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OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 25, 2016, 11:16:44 pm »Ah so it does need a damage type! Ok got it now. But it still does work through walls, right?yup
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Ah so it does need a damage type! Ok got it now. But it still does work through walls, right?yup
I have ;P In Extended 3.0 you will be able change item graphic on whim. On top of that I added option that items in hands can generate light, this mean by default you would see nothing in night missions until you grab torch and ignite it.
- type: dogfight
elements:
- id: damageRange
color: 16
color2: 17
and - type: dogfight
elements:
- id: craftRange
color: 160
color2: 176
determine that colors of graphic are part of craft. If you change colors of craft then you need change it too.
- type: dogfight
elements:
- id: damageRange
color: 13
color2: 14
color: 16
This node is broken, sometimes it reads value `16` and breaks damage indicator in dogfight window.
PS: once (if at all) Yankes merges OXC into OXCE, I am really not looking forward to re-implementing half of OXCE+ again because it's gonna be incompatible with both OXC and OXCEI know your pain. I probably do this "fun" around end of this month.
Seems like a lot of work (for a modder) for no real benefit.I think better way to implement this would be adding scripts that will handle it. With that modder will have lot of freedom on defining how to end mission.
I'll put it on the list, should be easy to implement... but hard to test.
And which ones of my thee first points would interest you if I was releasing them?Depending how it will be configurable then it could be useful for modders.
To be honest I was afraid when I saw more than 1000 commits late in your build from Supsuper's build, but I do not see them anymore so I wonder if I was not dreaming or in a random branch of something else...Yes, right now Extended (and Meridian Extended+) is behind couple of months to master, but when I finish what I doing now I will start merging masters again.
So these draw routine scripts are going to be the only way to have both an animated idle animation and separate walk animations. That could be useful.Yes but you need remember that this need custom exe, I think you should check out Meridian exe used by xpitarez that is based on my brach.
Thanks.Right now I'm working on full documentation. Overall I plan that exe will dump information to log file in debug mode.
Do I have an old readme or something? Because I sure can't see anything about this.
Yeah, and the documentation how to do it is where?https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514