Author Topic: [OLD] Old OXCE discussion thread  (Read 779464 times)

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1560 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 #1561 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 #1562 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 #1563 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 #1564 on: August 06, 2018, 09:13:46 pm »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1565 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 #1566 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 #1567 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 #1568 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 #1569 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 #1570 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+.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1571 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 #1572 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 #1573 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 #1574 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.