Author Topic: [OLD] Old OXCE discussion thread  (Read 675066 times)

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1215 on: March 05, 2017, 06:24:53 pm »
The following is making the game crash

The "launcher" attribute on craft weapons is mandatory.

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #1216 on: March 05, 2017, 09:34:59 pm »
thanks!

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1217 on: March 07, 2017, 01:21:22 am »
New versions is up!

3.7:
New params with shooting weapon and shooter to damage and hit script.
Merge chagnes from master.
Random functions in script.
Vertical map generation support.

As mod portal is down please use:
windows: https://www.mediafire.com/file/5k5emopkquq22ut/OpenXcomEx37.zip
linux ubuntu: https://www.mediafire.com/file/0e1mo7ho0vjuxzh/OpenXcomEx37Elf.zip


Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #1218 on: March 07, 2017, 01:36:04 am »


Were there any changes to the vanilla files that modders should be aware of?
« Last Edit: March 07, 2017, 01:43:29 am by Solarius Scorch »

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1219 on: March 07, 2017, 07:09:21 pm »
primary bug fixes.

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1220 on: March 08, 2017, 06:54:33 pm »
BattlescapeGenerator crashes before any mission, in visual studio in Debug mode, in 3.7.

(Doesn't crash in Release mode.)

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1221 on: March 08, 2017, 09:32:51 pm »
BattlescapeGenerator crashes before any mission, in visual studio in Debug mode, in 3.7.

(Doesn't crash in Release mode.)
I will look at that.

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1222 on: March 09, 2017, 07:33:03 pm »

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1223 on: March 09, 2017, 11:53:12 pm »

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1224 on: March 10, 2017, 01:24:10 am »
I made bug fix version 3.7a: https://github.com/Yankes/OpenXcom/commit/31a148714d23eee5699a26bd81114bbb40bbbc9c


btw VS in debug mode deliberate crash program in that case, in 99% of times this bug overwrite unused memory at end of vector that for perspective of OS is valid behavior. C++ do not mandate any checkings in that case and describe it as Undefined behavior, this mean sometimes work fine and other times wipe your drive (second things is real but need some helping hands of some "nice" people from internet :> ).

Offline sectopod

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Re: [EXE] OpenXcom Extended
« Reply #1225 on: March 11, 2017, 02:05:59 am »
« Last Edit: March 11, 2017, 02:11:16 am by sectopod »

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1226 on: March 11, 2017, 11:32:12 am »
Yes, that was whole point of releasing it.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #1227 on: March 11, 2017, 02:09:55 pm »
Thanks for all the work! It's crucial to our mission.

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1228 on: March 11, 2017, 02:57:05 pm »
@Yankes: could you please look at this post: https:https://openxcom.org/forum/index.php/topic,5296.msg80622.html#msg80622

I found a fix, but don't know if that's all or maybe something else could be missing...

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1229 on: March 11, 2017, 04:53:04 pm »
This was merge error, you change is correct.