Author Topic: [OLD] Old OXCE+ discussion thread  (Read 720100 times)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1200 on: March 08, 2017, 11:10:44 pm »
Maybe you didn't intend this.

in any case: thanks for the pre-builds!!!

Those builds are actually not under my control.
They're set up and maintained by Stoddard.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1201 on: March 10, 2017, 12:44:28 pm »
New version is up.

2017-03-10
 - Updated to OXCE 3.7a
 - Fixed disconnected purple indicator

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanNRZ3VsQXU1Y2c

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1202 on: March 11, 2017, 12:55:09 am »
Hi, nice release as always. I know TFTD support is not done yet, but i want to report a small bug with the "small rank icon" feature. I think it works in TFTD too, but the soldiers name is not moved to the side, so there is no space for it. The text is overlaping the icons.

Fixed.

I would also like to make a little request. I made it sometime in 2015 on the openxcom bug tracker already, but it has not yet been implemented. The EU pedia shows craft weapon ammunition since 2015, but TFTD pedia don't. There is enough space under the weapons stats to fit craft weapon ammo count in. Why should TFTD not showing ammo when UFO does?

Added.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1203 on: March 12, 2017, 12:07:16 pm »
New version is up.

2017-03-12
 - Fixed merge error (AI CTD)
 - Items spawned by research now arrive via Transfers (= player is informed)
 - Enemies in exit zone (e.g. your craft) don't surrender anymore when you abort a mission
 - Added info about number of rounds to TFTD craft weapon pedia articles
 - TFTD support for tiny rank icons

Download: https://drive.google.com/open?id=0B8itkFQbhj-YV2wyZFNlcTg5WmM

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1204 on: March 12, 2017, 05:37:45 pm »
I have tried changing the advanced options but the ones in purple seems unchangeable, tried manually changing them via notepad++ but no joy. How do I change these options?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1205 on: March 12, 2017, 05:53:35 pm »
How do I change these options?

You don't, that's the whole point. :P

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1206 on: March 12, 2017, 08:58:39 pm »
I have tried changing the advanced options but the ones in purple seems unchangeable, tried manually changing them via notepad++ but no joy. How do I change these options?

In the Piratez.rul file in the mod folder you can change the options. Search for the following part:

Code: [Select]
fixedUserOptions:
  soldierDiaries: true
  battleUFOExtenderAccuracy: true
  canSellLiveAliens: true
  battleExplosionHeight: 2
  storageLimitsEnforced: true
  craftLaunchAlways: true
  canTransferCraftsWhileAirborne: true
  showMoreStatsInInventoryView: true
  battleHairBleach: true
  strafe: true
  alienBleeding: true
  globeSeasons: true
  forceFire: true
  alienBleeding: true
  allowPsionicCapture: true
  bleedingIndicator: true
  autoSell: true
  statisticalBulletConservation: true
  allowPsiStrengthImprovement: false
  psiStrengthEval: false
  playIntro: false
  showAllCommendations: false
  battleInstantGrenade: false
  weaponSelfDestruction: false
  retainCorpses: false

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1207 on: March 12, 2017, 09:16:17 pm »
Cheers that did the trick.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1208 on: March 12, 2017, 09:44:49 pm »
You know, these options are blocked for a reason.

Do what you want, it's your game, but...

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1209 on: March 14, 2017, 12:14:47 am »
Getting this bug on version 3.7a+:
1-- left/right click on the > arrow until I reach the item limit for the craft (and thus get "no more equipment allowed onboard" message popup**);
2-- left/right click again on >, and that happens, the item counter sort of "reverse" and gives a negative number.
It is reproducible.


(** Also when you get the popup and click "ok", you're scrolled at the very top of the equipment list, which is a bit annoying).

« Last Edit: March 14, 2017, 12:22:46 am by robin »

Offline AngelicJoker

  • Sergeant
  • **
  • Posts: 46
  • Why not?
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1210 on: March 14, 2017, 02:05:50 am »
Hello everybody.  Can someone tell me what the STR_KNOCK_OUT_INDICATOR advanced option does?

