Author Topic: [OLD] Old OXCE discussion thread  (Read 663785 times)

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #480 on: August 01, 2015, 02:14:36 pm »
No all, 35 in total(xcom1, 4 pre set, 27 user mods and the last 3 are for extended only-see attached) in the order shown. I've upgraded now to nightly 2015-07-31-1149 with hardmode v0.91 but haven't tried with extended or put on the last 3 mods until I heard back from yourself. Does landing site 13 load in for yourself?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #481 on: August 01, 2015, 05:29:46 pm »
I find out that OXCE 2.4 is incompatible with nightly you are using (especially nightly past 28th).
Easy way of fixing it is use proper nightly that match extended version.
Today I will prepare new version for 27th nightly.

Newer nightly will be supported by next release. Because 28th have lot of breaking changes I will too do some breaks.
Motto for next release will be: "I heard you like scripts, so I put an script in your script that you can script while you scripting" :)


Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #482 on: August 02, 2015, 03:18:13 am »
updated version compatible with 27-07-2015 is ready.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #483 on: August 03, 2015, 02:29:42 pm »
Is the mod portal down again? I can't download 2.4A for some reason (suddenly a wild error appears).

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #484 on: August 03, 2015, 02:35:28 pm »
Is the mod portal down again? I can't download 2.4A for some reason (suddenly a wild error appears).

I think it is the same problem as reported by Solarius few days ago (and reproduced by myself in mod Test123).
The download link contains "/" character, which breaks it.

In this case:
Link: https://www.openxcom.com/mod/openxcom-extended/download/34UJ/xAZ
Generated ID: 34UJ/xAZ
Problematic character: /

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #485 on: August 03, 2015, 02:45:51 pm »
Not sure if the info is still of use, but the old version crashed with the nightly as well because of the default VARS rulefile which made some changes to the Elerium fuel for crafts.

And thanks for always updating, improving and fixing this exe, Yankes. I think you can see how appreciated your work is, from the amount of posts in this thread alone.  8)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #486 on: August 03, 2015, 09:32:00 pm »
Not sure if the info is still of use, but the old version crashed with the nightly as well because of the default VARS rulefile which made some changes to the Elerium fuel for crafts.
that was SIMON bug. This was fixed by simply updating to next nightly.

[ps]

I fixed mod portal bug by simply uploading again same file (second time have proper name).
« Last Edit: August 03, 2015, 09:45:37 pm by Yankes »

Offline Ridаn

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Re: [EXE] OpenXcom Extended
« Reply #487 on: August 05, 2015, 04:41:26 pm »
Is it possible to make projectiles of particular damage type or of some particular weapon to be unable to destroy terrain?
Its been bugging me for some time - dart rifles and stun guns introduced by mods can destroy fences and grass, and, if its stun damage is set high enough, even brick walls.

Its not anything major, really, but it might be a nice feature.
Someone even might use it to create a line of neutron-beam/microwave emitter/cryo-ray weapons using it.

Actually, now when I think of possibilities - is it possible to make weapons behave like psi-amp and ignore terrain altogether, or up to some particular value (to prevent sniping through UFO hull)? That can make for some scary-scary alien foes as well as some high end imbalanced weapon toys.
And, for sake of competition, it might be required to make non-stun damage type explosions ignore terrain (as in not-destroy, not bypass-altogether). Not sure if it should be tied to damage type or particlual weapon though.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #488 on: August 05, 2015, 04:45:14 pm »
Is it possible to make projectiles of particular damage type or of some particular weapon to be unable to destroy terrain?

More than that - the amount of damage done to terrain by any weapon/ammo can be tweaked freely.

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #489 on: August 06, 2015, 01:50:27 pm »
Yep, what Dioxine said^

I made some "neutron" bomb like grenades for my personal mod, skipping most armor and harming only health, no damage to items or tiles, pretty nice weapon for taking out armored units and can be balanced as well if you do not make them too strong.  :)

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #490 on: August 13, 2015, 05:58:57 am »
hey yankes. do you support multiple soldier types?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #491 on: August 13, 2015, 09:40:45 pm »
right now no.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #492 on: August 14, 2015, 08:06:37 pm »
Is your version 2.4A based on borken Nightly or am I doing something wrong? Much of original texts ended up like this (texts added by the mod work normally).


Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #493 on: August 15, 2015, 06:58:48 am »
on my system doesn't even run says something about can't read or missing folder

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #494 on: August 15, 2015, 09:08:36 am »
Make sure you have original UFO files in the /UFO folder, last time I was getting the same error and it took me some time to realize I forgot to copy these files... :)