Author Topic: [OLD] Old OXCE+ discussion thread  (Read 854750 times)

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1290 on: May 11, 2017, 06:17:40 pm »
OXCE+ adds an additional 10 damage types beyond the original for modders to use so that they don't have to replace another type. Are you playing X-Com Files? There, electric is one of the additional damage types, used for things like tasers and stun batons.

I have the original + (OXCE +). There are 10 types of demag there and initially. I thought Electricity was 11 or 1 (which is not used), but apparently I made a mistake.
« Last Edit: May 11, 2017, 06:35:22 pm by Ethereal »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1291 on: May 11, 2017, 06:25:11 pm »
There are 10 new types with ID: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19.

Someone renamed one of them to "Electric" in one of the mods... but you can call them however you want.

Summary: OpenXcom has 10 damage types, OXCE+ has 20 damage types

https://openxcom.org/forum/index.php/topic,4830.msg77276.html#msg77276

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1292 on: May 11, 2017, 06:38:06 pm »
There are 10 new types with ID: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19.

Someone renamed one of them to "Electric" in one of the mods... but you can call them however you want.

Summary: OpenXcom has 10 damage types, OXCE+ has 20 damage types

https://openxcom.org/forum/index.php/topic,4830.msg77276.html#msg77276

Many thanks!

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1293 on: May 15, 2017, 10:27:54 pm »
New version is up.

2017-05-15
 - New flag to refund all resources (except craft) when a manufacturing project is cancelled (at any time)
    * also stop button is now cancel/stop/refund button based on what actually happens
 - Next Turn GUI background color is now same as in Battlescape
 - Fix ground items not saved properly after panicking
 - Fix CQC crash

Download: https://drive.google.com/open?id=0B8itkFQbhj-YLXZxemZDczBiWEE

Code: [Select]
manufacture:
  - name: STR_USE_DRILL_GOLD
    cost: 7500
    requiredItems:
      STR_TINY_DRILL: 1
      STR_MENACING_HULL: 1
    refund: true # refund 1x STR_TINY_DRILL, 1x STR_MENACING_HULL and $7500
extraStrings:
  - type: en-US
    strings:
      STR_REFUND_PRODUCTION: "REFUND!"

Offline 2much

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1294 on: May 16, 2017, 04:32:14 am »
Thank you Meridian! :-*

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1295 on: May 19, 2017, 09:04:08 pm »
New version is up.

2017-05-19
 - New "Martial training at any time" user option (split from similar psi option)
 - Ability to show distance to target in dogfight GUI in kilometers
 - Status field in Dogfight GUI resized to use all available space
 - Added "We can now build" GUI
 - Added "We can now rent" GUI
 - Fix HWP ammo recovery (when returned to base because of starting condition)
 - Improved TTV indicators

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSWR6cmdtXzdaTWM

Code: [Select]
showDogfightDistanceInKm: true
extraStrings:
  - type: en-US
    strings:
      STR_WE_CAN_NOW_RENT: "We can now rent"
      STR_WE_CAN_NOW_BUILD: "We can now build"
      STR_ANYTIMEMARTIALTRAINING: "Martial training at any time"
      STR_ANYTIMEMARTIALTRAINING_DESC: "Allows assigning soldiers to martial training at any time of the month."

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1296 on: May 21, 2017, 08:31:31 pm »
New version is up.

2017-05-21
 - Reintroduced hidden manufacturing projects feature
 - Changed default night vision color to 8 (evening blue)
 - Automatic night vision user option
 - OXCE lighting by default turned off (vanilla compatibility)
 - Added flag offset per soldier type: https://openxcom.org/forum/index.php/topic,2915.msg83331.html#msg83331

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSTJtd19TUHBnUHc

Code: [Select]
soldiers:
  - type: STR_SOLDIER_FROM_MARS
    flagOffset: 40
extraStrings:
  - type: en-US
    strings:
      STR_AUTO_NIGHT_VISION: "Automatic Night Vision"
      STR_AUTO_NIGHT_VISION_DESC: "Before night missions, turn personal lights off and turn night vision on."
      STR_FILTER_HIDDEN: "Hidden"

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1297 on: May 22, 2017, 10:50:59 am »
Strange this mode of night vision ... No, I would understand if there was an option "nightVision" in the armor and it activated the night vision mode for a separate (possessing this ability) unit. And so ... I do not even know how to use it without cheating.

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1298 on: June 02, 2017, 06:13:48 am »
Hey Meridian,

1st awesome work I mean awesome!!!  Is the build on the first page the latest, there are a lot of strings missing in TFTD.

Thanks

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1299 on: June 02, 2017, 10:18:44 am »
1st awesome work I mean awesome!!!  Is the build on the first page the latest, there are a lot of strings missing in TFTD.

The missing strings are provided as a mod just a few lines below.
(A few are missing, I am updating that mod less frequently than the EXE)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1300 on: June 08, 2017, 10:22:15 am »
Hello again.
Small bugreport about TFTD:
First, thank you very much for your work.
Second, manufacturing menu uses almost invisible black color to write nev items names.
Third, i got suspicious situation with message about "airborne interception" when uso and interceptor both definetly was over the sea. Perhaps depth and hight parameters misplaced?

Also, looking at allowedItemCategories, i wonder: is there any way to create surface-only weapons, other than add startingconditions to ALL underwater missions?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1301 on: June 08, 2017, 11:12:23 am »
Second, manufacturing menu uses almost invisible black color to write nev items names.

Will be fixed/configurable in the future.

Third, i got suspicious situation with message about "airborne interception" when uso and interceptor both definetly was over the sea. Perhaps depth and hight parameters misplaced?

Save pls.

Also, looking at allowedItemCategories, i wonder: is there any way to create surface-only weapons, other than add startingconditions to ALL underwater missions?

Not sure I understand the question.
You can create surface-only weapons category by flagging the relevant items, and then add such starting condition to surface-only missions.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1302 on: June 08, 2017, 11:27:01 am »
You can create surface-only weapons category by flagging the relevant items, and then add such starting condition to surface-only missions.
And in all other missions (without that condition) this item will be unavailable?

Upd: about airborne interception - i am sorry, it is my mistake.
« Last Edit: June 08, 2017, 11:31:47 am by Nord »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9085
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1303 on: June 08, 2017, 11:44:15 am »
And in all other missions (without that condition) this item will be unavailable?

No, if you want that too, you'll have to create underwater-only category and assign it to all underwater-only missions.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1304 on: June 08, 2017, 12:35:50 pm »
No, if you want that too, you'll have to create underwater-only category and assign it to all underwater-only missions.
Then that is what i must do. Thanks.