Author Topic: [OLD] Old OXCE discussion thread  (Read 780381 times)

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #780 on: April 13, 2016, 01:44:39 pm »
Around February, Warboy introduced a feature called siteType that can be used in alienMissions. Can somebody please confirm if it's already in OXCE or not?

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #781 on: April 13, 2016, 02:27:25 pm »
Around February, Warboy introduced a feature called siteType that can be used in alienMissions. Can somebody please confirm if it's already in OXCE or not?

It's not.
Anything from Dec 2015 onwards is not in.

Offline R1dO

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Re: [EXE] OpenXcom Extended
« Reply #782 on: April 13, 2016, 02:33:04 pm »
For me there is only one problem - font.dat

Not surprisingly. OXC nightly changed font handling somewhere around the end of march, which is way later than the point of last merger as indicated by Meridian.

Offline g5-freemen

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Re: [EXE] OpenXcom Extended
« Reply #783 on: April 13, 2016, 05:23:59 pm »
OpenXcom Extended also not compatible with Soldier Diaries 1.0 mod as i understand? :(

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #784 on: April 13, 2016, 06:03:21 pm »
OpenXcom Extended also not compatible with Soldier Diaries 1.0 mod as i understand? :(

1. Soldier Diaries is not a mod anymore, it's part of OpenXcom.
2. Extended doesn't have Soldier Diaries yet  (it has only features implemented until November 2015)

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #785 on: May 14, 2016, 06:12:38 pm »
@Yankes:

Would you mind looking at this bug: https://openxcom.org/forum/index.php/topic,4637.0.html when/if you have some time... I don't understand the dogfight code well enough to find what's causing it. It's nicely reproducible.

Also, if you'll be going through dogfight code, maybe have a look at this too: https://openxcom.org/forum/index.php/topic,4058.msg64352.html#msg64352
This one is unfortunately not reproducible... but many people (including me) experience it relatively often. Maybe you'll see what could be wrong...

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #786 on: May 14, 2016, 06:41:51 pm »
I will check it out.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #787 on: May 25, 2016, 05:13:33 am »
Q. how do I make the psi-amp special attack deal damage? I managed to get it to work, but it doesn't do any visible damage... do I need to define this by damage bonus and damage alter? I have this so far, but it doesn't work...

Code: [Select]
    psiAttackName: STR_PSI_CUSTOM_ATTACK
    accuracyUse: 7
    damageBonus:
      psi: 0.02
    damageAlter:
      ToHealth: 1.0

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #788 on: May 25, 2016, 09:26:47 am »
Its need be defined like as in normal weapons e.g. you need add power, damage type, hit animation. Aside of that you need add name of attack that enable it in action menu.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #789 on: May 25, 2016, 01:23:44 pm »
Ah so it does need a damage type! Ok got it now. But it still does work through walls, right? :)
Iif this works I will redo some of the magic wands etc., psi-amp attack (LoS-only if needed) will be so much better that using bullets! Sweeet. Damn there still are depths of OXCE I didn't discover :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #790 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

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #791 on: May 31, 2016, 11:02:10 am »
Hi Yankes,

I see you've cherry-picked a few of OXCE+ commits into OXCE.

Although, that is the ultimate goal, please don't take anything GUI-related at the moment... I want to refactor GUI-code after OXCE 3.0 (there are missing translations, missing tftd support and a lot of hardcoded colors and constants). Also I want to remove some stuff, which is now either obsolete or turned out not to be useful.

On a similar note... have you started with merging OXC master? Don't want to rush you or anything, just want some indication so that I can plan also my activities a bit better...

Meridian

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #792 on: May 31, 2016, 08:03:45 pm »
I plan do not touch GUI at all :) I only interested in stealing game mechanic.

And for master, right now I thinking on merging up to 25edd7b.
I already did most of hard work and only left some basic testing and I will probably releasing new version.
Rest of commits I did not merge yet will wait for end of next month.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #793 on: May 31, 2016, 08:06:49 pm »
I plan do not touch GUI at all :) I only interested in stealing game mechanic.

And for master, right now I thinking on merging up to 25edd7b.
I already did most of hard work and only left some basic testing and I will probably releasing new version.
Rest of commits I did not merge yet will wait for end of next month.

That's great news! There's a number of features that would be really useful for Piratez or X-Com Files:
- Soldier Diaries
- spawning UFO by mission
- destroyItem command
- defining waypoints (if possible, by soldier stats too)

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #794 on: May 31, 2016, 08:18:41 pm »
And for master, right now I thinking on merging up to 25edd7b.
I already did most of hard work and only left some basic testing and I will probably releasing new version.
Rest of commits I did not merge yet will wait for end of next month.

25edd7b is 2nd of January, right?
I'll wait a bit more then, still 6 more months to merge :/

EDIT: also to your attention: https://github.com/stiansel/OpenXcom/commit/b8a94c8c581d6a804c9307b18168cb3f476ed739
« Last Edit: May 31, 2016, 09:03:17 pm by Meridian »