Author Topic: Changelog + Old OXCE+ discussion thread  (Read 427530 times)

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1470 on: May 25, 2018, 05:25:05 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)


Offline efrenespartano

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Re: [OXCE+] Original discussion thread
« Reply #1471 on: May 25, 2018, 05:54:09 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Are you already using Debug mode? It's useful for testing.

Spoiler:
Debug mode
Debug mode is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting "debug: true" in the Options File, you can enable it by pressing Ctrl-D in-game to access a variety of features:

Geoscape: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates. This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.

Battlescape: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. Please note, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.

Ctrl-V will reset visibility on all tiles, useful for observing LOS behaviour.

Ctrl-K will kill all live aliens in the mission (nothing will be recovered).

Ctrl-J will stun all live aliens in the mission (useful for testing recovery).

Ctrl-W will warp the selected unit to the mouse cursor's current position.

F8 will cycle through various engine processing speeds, useful for debugging animation errors.

You can also press Ctrl-U or set "debugUi: true" to reveal the borders of the interface text, to debug translation errors.

If the Commendations Mod is being played, Ctrl-C will wipe all earned commendations while retaining statistics, useful for debugging how they're awarded.

Just copy&paste from UFOpaedia page.

You can just use Ctrl+K everytime you are in a mission, so you don't need to worry about actually fighting the aliens.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1472 on: May 25, 2018, 06:13:49 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.
« Last Edit: May 25, 2018, 06:16:36 pm by Meridian »

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1473 on: May 25, 2018, 07:43:32 pm »
Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.

This is the solution, thank you!

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1474 on: May 29, 2018, 04:24:20 pm »
Hi there, people.

I'd like to ask about two features in OXCE+.

The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1475 on: May 29, 2018, 05:11:14 pm »
The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1476 on: May 29, 2018, 05:36:42 pm »
There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.
Ah. I...see?

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1477 on: May 29, 2018, 05:41:59 pm »
The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

This feature was intentionally removed, because it was buggy and very slow.

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

First 3 posts in this thread.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

OXCE (without +) provides only mechanics changes, no QoL.

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1478 on: May 29, 2018, 06:15:07 pm »
Thank you for the response, @Meridian.

Those first 3 posts you mentioned are a behemoth, and a lot of it appears to be "here's a neat new feature that could be implemented by mods, but is not activated in stock OXCE+" (as opposed to mechanics that are changed, such as the aforementioned so you will have to forgive me for not finding what I was looking for in there.

I mean, I can't complain that you didn't document your changes, but holy wall of text, Batman!  :o For someone new stumbling into this, a smaller readme focusing on the gameplay changes of stock OXCE+ may well be useful.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1479 on: May 29, 2018, 06:28:41 pm »
This is the smallest I could make it... it could easily be 10x bigger.

And the aforementioned is there (unless you meant something else):

2017-08-16
 - Removed "Predict UFO trajectory" user option

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1480 on: June 03, 2018, 07:36:53 pm »
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1481 on: June 04, 2018, 01:25:37 am »
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?

Yes, but not all modders may like it.

Can't you just define it on all stages manually?

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1482 on: June 04, 2018, 07:52:39 am »
By the way about the same. The music of the first phase of the mission works on the second stage of the same mission, no matter what is indicated in the control files. It's time to correct this. It is better to manually prescribe the conditions for each stage than such a hardcode.  :)

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1483 on: June 04, 2018, 08:58:20 am »
Yes, but not all modders may like it.

Can't you just define it on all stages manually?
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1484 on: June 04, 2018, 09:50:14 am »
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(

Some things don't work, because they don't make sense... for example starting craft... once you have arrived in a skyranger in the first phase, it can't really be forbidden in the second phase.

But the following should work:
- armor transformations
- environmental conditions
- map background color
- palette transformations

These don't:
- allowed armors
- allowed vehicles
- allowed items
- allowed craft