPACE_TECHNOMAD" does not exist, so the game cannot check if the alien should be transformed into items or not.... this feature here highlighted in yellow: https://openxcom.org/forum/index.php/topic,6868.msg127441.html#msg127441
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 09:46:45 pm
But that's the case for 1.4 as well as 1.4a - the only difference is that the corpseitem exists in 1.4 (and crashes the game) and doesn't in 1.4a.

The only thing I did was change the corpseitem.

Why does the corpseitem make any difference if the unit in question is surrendering? And why does a valid corpseitem crash the game, while using an invalid one doesn't?


EDIT:

This is the armordefinition in question (from 1.4a):
Code: [Select]
  - type: STR_CYBERWEB_SPACE_TECHNOMAD_ARMOR
    spriteSheet: CYBERWEB_SPACE_TECHNOMAD.PCK
    spriteInv: inventory_SPACE_TECHNOMAD
    corpseBattle:
      - STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE

STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE does not exist. This doesn't crash the game.

Code: [Select]
  - type: STR_CYBERWEB_SPACE_TECHNOMAD_ARMOR
    spriteSheet: CYBERWEB_SPACE_TECHNOMAD.PCK
    spriteInv: inventory_SPACE_TECHNOMAD
    corpseBattle:
      - STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE

This is the "old" (1.4) armor definition. STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE exists. This crashes the game.

Note that the unit is surrendering and is not killed.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 09:51:38 pm
With invalid corpse item, the game didn't even try to recover the live alien, so it didn't crash. The crashing part was skipped.

With a valid corpse item, the game tried to recover the live alien... but crashed on not existing "live alien item".
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 10:03:58 pm
This is the "old" (1.4) armor definition. STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE exists. This crashes the game.

In the old 1.4 that I downloaded from mod.io, STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE does not exist.
Same as in 1.4a

So you have either added it and forgot about it, or there are multiple versions of XCF 1.4 in circulation.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 10:19:23 pm
I meant 

Code: [Select]
STR_CYBERWEB_TECHNOMAD_CORPSE
instead of

Code: [Select]
STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE
in 1.4. STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE does indeed not exist, while STR_CYBERWEB_TECHNOMAD_CORPSE does.

Sorry, I think this is a mess-up on my side. I checked the old/archived versions I have saved, and none of them actually list STR_CYBERWEB_TECHNOMAD_CORPSE under the SPACE_TECHNOMAD armor. They only list the none-existing STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE item.

 ???

No idea how this happended, but this explains why it wasn't reproducible. Again, sorry for the confusion.

Just to double-check: the game initially checks for a valid corpsebattle/corpseitem entry and only recovers live aliens if these actually exist? Meaning valid corpsebattle/corpseitem are necessary to recover live alien units?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 08, 2020, 10:37:05 pm
Just to double-check: the game initially checks for a valid corpsebattle/corpseitem entry and only recovers live aliens if these actually exist? Meaning corpsebattle/corpseitem are necessary to recover live alien units?

Yes, OXC and OXCE first check "corpse item" and its "recover" flag when recovering both dead aliens and live aliens.
After this check, more stuff happens.


E.g. to recover a live sectoid or a dead sectoid, the game checks STR_SECTOID_CORPSE in both cases.
A dead sectoid is then recovered as STR_SECTOID_CORPSE and a live sectoid is recovered as STR_SECTOID_SOLDIER or STR_SECTOID_MEDIC, etc.

If any of these things is missing, the game may, should and mostly will crash.


For example, if you would:
1. add STR_ZOMBIE_CORPSE item to vanilla OXCE and make it recoverable
2. and allow a vanilla OXCE zombie to surrender or to be mind-controlled with psionic capture option enabled...

...the game would crash (because of missing STR_ZOMBIE item).

PS: I have added a condition to check this and ignore the OXCE live alien transformation feature instead of crashing: https://github.com/MeridianOXC/OpenXcom/commit/20ff2957130f2035d4fa16c0a6e24daee3a72cc9
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 08, 2020, 10:43:08 pm
Okay, thanks again for clearing this up  :)

I probably should have checked the old archives first  :P
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on July 09, 2020, 01:40:03 am
Hi Meridian While I was away, I got a good and useful idea for the next update (if it was possible and not discussed)

The fact is that when the ship returned to the base, it was first refueled, then the weapon was reloaded, and then repaired.

