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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 719979 times)

Offline ohartenstein23

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1380 on: October 19, 2017, 06:36:30 pm »
The code presented on github when you go to Meridian's repository should always be the latest commit.  If you're using git on your computer and have Meridian's branch saved as a remote, then
Code: [Select]
git remote update
git pull
will automatically pull the latest commit into the branch on your computer.

You can also check src/version.h, the date of the last commit is usually in there.

Offline wolfreal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1381 on: October 19, 2017, 07:15:16 pm »
Perfect!, thanks, compiling :)

EDIT:

Where is the site to ask for help in the compiling process?
« Last Edit: October 19, 2017, 07:35:34 pm by ajnunezr »

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1382 on: October 29, 2017, 02:57:33 pm »
Effective immediately, I put OXCE+ development on hold for uncertain amount of time.

Once the atmosphere gets friendly again and the community is able to cut off cancerous elements, I'll be happy to return...

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1383 on: December 20, 2017, 09:13:00 pm »
Good news everyone!

Things moved... in the right direction... and I'm happy to return if you still want me.
Missed you.

Offline Roxis231

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1384 on: December 20, 2017, 09:29:08 pm »
Welcome back.

I hope you haven't lost any of your enjoyment of X-com over what happend.

Offline Kammerer

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1385 on: December 20, 2017, 09:41:47 pm »
Great to see you again, Meridian! Welcome back. I was really afraid that you would completely abandon the project.

Offline tkzv

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1386 on: December 20, 2017, 10:45:51 pm »
Glad you are back!

Here are a few problems with the previous engine release. Haven't tested them on the new one yet. Also listed here: https://openxcom.org/forum/index.php/topic,5818.0.html

1. If earnings and monthly income exceed 2^31 (2 147 483 648), there's a warning that you need to sell something to avoid taking credit. The game continues as before and money don't wrap around to negative. Doesn't occur in vanilla of OXCE. See the attached savegame: https://openxcom.org/forum/index.php?action=dlattach;topic=5818.0;attach=35249 (Observed for X-COM Files, but happens the same without mods.)

2. During compilation from source cmake checks that yaml-cpp version should be above or below 0.5.2. But that no longer seems to work — oxce3.5-plus-proto branch refuses to build with 0.5.1.

3. Quick search in inventory may give false positives, especially for single-letter queries. For example find "Bone Club" for "w". Observed on Gentoo Linux with "Extended+-3.9c-61d22e5-2017-10-10-xenial-x86_64" build from lxnt.wtf. See the attached savegame: https://openxcom.org/forum/index.php?action=dlattach;topic=5818.0;attach=35411 (requires X-Com Files mod).

4. I've made a patch that allows case-insensisitive search for non-English locales. I replaced every
towupper(c)
with
toupper(c, std::locale(""))
It uses the case conversion rules from the default system locale. Tested only for Unicode Russian, but should work for any Unicode system. If you are interested, the patch is here: https://github.com/MeridianOXC/OpenXcom/commit/31594f7c7e45bf0c1e0868975ef6da67b6827650

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1387 on: December 21, 2017, 02:43:16 pm »
1. will be fixed

2. I don't have much experience with that, but I haven't changed anything... if it works with OXC/OXCE, it should work with OXCE+ too

3. In the inventory, the search also considers weapon category... so you can search for everything that is "underwater" or "plasma" or "fire damage".

Bone club has following categories, and matches "w" from "Underwater"
STR_BAT_CAT_STUN: "Dmg: Daze"
STR_BAT_CAT_UNDERWATER: "Underwater"
STR_BAT_CAT_0G: "0-G"
STR_BAT_CAT_MOSTLY_HARMLESS: "Mostly Harmless"

Also it ignores alien artifacts... so if you search for heavy plasma, but you don't have it researched yet, it won't find it.

4. It's not a 100% fix either... but I guess better than what we have now... it will just be harder to explain why it doesn't work in some cases... I'll add this in the (near) future.

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1388 on: December 22, 2017, 10:13:08 pm »
Hi Meridian, I'm happy to see you back.
Good news indeed!

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1389 on: December 27, 2017, 11:58:47 am »
1. will be fixed

4. It's not a 100% fix either... but I guess better than what we have now... it will just be harder to explain why it doesn't work in some cases... I'll add this in the (near) future.

1. fixed: https://github.com/MeridianOXC/OpenXcom/commit/ec48ced5b4abd3ca1f56f7a73755ec9e573cb794

4. added: https://github.com/MeridianOXC/OpenXcom/commit/c07fb7aff2e157868ad9c202ccece4988a35b73d

Offline SIMON BAILIE

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1390 on: January 11, 2018, 11:04:26 am »
On my current game I updated from oxce+ of 10/10/17 v3.9c to v3.10a of 02/01/18. I was at the briefing screen of land site 53 and when I played the mission none of my proximity grenades worked or smoke grenades that had the option instant grenades on. However on the next mission crash site 77 everything seems to be fine. The battlescape save is from land site 53 and the test save is from crash site 77. Just out of curiosity what could have caused this minor glitch?
« Last Edit: January 11, 2018, 11:07:36 am by SIMON »

Offline ohartenstein23

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1391 on: January 11, 2018, 02:50:53 pm »
Yankes expanded some of the features around explosive fuses and proximity mine triggering, and that update happened after the 10-10-17 OXCE+. I'd suggest not upgrading OXCE+ in the middle of a mission for reasons like this.

Offline SIMON BAILIE

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1392 on: January 11, 2018, 02:57:47 pm »
I was thinking it was something like that as usually I only update from the Geoscape, but thanks for the info.

Offline Yankes

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1393 on: January 11, 2018, 07:41:35 pm »
They have gray square - fuse is not triggered yet. Could send ruleset of this grenade too? One goal of my change criteria was that old config do not change its behavior.

Offline SIMON BAILIE

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1394 on: January 12, 2018, 10:49:02 am »
Hopefully this is the right one!