Author Topic: Old OXCE discussion thread  (Read 230354 times)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1575 on: August 24, 2018, 09:35:20 pm »
New version 4.0 us up:

Damage script can now alter zombie transformation chance.
Add access to current difficulty level in scripts.
Add base function requirmets to buy items, crafts and solders.
Add access to geoscape soldier in scripts.
Add script that is run at end of mission.
Add arcing shoots per attack type (by ohartenstein23).
Breaking change: Renamed `action` to `battle_action` in reaction scripts.
Add battle action to `awardExperience` script.
Breaking change: Renamed access function to statis in armor (added prefix `Stats.`).


Custom hangar types and script on item will be available in next version (4.1 or 4.2) probably with script run on item equip.
In this version probably most important change is that script now can escape one battlescape and transfer state between battles.
As side effect you now can override how much wound days unit will have, image that only thinking about on some eldar gods you will need take some weeks for off. Another is your super duper solder will not take year to heal half of his hp.

Offline Moon_Dew

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Re: [OXCE] OpenXcom Extended
« Reply #1576 on: August 31, 2018, 08:41:30 am »
Okay, I give up.  How the hell do I install this?

Offline Ethereal

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Re: [OXCE] OpenXcom Extended
« Reply #1577 on: August 31, 2018, 09:52:55 am »
Another is your super duper solder will not take year to heal half of his hp.

As far as I know, many years of healing and so were defeated.

Code: [Select]
    sickBayAbsoluteBonus: 10.0
    sickBayRelativeBonus: 10.0

Or similar settings with this update will lose relevance?

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1578 on: August 31, 2018, 06:04:53 pm »
Okay, I give up.  How the hell do I install this?
Download it? (link to mediafire is in first post). This is replacement for recent nightly. If you have already installed new nighlty you can drop my exe in folder where nightly have its own exe.
Alternate grab `Data400.zip` from first post in this thread and extract it to folder where you have downloaded my exe.

As far as I know, many years of healing and so were defeated.

Code: [Select]
    sickBayAbsoluteBonus: 10.0
    sickBayRelativeBonus: 10.0

Or similar settings with this update will lose relevance?
Biggest difference is that you can assign arbitrary value to healing time. If solder is robot, it will not need any time to heal.

Offline Ethereal

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Re: [OXCE] OpenXcom Extended
« Reply #1579 on: August 31, 2018, 06:47:37 pm »
Biggest difference is that you can assign arbitrary value to healing time. If solder is robot, it will not need any time to heal.

Understood. Thank you very much. For my mod is extremely useful.

Offline ohartenstein23

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Re: [OXCE] OpenXcom Extended
« Reply #1580 on: August 31, 2018, 07:15:29 pm »
If solder is robot, it will not need any time to heal.

This is already available in OXCE+ as a tag on armor to determine whether or not a unit takes any wound time:
Code: [Select]
armors:
  - type: STR_ROBOT_ARMOR
    instantWoundRecovery: true

However, the script will be useful for reducing wound time on units used as HP tanks.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1581 on: September 01, 2018, 12:39:52 am »
This is already available in OXCE+ as a tag on armor to determine whether or not a unit takes any wound time:
Code: [Select]
armors:
  - type: STR_ROBOT_ARMOR
    instantWoundRecovery: true

However, the script will be useful for reducing wound time on units used as HP tanks.
Exactly, scripts are for "custom" behaviors, like now wounds could count to recovery days or even heal up damage still counts.
You could make that for some armor only some type of damage do pernamet damage.

But this only "side effect" of changes I add, you can made that solder after each kill of some specific alien will grain 1 dmg bonus against same type in next battle.
Or after 10 missions it will take break for week (right now indistinguishable from "wounds" but in future I will add option to change this).

Offline LouisdeFuines

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Re: [OXCE] OpenXcom Extended
« Reply #1582 on: September 01, 2018, 09:50:13 am »
New version 4.0 us up:
I installed the latest OXCE+, but game keeps telling me, that it is version 3.10b. Have I done somethring wrong?

Offline The Reaver of Darkness

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Re: [OXCE] OpenXcom Extended
« Reply #1583 on: September 01, 2018, 12:24:14 pm »
I installed the latest OXCE+, but game keeps telling me, that it is version 3.10b. Have I done somethring wrong?
Yankes released version 4.0 of OXCE. Meridian's OXCE+ is currently in version 3.10b.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1584 on: September 04, 2018, 12:39:33 pm »
CTD when moving items in the inventory (when opened from the craft equipment screen in the basescape).

Please hotfix.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1585 on: September 04, 2018, 08:07:49 pm »
Any more bugs or things to change? Only this, did you find?

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1586 on: September 04, 2018, 11:13:20 pm »

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1587 on: September 04, 2018, 11:55:37 pm »
Any more bugs or things to change? Only this, did you find?

I found a few small things, but I'm not finished merging yet, hopefully by the end of this week I can give more feedback.

Fixed version ready: https://github.com/Yankes/OpenXcom/commits/OpenXcomExtended

Thx.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1588 on: September 05, 2018, 05:58:06 pm »
So, I am more or less finished with merging.
So far, I didn't get any new crashes after clicking through the game for about 2-3 hours.

I found a few things:
1/ it's not possible to manufacture both craft and items in the same project anymore... but I checked a few mods and it is not used anymore as far as I can say... so OK for me

2/ there is an unused Base parameter here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Savegame/Transfer.h#L67
(not sure if implementation is missing or parameter is not needed)

3/ there is probably a merge typo here?: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Geoscape/DogfightState.cpp#L1098
Vanilla has
Code: [Select]
newMission->start(newMission->getRules().getWave(0).spawnTimer); // fixed delay for first scout
OXCE has
Code: [Select]
newMission->start(mission->getRules().getWave(0).spawnTimer); // fixed delay for first scout
[/code]

4/ DEBUG mode in Ufopedia doesn't show all articles anymore
« Last Edit: September 05, 2018, 06:23:38 pm by Meridian »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1589 on: September 05, 2018, 08:30:23 pm »
1/ I recall place in code that previously prevent adding items if it build craft. This mean if I'm right you could not use it correctly before.
This line: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Production.cpp#L133
2/ Right now not used, It will be used when I add hangars types (side effect of rebase that remove it from this release).
3/ Right, typo.
4/ I do not recall changing any thing that could affect this. This could be missmerge or change from nightly. I will look on this too.

Thanks for your findings :)
« Last Edit: September 06, 2018, 12:43:31 am by Yankes »