I had frequent cases when the ship is more or less in good condition, but its repair will last 1-2 days, there is no ammunition and there is nothing to destroy the enemy, because it is first repaired, then refueled and only then rebooted. weapons (although refueling is fast enough)

Is it possible (more precisely, it is possible) to change the order of these actions in order to simplify the war with the enemies of the Emperor? (yes, chaos got me. there are many of them)

Thank you in advance!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 09, 2020, 09:20:42 am
It would be possible to change it.

But I don't want to change it, I want to stay compatible with the original.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ham on July 11, 2020, 02:53:22 am
Meridian! I have one more suggestion ... This will be useful for mods.

Can you make certain armor or weapons available only to a soldier with the appropriate rank? “As an example: in a 40K mod, Astartes with the title Captain can wear captain's armor when an ordinary Battle Brother cannot.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 11, 2020, 12:12:13 pm
I'll consider it if the 40k modders show interest in it.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 16, 2020, 10:23:53 pm
Quick question, since I haven't found anything in the reference:

Is it possible to modify movement costs on a per-armor basis, especially the amount of TUs it takes to transition from ground to air and movement costs while in the air/hovering?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 16, 2020, 11:32:27 pm
Is it possible to modify movement costs on a per-armor basis, especially the amount of TUs it takes to transition from ground to air and movement costs while in the air/hovering?

No, movement cost depends on what you're walking on/flying through/swimming through.
Who is walking makes no difference.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 17, 2020, 05:54:55 pm
How hard woudl it be to implement an armor-based modifier that adds or substracts a certain amount of TUs based on the movement/transitions? Would that even be feasible?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Solarius Scorch on July 17, 2020, 06:27:23 pm
I suppose it would have to be a multiplier of the movement cost. Still, considering how low these numbers are (4 or 6 TUs, not even counting running), it would probably lead to weird effects if the multiplier isn't chosen carefully.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 17, 2020, 07:57:27 pm
How hard woudl it be to implement an armor-based modifier that adds or substracts a certain amount of TUs based on the movement/transitions? Would that even be feasible?

Hard and VERY frustrating.

Just unhardcoding the kneel/unkneel/turn costs is on my todolist for years. And I didn't have the mental strength to start it yet.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: krautbernd on July 17, 2020, 08:25:03 pm
I suppose it would have to be a multiplier of the movement cost. Still, considering how low these numbers are (4 or 6 TUs, not even counting running), it would probably lead to weird effects if the multiplier isn't chosen carefully.
I was thinking more about a bonus/malus instead of an actual multiplier (as in, movement on the ground costs +2, flying +4) for that very reason, I might have worded that badly. I am trying to mod a flying armor that is downsized and takes more time to traverse from walking to flying and isn't quite as fast in the air.

I have no idea if this can be done via scripts instead. I was hoping I simply missed something in the reference, but seeing how niche this is I'll shelve this idea for the time being. Thanks for the explanation Meridian  :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: TheDeparted on July 19, 2020, 01:23:06 pm
Hello, everyone!

Can anyone tell me where I could find the changelog for openxcom extended?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on July 19, 2020, 03:21:27 pm
Can anyone tell me where I could find the changelog for openxcom extended?

Here: https://openxcom.org/forum/index.php/topic,4187.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on August 23, 2020, 06:38:33 pm
New OXCE v6.6 is up.

2020-08-22
QoL:
- Color-coded disabled research in TechTreeViewer (UFO=grey, TFTD=red)
- Save also worn armor in the personal equipment layout
- Display summary of destroyed base facilities after a missile strike
- Improved "don't follow projectiles" option a bit

Modding:
- 'manaExperience' - now also supported for psi-amps (incl. unsuccessful attempts)
- 'turnBeforeFirstStep' - option to charge TUs for turning before the first step
- 'turnCost' - unhardcoded TU cost of turning (doesn't apply to tank turret movement)
- Removed unused 'difficultyBasedRetaliationDelay' mod option
- Added 'difficultyDemigod' mod option (from OXC)
- Added XcomUtil_Fighter_Transports_TFTD standard mod
- Added XcomUtil_Triton_Weapon_Slot standard mod

Other:
- Craft weapons+ammo and HWPs+ammo now count properly towards storage limits... this was done to fix various situations where player was stuck on SELL screen
  * Hangars in xcom1/xcom2 were given +5 storage space to offset new storage counting and to be compatible with original XCOM (not with OpenXcom)
  * Used/Total storage space at the beginning of the game is as follows:
    * XCOM: 36/50 (14 free)
    * OXC:  40/50 (10 free)
    * OXCE: 51/65 (14 free)
- Added mod option to define whether a base facility should have any storage tiles during base defense or not
  * Hangars in xcom1/xcom2 were marked as not having any storage tiles

