Author Topic: Old OXCE discussion thread  (Read 250107 times)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1560 on: June 18, 2018, 07:19:55 pm »
I usually do not do UI Improvements. Another this I have already long TODO list, and not enough time to finish all thing I want to do.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1561 on: June 26, 2018, 02:27:54 pm »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1562 on: June 26, 2018, 10:13:48 pm »
Side effect of unification of damage handling. Probably ohartenstein23 suggestion to reduce default values will work, not same but usually indistinguishable.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1563 on: July 05, 2018, 03:09:41 pm »
Side effect of unification of damage handling. Probably ohartenstein23 suggestion to reduce default values will work, not same but usually indistinguishable.

Fix and new option to use OXC or OXCE method: https://github.com/MeridianOXC/OpenXcom/commit/c0219ef9c78fde1ceb28e86371b8614687b35186
« Last Edit: July 05, 2018, 03:14:39 pm by Meridian »

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1564 on: July 13, 2018, 08:39:16 pm »
any chance of vanilla merge in the near future? it's been half a year...

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1565 on: July 13, 2018, 10:43:45 pm »
I will try do this in this or next month. Right now I fight with corner cases in craft allocation :)

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1566 on: July 20, 2018, 11:57:12 am »
I will try do this in this or next month. Right now I fight with corner cases in craft allocation :)

OK.
Btw. your move order PR was merged into vanilla... I can't cherry-pick it to OXCE+... OXC and OXCE are too different and I have no idea how to resolve all those conflicts.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1567 on: July 20, 2018, 02:28:22 pm »
Btw. your move order PR was merged into vanilla... I can't cherry-pick it to OXCE+... OXC and OXCE are too different and I have no idea how to resolve all those conflicts.
Because in reality I implemented this two times, once for OXC and once for OXCE, this is merge that do this: https://github.com/Yankes/OpenXcom/commit/de685a17760a568992ab4583a6c2673bd8b62f74
Overall its still in WIP branch and will be released with 4.0

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1568 on: August 06, 2018, 09:13:46 pm »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1569 on: August 06, 2018, 11:12:14 pm »
-- post double wrong --

We load `missionSites` and `terrorSites`, one load and another not load this `missionCustomDeploy`. This is correct because one is for backward compatibility.
« Last Edit: August 06, 2018, 11:46:34 pm by Yankes »

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1570 on: August 17, 2018, 04:03:09 pm »
Are you getting progress with the next version, Yankes?
We're really far from the vanilla now, which makes me kinda uncomfortable. ;)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1571 on: August 17, 2018, 07:28:06 pm »
Are you getting progress with the next version, Yankes?
We're really far from the vanilla now, which makes me kinda uncomfortable. ;)
Real men can live with uncomfortable things :D
As for more serious answer. right now I'm working on this (merge with vanilla). This force me to scrap two features (craft/hangar types and weapon use scripts, two culprits why it take so much time) other wise it would take maybe another month to release this.

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1572 on: August 18, 2018, 11:40:43 am »
Real men can live with uncomfortable things :D

Yep, I already hit it with a rock, strangled it, skewered it and roasted it over a volcano. ;)

As for more serious answer. right now I'm working on this (merge with vanilla). This force me to scrap two features (craft/hangar types and weapon use scripts, two culprits why it take so much time) other wise it would take maybe another month to release this.

The craft/hangar types is a very cool feature which I would love to see, but from my perspective it's not urgent, and I don't know of any mod which would depend on it heavily.

Offline The Reaver of Darkness

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Re: [OXCE] OpenXcom Extended
« Reply #1573 on: August 19, 2018, 09:06:05 pm »
We're really far from the vanilla now, which makes me kinda uncomfortable. ;)
Extended/Extended+ is the new vanilla.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1574 on: August 19, 2018, 10:20:21 pm »
Extended/Extended+ is the new vanilla.
This is not valid point, vanilla is still developed and bugfixed and this changes are still useful for OXCE/OXCE+.