Author Topic: [OLD] Old OXCE+ discussion thread  (Read 701777 times)

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1215 on: March 16, 2017, 10:48:43 pm »
Before I start looking into Quick Battle... you do agree with what I wrote before about Equip Craft (not in Quick Battle), right?

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1216 on: March 16, 2017, 11:02:29 pm »
I understand that if you start with more items than allowed in the craft, the game goes into negative to fix the total amount of items, so it matches the max available. Is it correct?
Anyway wait, let me page Solarius and Dioxine to see if they have the same behavior; if not, then it is on my end...

Offline Solarius Scorch

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1217 on: March 16, 2017, 11:16:02 pm »
Anything for you, man...
Indeed, there are strange effects. For example, right-clicking on the up arrow gave me... -10 rifles. ADDIND more decreased the negative number. What?
Also, non-soldier units (dogs) seem to occupy the ship. Even though they're soldiers, not HWPs.

Anything else you want me tested?

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1218 on: March 16, 2017, 11:17:58 pm »
In standard Equip Craft dialog or in Quick Battle; or both?

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1219 on: March 16, 2017, 11:23:08 pm »
In standard Equip Craft dialog or in Quick Battle; or both?
It happens (to me) in Equip Craft too.
I actually first noticed there, because I reached max items and I misclicked to add more, instead of removing them.
(Not trying to make you angry Meridian, I'm sorry if it seems so).

Anything else you want me tested?
Nothing, thanks!
« Last Edit: March 16, 2017, 11:25:53 pm by robin »

Offline Dioxine

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1220 on: March 17, 2017, 07:22:03 am »
I confirm (QB mode at least), something's very wrong. For me, L-clicking on a Longsword gave me -40 Longswords each click. L-clicking, not R-clicking, to be very clear.

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1221 on: March 17, 2017, 11:20:18 am »
Fixed.
(I couldn't reproduce it, because the fix for scrolling issue already fixed it)

Offline Stoddard

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1222 on: March 20, 2017, 08:37:13 pm »
Hi.

The linux build farm unanimously choked on

Code: [Select]
Basescape/CraftEquipmentState.cpp: In member function ‘virtual void OpenXcom::CraftEquipmentState::init()’:
Basescape/CraftEquipmentState.cpp:238:10: error: second operand to the conditional operator is of type ‘void’, but the third operand is neither a throw-expression nor of type ‘void’
  _reload ? initList() : _reload = true;

this is https://github.com/MeridianOXC/OpenXcom/commit/192cd34179fc0d2e224721a0fd9b71f5dd4c0907

As for

every build reads "oxce3.5-plus-proto-<hash>-<date>-<os>.7z".

if it wasn't for the date and creation date of the file, I wouldn't know which one to pick, as the version number is the same for all. Maybe you didn't intend this.

"oxce3.5-plus-proto" is the name of the git branch, and thus isn't strictly bound to the version number. Sorry for the confusion.

EDIT: I'm open to suggestions re version naming. I can extract "Extended 3.7a+" or "3.7.0.0" or both from the sources and incorporate that into the name. What naming would be least confusing?
« Last Edit: March 20, 2017, 08:53:58 pm by Stoddard »

Offline sectopod

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1223 on: March 20, 2017, 10:16:03 pm »
@Stoddard
to me as an end user

Extended 3.6+
Extended 3.7+
Extended 3.7a+

looks more appealing. it is what everyone is using on the forum and it also is the same what it says in-game on the title screen.
« Last Edit: March 20, 2017, 10:19:31 pm by sectopod »

Offline Stoddard

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1224 on: March 20, 2017, 10:34:27 pm »
I set it up this way for the trusty64 build.

When the code is fixed and actually builds, I'll set up the rest of the builds the same way.

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1225 on: March 20, 2017, 11:38:28 pm »
When the code is fixed and actually builds, I'll set up the rest of the builds the same way.

Try now pls.

Offline Stoddard

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1226 on: March 20, 2017, 11:46:02 pm »
Try now pls.

Builds ok now, thanks.


EDIT:

Ok, the build scripts were fixed to produce " Extended-3.7a+-3e78dbd-2017-03-20-xenial-x86_64.7z" and the like at https://lxnt.wtf/oxem/ .

Old stuff is in the 'Attic'.


« Last Edit: March 21, 2017, 12:59:28 am by Stoddard »

Offline sectopod

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1227 on: March 22, 2017, 04:34:13 pm »
thanks from a linux user.

Offline Stoddard

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1228 on: March 22, 2017, 10:47:45 pm »
thanks from a linux user.

You're welcome. Please don't hesitate to PM me if something breaks.

Offline Solarius Scorch

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1229 on: March 24, 2017, 12:36:01 am »
Meridian, would you be interested in adding a feature of random X-Com base names? I don't like coming up with names that much, plus it would be kinda fun to write the generator.

The only difference, game-wise, is that at building a new base, when you are prompted for name, there would be a string already - you can delete it or just press Enter. (Of course you can also rename the base late, like always.)
« Last Edit: March 24, 2017, 07:05:03 pm by Solarius Scorch »