Scripting:
- RuleItem.getPower, RuleItem.getDamageType and many more damage-related getters
- RuleItem.hasCategory
- Tile.getPosition.getX, Tile.getPosition.getY, Tile.getPosition.getZ, Tile.getFire, Tile.getSmoke, Tile.getShade, Tile.getUnit, Tile.getFloorSpecialTileType, Tile.getObjectSpecialTileType

Bugfixes:
- Fixed crash-land condition for kamikaze and unmanned UFOs
- Fixed validations when building base facilities after a missile strike or base defense
- Fixed average monthly rating calculation in Statistics screen
- Shooting at yourself doesn't count as being shot at (diaries/commendations)
- Fixed item distribution during base defense (checkerboard pattern), broken since oxce v6.0
- Added storage check after geoscape events
- Added storage check after missile strikes

Ruleset validation:
- Displaying up to 30 validation errors at once
- Added more ruleset consistency checks

Technical:
- Removed palette switching on all images every time a new screen is opened
- Fixed crash/UB when recovering psi-captured zombies

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: xcomfan on August 24, 2020, 04:08:57 pm
Good! Please note that in linux (usin Ubuntu MATE) still in 6.6 gives a bug "GMINTRO01 music not found", don't know if it's xpiratez related but it's solved by set playintro=true to false in options.cfg. Log is attached anyway :)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on September 09, 2020, 03:47:56 pm
New OXCE v6.6.1 is up.

2020-09-09
QoL:
- Improved hit log calculations a bit (when hp/stun damage are negative)

Modding:
- Added support for a fixed location/name starting base
- Research projects with base cost = 1 cannot roll final cost = 0 anymore

Bugfixes:
- Fixed alien containment dismantle check
- Fixed a crash when AI used up one ammo from a multi-ammo weapon
- OXC: enemy melee reaction doesn't invalidate attacker's aim status anymore

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Aldorn on September 30, 2020, 09:18:24 pm
Hi all,

Back after 5 years, OMG  :o

I should not be here as often as in the past, but... what a GREAT JOB !!!

Many thanks to Meridian (and other) for all this amazing features, improvements, capabilities, etc.

Congrats to Solar to be so resilient !

And I'm forced to mention SupSuper and Warboy, whithout them nothing of that would exist : this game project is clearly the best all over the world  ::)


Hum... Just back, and already a SUGGESTION lol : what about moving [Documentation] threads in a specific theme "DOCUMENTATION"

OMG so much to read, I had a look at the [Done]

And also congrats for documenting, very wise and very helpful initiative

So many new features as soldier classes, a total 40K conversion, a new mod web site. Even possibilities to write scripts. Will have to learn how to, but should made easy thanks to all these nice [Documentation] threads

Congratulations and Thanks for all of this  :D
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 01, 2020, 12:34:32 am
Welcome back :)

A lot has changed over the last 5 years... but it's still good old xcom. Check out the Discord channel too if you haven't already...
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Aldorn on October 01, 2020, 11:22:27 am
It will take me days even weeks to discover all of that, but it's the price to pay for the amazing job you did all here

I already found the release notes (since the merge of OXCE and OXCE+)  ::)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 01, 2020, 06:39:04 pm
Auto sell option when you produce a craft (for example I chose a Cormorant from TWoTS) not working. The button sell is pressed on, but when production is done ship not sold and present in Sub Pen. Another problem - I can't set infinite option for production ship too, it says no free Sub Pens even I have one free Sub Pen for it and auto sell option is on. Comments?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 01, 2020, 06:42:49 pm
Comments?

These are not OXCE features, they are OXC features... and they are not supported for crafts as far as I know.
Feel free to make a suggestion for OXC.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: R1dO on October 01, 2020, 07:16:08 pm
As for the infinite option problem. The error message works as intended since you only have one sub penn free (taking into account that auto sell does not work on craft).

The production always starts with one unit, this one claims your only free hangar. When you try to increase the production (by one or infinite) OXC checks if there are free hangars left for the additional crafts. Since you started with only one free hangar that check returns false, hence the message "No Free Sub Pens".

If you have more than 1 free hangar the infinite option will maximize the crafts you can produce based on the number of free hangars. Something you can easily check (sell all crafts in a base with multiple hangars and then try to produce multiple crafts, it will stop once the number of empty hangars is reached).

Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 01, 2020, 09:18:04 pm
Thank you all for explanation, I'm not complaining, just found how it works and posted here. So auto sell not working for crafts and this is not bug? Usually I'm not produce crafts for profit, it was small exception because I haven't researched any other production items yet, like med-kits.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: xcomfan on October 03, 2020, 06:28:19 pm
Once again  since linux users gonna need libSDL, may we get from next version an AppImage build? More info here (https://docs.appimage.org/user-guide/index.html)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 03, 2020, 10:11:06 pm
Once again  since linux users gonna need libSDL, may we get from next version an AppImage build? More info here (https://docs.appimage.org/user-guide/index.html)

If you create it, you can have it.

I will not create it.

And don't ask me again, I answered this question at least five times already.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 05, 2020, 09:46:05 pm
Excuse me for stupid question (I know it somewhere in documentation exist), but how I can pop up search box (what keyboard buttons I should press) where I can type name of item when use sorting, researching, transfer and e.t.c?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 05, 2020, 10:49:41 pm
Q key
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 06, 2020, 07:10:47 pm
Remind me, please, which option rigidly fixes stat points received for missions, not allowing soldiers to exceed statCaps under any circumstances? And is there such an option?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 06, 2020, 08:39:07 pm
Remind me, please, which option rigidly fixes stat points received for missions, not allowing soldiers to exceed statCaps under any circumstances? And is there such an option?

No, there is no such option.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 06, 2020, 09:00:53 pm
No, there is no such option.

Very sad. I wanted to use ARMOR_GAINS_EXTRA_SECONDARY_STATS_PERCENT, but in the absence of hard limits, this script spoils everything for me. Apparently I have to without him.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 06, 2020, 10:32:54 pm
Very sad. I wanted to use ARMOR_GAINS_EXTRA_SECONDARY_STATS_PERCENT, but in the absence of hard limits, this script spoils everything for me. Apparently I have to without him.

You can change the script to apply the hard limits.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 06, 2020, 11:07:27 pm
You can change the script to apply the hard limits.

I'm trying.  :) Sooner or later, something is possible and will work out.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 07, 2020, 09:27:24 am
I couldn't do anything with this script, but it is as a cheating tool with the experience of a soldier - great!
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 07, 2020, 10:29:24 pm
In which particular file should add "extendedMeleeReactions"? This option does not work for me in either "difficulty.rul" or "vars.rul". Or do need to adjust the weapon for reaction separately?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 07, 2020, 10:33:59 pm
In which particular file should add "extendedMeleeReactions"? This option does not work for me in either "difficulty.rul" or "vars.rul". Or do need to adjust the weapon for reaction separately?

Any file, but it needs to be inside "constants:" parent attribute.

Example here: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 07, 2020, 11:56:45 pm
Any file, but it needs to be inside "constants:" parent attribute.

Example here: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065

It was written in Ruleset_Reference_Nightly, but translator failed... Understood. Thanks.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 09, 2020, 03:15:52 pm
Is it possible to do endless research like "Future Technology" in Civilization 2?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 10, 2020, 06:32:20 pm
Question about Distruptor pulse launcher - I've found what even with 120% (I know now what is not real accuracy %) it missing a lot - torpedo follows few way point but after that just flew out of battle map screen. Why that happened? New OXCE mechanics or it should be by default?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 10, 2020, 07:12:30 pm
Question about Distruptor pulse launcher - I've found what even with 120% (I know now what is not real accuracy %) it missing a lot - torpedo follows few way point but after that just flew out of battle map screen. Why that happened? New OXCE mechanics or it should be by default?

There are no new mechanics.

After the last waypoint, the missile just continues in the same direction... and if it doesn't hit anything along the way, it goes out of the battle map.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 10, 2020, 07:39:28 pm
This is strange and still confuse me. I set way points as forward, next up, next right and last is down to hit the colony roof in the middle. But instead of it the missile going up flew to roof and not moving down to hit but just off the map. It's just ignore last way point completely. Plus in few mission, usually with medium USO aliens has a lot of D.P.L.s but they missing too. Not every time of course.
Here the screenshots what I made in debug mode New battle:
(https://i.postimg.cc/MX1KPTFX/screen004.png) (https://postimg.cc/MX1KPTFX)
(https://i.postimg.cc/7J4D83Wh/screen005.png) (https://postimg.cc/7J4D83Wh)
But my last way point inside the base. May that's why it not working? It's just ignoring roof wall at all.
P.S.
I did 4th way point just one tile below 3rd on the roof but missile still missing and disappearing
(https://i.postimg.cc/NyhQkvkR/screen006.png) (https://postimg.cc/NyhQkvkR)
Save file to test. The guy who shoot has 78% on dpl:
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 10, 2020, 08:05:32 pm
It works for me just fine, see attached video.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 10, 2020, 08:42:08 pm
I don't have recording software to show you problem, only what I can say is try set save scumming on and reload before using launcher. When enable it the missile hit but when I turn it off it miss. I think it's RNG and this weapon still can miss. If I found how record it I'll post it here. New OBS absolutely terrible I can't even capture game window :(
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 10, 2020, 08:55:09 pm
can you give me exact [x,y,z] coordinates of all 4 waypoints?