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1211 on: March 14, 2017, 05:54:54 am »
It adds a purple indicator to the battlescape if someone has > 75% stun damage.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1212 on: March 15, 2017, 02:27:59 pm »
Cheers that did the trick.

Cheetar.

Also plz do not remove blue Fatal Wound indicators from unconscious units, since it'd make these indicators far less useful.
« Last Edit: March 15, 2017, 02:32:37 pm by Dioxine »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1213 on: March 15, 2017, 03:13:41 pm »
Getting this bug on version 3.7a+:
1-- left/right click on the > arrow until I reach the item limit for the craft (and thus get "no more equipment allowed onboard" message popup**);
2-- left/right click again on >, and that happens, the item counter sort of "reverse" and gives a negative number.
It is reproducible.

I couldn't reproduce exactly what you describe.
If you start with less items in your craft than allowed, I could never go into minus.
If you start with more items than allowed in your craft... then step 1 makes no sense/cannot be performed, since you already have reached maximum.

I could reproduce the minus when I started with more items than allowed in my craft.
E.g. allowed items = 10, but I already have 50 items in my craft when I start the game
When I left/right click to add more, then some item go into minus to reach the 10 limit.
E.g. if I had 20 rifles and 30 clips in craft already (together 50), and click to add more clips, game sets the number of clips to -10 (so that together we have 20 + (-10) = 10 items)

Same happens in vanilla, so it's not an OXCE+ bug.

(** Also when you get the popup and click "ok", you're scrolled at the very top of the equipment list, which is a bit annoying).

Fixed.
This is OXCE+ bug.
I never tested this case, since vanilla doesn't have any limits, nor any mod I use so far.

Note: It will still reset, when you return from the inventory... since the numbers might change in the meantime (OXCE+ has a feature to move items back to base also when you're in the inventory GUI)

Also plz do not remove blue Fatal Wound indicators from unconscious units, since it'd make these indicators far less useful.

Yes, I will leave it.
« Last Edit: March 15, 2017, 03:18:30 pm by Meridian »

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1214 on: March 16, 2017, 10:39:20 pm »
I couldn't reproduce exactly what you describe.
If you start with less items in your craft than allowed, I could never go into minus.
If you start with more items than allowed in your craft... then step 1 makes no sense/cannot be performed, since you already have reached maximum.

I could reproduce the minus when I started with more items than allowed in my craft.
E.g. allowed items = 10, but I already have 50 items in my craft when I start the game
When I left/right click to add more, then some item go into minus to reach the 10 limit.
E.g. if I had 20 rifles and 30 clips in craft already (together 50), and click to add more clips, game sets the number of clips to -10 (so that together we have 20 + (-10) = 10 items)

Same happens in vanilla, so it's not an OXCE+ bug.
For testing I modded the Avenger adding "maxItems: 144" (disabling any other mod but the OXCE+ extra strings).

Starting with a completely empty Avenger in Quick Battle mode:
a) I start adding rifles until I reach item limit (144 rifles) and I get "cannot add more" message popup.
b) I click "ok" to it and I'm brought back to the equipment list, showing the 144 rifles on board.
c) I still click to add more rifles and I immediately (as I should) get the "cannot add more" message popup.
d) I click "ok" to it and I'm brought back to the equipment list, but now it shows 0 rifles on board.
e) I click to add rifles and I immediately get the "cannot add more" message popup, even though it displays 0 rifles on board... (the craft looks completely empty, everything is "0").

The reset to 0 of point d) does not happen in vanilla OXC (latest nightly), but it keeps displaying 144 rifles.
Also, it resets to 0 if you're adding exclusively one item, if you have already different items on board, it reset to a negative value, which is equal to the amount of other items you have on board: so if you have 10 pistols, you reset to -10 rifles instead of 0.

Maybe there's something fucked up on my end, if some else could check this...
« Last Edit: March 16, 2017, 10:44:57 pm by robin »