Author Topic: Old OXCE+ discussion thread  (Read 272751 times)

Offline Yataka Shimaoka

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1365 on: August 26, 2017, 07:28:48 am »
So the buggy 3.9a will be the last android build?
Will mods developed with that OXCE+ version will work on the upcoming OXCE+ versions?

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1366 on: August 26, 2017, 09:41:20 am »
It won't be the last.
I just release Android builds less frequent than Windows builds...

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1367 on: August 27, 2017, 01:29:23 pm »
New OXCE+ version is up.

2017-08-27
 - Units on fire can't use their camouflage
 - Fixed 3 chryssalids spawning from a single zombie (under very special circumstances)
 - EXPERIMENTAL: Civilians, react! https://openxcom.org/forum/index.php/topic,4595.msg85647.html#msg85647
 - Fixed battlescape tooltip color
 - Fixed "We can now buy" popup (was wrongly showing also items with costBuy=0)
 - Split engineer/scientist hiring cost and monthly cost
 - Split psi screening tech from psi training tech
 - Custom sound effects on detecting a new UFO: https://openxcom.org/forum/index.php/topic,5647.msg87230.html#msg87230
 - Added jukebox: https://openxcom.org/forum/index.php/topic,5673.0.html
 - Unhardcoded and separated some OXCE+ hotkeys

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcHB4TGFvS05oTEk

Code: [Select]
# after this research, psionic screening is performed if the corresponding advanced option is turned on
psiUnlockResearch: STR_PSI_STRENGTH_SCANNER

Code: [Select]
costEngineer: 25000  # monthly cost
costScientist: 30000 # monthly cost
costHireEngineer: 1000000   # initial cost
costHireScientist: 50000000 # initial cost

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1368 on: September 02, 2017, 11:09:43 am »
New OXCE+ version is up.

2017-09-02
 - Fix custom psi attacks not working (got broken in last version)
 - Tank turrets turn during reaction fire
 - Fixed Leeroy (now they really chaaaaarge!)
 - Ufopedia hotkey from "craft info" basescape GUI (opens craft article)
 - Showing current craft weapon (and slot type) in "craft weapons" GUI

Download: deleted
« Last Edit: September 03, 2017, 04:36:20 pm by Meridian »

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1369 on: September 03, 2017, 04:35:53 pm »
New OXCE+ version is up.

2017-09-03
 - One more fix for custom psi (hit animation crash)
 - Improvements to facility moving cheat (by karadoc)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNjc0RDFoalN2Njg
« Last Edit: September 03, 2017, 11:13:15 pm by Meridian »

Offline Ethereal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1370 on: September 08, 2017, 12:56:23 pm »
Can you make a miniature version of the statistics of soldiers, a separate option, with the excision of the memory of each specific mission? To just how many killed, who and what weapons.
Example -

        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

Ie - without indicating which specific mission and when each enemy was killed. And any successful action against the opponent, whether psionic, murder, stunning, or killing "improvisation", is saved only for the current battle and until its end, and then recorded in a common heap, as indicated above.

Simply, the current system very slows down the Save / Load process. When you have 250-300 soldiers who have committed 7-10 missions and killed 20-30 opponents each, the Save or Load process can take up to a minute.

Simply put, I propose to minimize statistics to one page, where only the total number and type of missions will be indicated, the number and type of killed / paralyzed opponents and the used armament. The used buttons are used to display the inventory of this soldier and display the equipment of the ship to which he is assigned.

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1371 on: September 08, 2017, 01:07:11 pm »
The current diaries UI and commendations definition/algorithm will not be compatible with that.
And I don't feel the need to develop a completely new diaries/commendations in parallel to the existing one.

EDIT: But there is a hidden option in options.cfg to completely remove diaries if you want... see attachment
« Last Edit: September 08, 2017, 01:19:01 pm by Meridian »

Offline Ethereal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1372 on: September 09, 2017, 09:27:21 pm »
Damn, well, you can also clear the memory of each destroyed unit without resorting to such radical methods! And you can not write them down after the fight with a list in a common heap, or what? This will also free up the memory and the size of the file "sav" will decrease. The rest can not be touched at all without the need.

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1373 on: September 30, 2017, 05:35:08 pm »
New OXCE+ version is up.

2017-09-30
 - Custom palettes can now be loaded from JASC palette files
 - Sniper AI (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5679.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcER2ZWRncHpmbXc

EDIT: also new Android version: OXCEPlus-v3.9c-a5eb89e.apk.zip

Code: [Select]
customPalettes:
  - type: PAL_BATTLESCAPE_NEW
    target: PAL_BATTLESCAPE
    file: Resources/Palettes/test.pal # JASC-PAL format, all 256 colors are mandatory
# "palette" attribute is ignored when "file" attribute is specified
    palette:
      0: [0,0,0]
      1: [241,240,240]
      2: [208,210,215]
      3: [184,188,193]
...
« Last Edit: September 30, 2017, 09:30:51 pm by Meridian »

Offline tkzv

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1374 on: October 02, 2017, 11:04:14 pm »
I'm getting problems with Jukebox in X-Com Files mod:

1. When a mission has a custom track (e.g. spiders in a city), pressing "End" displays only the default track. If I switch to it, it's impossible to switch back to the custom track.
2. Quicksaves don't seem to save the current music. When I load a quicksave Battlescape game (pressing F9 or from the file list), the same track continues playing, be it the starting menu theme, Geoscape or a different Battlescape track. Games saved via the menu switch music correctly (unless they were saved after loading a quicksave and messing with tracks).

Mod version 0.7.1, engine Git version 54978fba1. Haven't tested with other mods.

Offline Nord

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1375 on: October 05, 2017, 08:03:40 am »
Not sure where to post.
I noticed that soldiers, who have gym status "Done", can not be removed from training.
Not even sure is it core or is it mod to blame.

Upd.: it was mod issue.  :-[

One more thing: Is implementing of "CustomArmorPreviews" requires a new game start?
« Last Edit: October 07, 2017, 02:26:20 pm by Nord »

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1376 on: October 10, 2017, 06:18:01 pm »
New OXCE+ version is up.

2017-10-10
 - More sniper AI fixes

Download: https://drive.google.com/open?id=0B8itkFQbhj-YdXhnZmE0eno0T3M

Offline new_civilian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1377 on: October 11, 2017, 02:45:24 pm »
Was using the exe from 3rd september (3.9c) all the time and get CTDs when sacking soldiers that are in psi-training. Apart from that the exe worked. (saw that you fixed the hitanimation CTD later, i was about to report that, too)

The exe is awesome. It even got me back to modding. the custom psi-attacks are something, whew-wow!

Btw, is it possible to zombify a unit using the custom psi-attack? I tried yesterday with the old exe but couldn't get it to work. I was thinking about a really nasty psi-alien early on, to weed out those psi-weakling recruits  ;D

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1378 on: October 11, 2017, 03:14:33 pm »
Was using the exe from 3rd september (3.9c) all the time and get CTDs when sacking soldiers that are in psi-training.

I cannot reproduce that... can you send me a save, where I can see such crash please?

Btw, is it possible to zombify a unit using the custom psi-attack?

I think it should be possible, not sure tho... I will investigate later and let you know.
« Last Edit: October 11, 2017, 06:40:47 pm by Meridian »

Offline ajnunezr

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1379 on: October 19, 2017, 06:16:38 pm »
Stupid question: How I know what is the correct commit for the last published version when downloading from github?