(click on a tile in debug mode to show the coordinates in the top left corner)
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 10, 2020, 09:17:26 pm
Here we go: 19,48,0 for first 19,48,3 is second 29,32,3 third and 29,32,2 last. Did it few times to make sure what I set way points in same place. I'm using guy in gold armor in front.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 11, 2020, 03:05:44 pm
Here we go: 19,48,0 for first 19,48,3 is second 29,32,3 third and 29,32,2 last. Did it few times to make sure what I set way points in same place. I'm using guy in gold armor in front.

Yes, the missile went above the top floor.
Normal behavior, launchers also have (usually small) trajectory deviations like normal weapons.

To prevent it, send the missile along z-level=2, that way it won't go off the map.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 11, 2020, 05:52:51 pm
Ok, thank you for investigation and explanation, much appreciated. And seems that's why aliens sometimes miss with it too. To be honest I'm glad of last fact, because it's give you chance survive on open space map.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on October 13, 2020, 05:51:05 pm
I hope this is the right topic to ask my question.

When you're on the ground and if you try to retrieve an object, you get the message "Alien object" as long as no search has been done!
It's perfect!
But at the end of the mission we see the name of the object. This makes future searches much easier. Especially for very old players like me!

In several other games of the same kind as UFO/TFTD one knows the name of the object only after research. In the meantime we see in stores and in the laboratory "alien object" or "alien weapon"!

So my question is simple: is it possible to do the same thing in OXCE?
Tks !

Translated by https://www.deepl.com/translator
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 13, 2020, 05:58:37 pm
So my question is simple: is it possible to do the same thing in OXCE?

no
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: BlackStaff on October 13, 2020, 06:00:58 pm
Clear... fast and accurate!  :'(
What a shame!
Title: options.cfg conflict
Post by: Nilex on October 16, 2020, 03:47:40 pm
So I've set up my OXC and OXCE installs (both standalone) in separate folders on non-system partition (Win7) and noticed there is a clash between the two because they both use the same options.cfg file in Documents folder. OXCE reads OXC settings fine initially, but after I make changes in OXCE and run OXC, extra options from OXCE are wiped when I run it again and need to be set again.

Is there any way to force separate config for each? For example to use OXC for vanilla games and OXCE for mods, without needing to adjust extra options every time OXCE is ran after OXC. Thought the strength of standalone was keeping stuff localized inside their own folders. Took a quick look at XPiratez and it handles it locally, inside dedicated .\user subfolder. There's gotta be a simple trick I missed.

EDIT (as I'm writing this no less...): Aaand indeed there is (https://openxcom.org/forum/index.php?topic=5186.0). Or, if one is feeling extra adventurous (https://github.com/OpenXcom/OpenXcom#directory-locations). Standalone powah!
Honestly didn't expect search engine to find an answer but I gave it a shoot anyway (bit too late). Gonna hit Post anyway, maybe someone finds it amusing if not helpful.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 17, 2020, 09:14:04 pm
I have a question about pilot system. If interceptor weapon has 50% accuracy and pilot bring 15% accuracy bonus how it affect weapon on board? Will it change to 65% total? What exactly those 15%? Same for dodging bonus. Thanks in advance.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 17, 2020, 09:28:22 pm
Yes, it will be 65%.

They add up.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 18, 2020, 05:02:29 pm
New OXCE v6.7 is up.

