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"