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Author Topic: [OLD] Old OXCE discussion thread  (Read 778887 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #495 on: August 15, 2015, 11:47:20 am »
Dioxine do you use correct nightly? To work properly it need be exactly version form that day because previous and next have breaking changes in rulesets.
It could be that. If you can't download correct ruleset you can grab it form github:
https://github.com/Yankes/OpenXcom/tree/OpenXcomExtended/bin
(This link will be valid until I start working on next release, after that you will need find this files using commit id from ruleset)

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #496 on: August 15, 2015, 12:45:55 pm »
I'm using the openxcom_git_master_2015_07_27_2340 as your mod page seems to suggest...?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #497 on: August 15, 2015, 01:44:49 pm »
Strange, it should work. I can't download this zip because its too old to be show but using rulesets form the repo that should be exactly same work fine.
Another thing is that nether I or Warboy touch languages files or code to possible cause this bug.
Another question is original exe work same or different? Only thing I could suggest now is made clean install.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #498 on: August 15, 2015, 03:58:44 pm »
Original exe works the same, with the same bug. No idea what's happening, I'll try it later.

Another issue, with the older build (early July I think, Extended ver. 2.3A) - seems that fixed weapons aren't recovered when a stunned unit comes back to life, at least with the old build I am using... Has this issue been fixed? Just asking because I don't track the bug fixes on daily basis.

EDIT:
the bug isn't appearing when the mod isn't enabled... but mod's strings are all fine...? I think it might be linked to the faux-master status of the mod... maybe I should put ALL of the language file into extraStrings? This would cure the ailment for sure, although it's a ton of work...
« Last Edit: August 15, 2015, 04:12:29 pm by Dioxine »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #499 on: August 15, 2015, 04:16:47 pm »
I don't know, I only recall some Warboy commit about some "sticky" fixed weapons. Personally I didn't encounter this bug or fix it.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #500 on: August 15, 2015, 04:27:54 pm »
All right, all I needed to do to properly upgrade to the new version Extended 2.4A was to put the en-US.yml file in mod's /language/ directory. :)

However, as of 27th July Nightly, the missing fixed weapons bug still persists.

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #501 on: August 16, 2015, 02:31:40 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... :)

works fine with regular nightly executable but not with openxcomex executable. although the previous build worked fine.

niculinux

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Re: [EXE] OpenXcom Extended
« Reply #502 on: August 18, 2015, 09:12:52 pm »
Thank you for the mod, Yankes! Please, may you update the first post, since now i discovered it is avaiable also for linux, along with install istructions for that so?  Another useful tip would be to indicate mods that are compatible with it, hopefully ;)

EDIT: once next openxcom stable version will be relased, a dedicated ubuntu PPA for the mod may be also created, don't know...
« Last Edit: August 21, 2015, 11:22:16 pm by niculinux »

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #503 on: August 18, 2015, 09:25:14 pm »
I'm gonna use this for a special project. Been meaning to do this for a while. There are a bunch of things I'd like to be able to use.

When is TFTD modding supported for extended?
My problem was TFTD xcom2 folder can't be read. That's why was giving me can't read folder errors.  That's cause TFTD xcom2 is not supported yet in extended.


Also , if you think about it OpenXcom Extended features are probably what X-Com 3 would have had if they had made another game after TFTD.
« Last Edit: August 18, 2015, 09:27:59 pm by tollworkout »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #504 on: August 18, 2015, 11:25:30 pm »
At some point I will merge all changes for master branch. But first I need do some request for AndO3131 and merge my old script branch.
Recently I have lot of distraction and work don't move fast.

niculinux

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Re: [EXE] OpenXcom Extended
« Reply #505 on: August 19, 2015, 11:43:35 am »
At some point I will merge all changes for master branch. But first I need do some request for AndO3131 and merge my old script branch.
Recently I have lot of distraction and work don't move fast.

thnak you! <3

edit: formatting
« Last Edit: August 21, 2015, 11:21:29 pm by niculinux »

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #506 on: August 21, 2015, 10:41:47 am »
Yankes, could you please consider changing how retaliation: false works, so that it prevented retaliation completely? This would improve behaviour of non-alien opponents (cultists, men in black etc.), as they would never travel on alien ships.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #507 on: August 21, 2015, 10:47:45 am »
This already done by another property.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #508 on: August 21, 2015, 10:51:47 am »
This already done by another property.

...my knowledge of your project really has been slipping recently. :)

Offline hellrazor

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Re: [EXE] OpenXcom Extended
« Reply #509 on: August 21, 2015, 11:51:07 am »
This already done by another property.

Regarding that, could you make a pull request for the respective code into the master branch?