2020-10-18
QoL:
- Show hours per unit in ManufactureInfo GUI
- Soldier bonus stats change summary table (in Soldier Bonus GUI)
- Dogfight multi-commands (R-click): https://openxcom.org/forum/index.php/topic,8655.0.html
- More default item categories (armors, prisoners) in Buy/Sell/Transfer UIs
- Show only "supported" races in New Battle GUI
- Transformations Overview GUI (by ohartenstein23)
- M-click in Build Facilities GUI: https://openxcom.org/forum/index.php/topic,7233.0.html
- Fast airborne transfer by selecting a new base as craft destination (by ohartenstein23)
- Allowed armors shown as a scrollable list (in "What can I wear?" GUI)
- Hotkey 'End' to reset interception music in Ufopedia
- Ufopedia multi-page indicator (for item articles): https://openxcom.org/forum/index.php/topic,8091.0.html
- Craft weapons can now be enabled/disabled in the hangar (click on icon)
- Stat strings update more often (after dogfight, every day after training)
- Added options.cfg entry for Intercept GUI display mode

Modding:
- BREAKING CHANGE: Combined display of vanilla+custom categories: 'useCustomCategories' (true/false) changed to 'displayCustomCategories' (0/1/2)
- Game over (win/lose) support after a research cutscene
- EXPERIMENTAL: Death traps: https://openxcom.org/forum/index.php/topic,7671.msg132978.html#msg132978
- EXPERIMENTAL: Melee terrain damage: https://openxcom.org/forum/index.php/topic,8634.0.html
- Psi camouflage: https://openxcom.org/forum/index.php/topic,7816.0.html
- Research gate for building new xcom bases: `newBaseUnlockResearch`
- Option to sort new research list by cost/name: `enableNewResearchSorting`
- Throw range limits + underwater throw range factor: https://openxcom.org/forum/index.php/topic,8273.0.html
- Finished research can now spawn geoscape events directly: https://openxcom.org/forum/index.php/topic,7698.0.html
- Ability to spawn persons via geoscape events: https://openxcom.org/forum/index.php/topic,7215.msg132650.html#msg132650
- Spawned soldier template (via Manufacturing): https://openxcom.org/forum/index.php/topic,8615.0.html
- Support for limited craft storage space: https://openxcom.org/forum/index.php/topic,8577.msg132148.html#msg132148
- Added automatic off-centre shooting (by karadoc)... as user option

Scripting:
- Get/set fatal wounds per body part, get/set current armor per body side
- Added scripts hooks for melee hit chance

Bugfixes:
- Prevent psionic capture of uncapturable units
- Fixed throwing items through ceilings and walls (OG bug)
- Fixed custom initial base bug
- Fixed soft and hard limit auto-detection in transformation stats update
- Fixed order-dependent facility upgrading

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

Wiki ruleset reference and VSCode ruleset validator were updated.

PS: MacOS build will be available in a few days.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Ethereal on October 18, 2020, 09:52:11 pm
Thank you so much for the update. A lot of useful things. Especially impressive is the opportunity to finally create a branch of specialized cargo ships.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: efrenespartano on October 18, 2020, 11:34:40 pm
Thank you so much for your efforts, mate! You are such a good man, Meridian. :D

I totally love the new Event additions you have made, I've been waiting for them since a long time

Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Shiroi Bara on October 19, 2020, 06:14:10 pm
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Meridian on October 19, 2020, 06:49:42 pm
They don't need line of sight (by default).
But they need to be aware of you, i.e. someone must have spotted you.

As for the rest, they use psi if they have good psi skills and they prefer weak psi soldiers. RNG is also a big factor.

There is no turn limit (by default), no rank preference, no powerful weapons preference.
Title: Re: OXCE (OpenXcom Extended) main thread
Post by: Nilex on October 20, 2020, 09:30:28 pm
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?
Based on my last 3 months playing vanilla TFTD (dunno exactly how OXCE differs but my guess is not by much):
- aliens need to have PSI/MC capable unit on map
- your soldier only needs to be spotted, horizontal distance is irrelevant but affects success rate the most (under 20 tiles and is practically a guaranteed success but over let's say 30 and it will never succeed, under same conditions)
- they prioritize: spotted, then weakest resistance (fixed PSI/MC strength, even if you aren't there yet)
- at 20th turn aliens get a free peak at all your solders
Now the most confusing part:
- when you hit an alien with direct fire, that soldier becomes visible to all aliens on map (and remains visible for number of turns equal to hidden Intelligence attribute value every alien has, max I think is 4), obstacles or distance don't matter to visibility
Last part probably isn't 100% correct. Maybe hit alien must only be wounded and they are remembering only for one turn instead, with Intelligence coming into effect in some other circumstances. Or it is 100%. Hell if I know. One thing I clearly remember, after my PTSD wore off, is if you are getting frustrated - you are playing it right!