Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856828 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1747
  • The Gate is open.
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1395 on: January 13, 2018, 06:36:41 pm »
A question:
Using
Code: [Select]
    psiAttackName: STR_MC_ATTACK
i can add special attack to the weapon of
Code: [Select]
    battleType: 9
But can i somehow add more than one such attack? (Like panic and control by vanilla psi-amp.)
Thanks.

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1396 on: January 13, 2018, 09:17:45 pm »
Right now no. But at some point when I will add ammo for Psi-amp then we could have bit more variety in psi attacks.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1397 on: January 31, 2018, 09:08:24 pm »
New OXCE+ version (3.10a) has been released.

2018-01-31
 - Split OXCE+ and Android language files from vanilla
 - Added 31 most used languages into default distribution
 - Improved tile noLOS check: https://openxcom.org/forum/index.php/topic,5679.msg92053.html#msg92053
 - Improved/added noLOS cursor indicator caching
 - StartingConditions support for multi-stage missions: https://openxcom.org/forum/index.php/topic,4444.msg91852.html#msg91852
 - Basic support for limited-range weapons usage by AI (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5980.0.html
 - (Temporary) fix for modded globe markers crashing
 - Fixed difficulty settings being ignored for armor
 - Building facilities on top of others (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5960.0.html
 - Leaving other facilities behind when you remove one (by ohartenstein23)
2018-01-19
 - Unhardcoded ufopedia colors for Armor, Items and CraftWeapons (=those using PAL_BATTLEPEDIA)
 - Added chronoTrigger 3 (and unified live alien recovery)
 - Fixed a conflict between surrendering and chronoTrigger 2
 - User option to inform about UFO landing: https://openxcom.org/forum/index.php/topic,5904.0.html
 - Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
 - Added a cost indicator to the tech tree viewer (by karadoc)
 - Added item requirements text when placing base facilities (by karadoc)
 - Small fix for reservedSpace
2018-01-06
 - LOS accuracy penalty indicator (by ohartenstein23)
 - Fixed/Optimized "Case-insensitive quick search for non-English (by tkzv)"
 - Bounty research and bounty item for all mission types (UFO crash/landing and XCOM base defense were missing)
2018-01-02
 - Merged OXCE 3.10a
Changelog (OXCE+):
 - Added "recoverCorpse" flag to be able to recover live bodies, but not dead bodies (because vanilla "recover" flag cannot be used anymore since the merge)
 - Case-insensitive quick search for non-English (by tkzv)
 - Fix economy warning when player has too much money
Changelog (OXCE):
 - More item fuse configs
 - Added recovery of ammo from fixed weapons on armor of soldiers (not HWPs)
Changelog (vanilla):
 - added sorting of pedia categories by listOrder
 - fixed (hopefully!) arcing shots missing when they should hit... reverted OXCE+ fixes and using vanilla fix
 - amended reaction fire (allowed xcom soldiers to spin and shoot at aggressors)
 - changed corpse recovery (using corpse recover flag instead of recoveryPoints > 0)
 - changed corpse scoring (using corpse recoveryPoints instead of unit's value)
 - added escape mission functionality
 - landOnly flag on items
 - explosive ammo for shotguns... not fully merged in OXCE yet?
 - new shotgun experience nerf (all bullets beyond the first can give max 1 experience point in total); OXCE+ fixes were reverted
 - new "helicopter" drawing routine (22)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Direct download: https://drive.google.com/open?id=1zKmVIiLIbl44-ONNv0FWiexdOnAAF1Y-
« Last Edit: February 01, 2018, 10:05:44 am by Meridian »

Offline robin

  • Commander
  • *****
  • Posts: 1224
  • ULTIMATE ROOKIE
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1398 on: February 01, 2018, 09:55:57 pm »
pretty big update!

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1399 on: February 03, 2018, 12:22:30 am »
I can work round this crash as I'm virtually finished this game but I noticed it while doing alien base 8-GAZER but it also seems to happen afterwards(reserve save). Any time you access the ufopaedia within a particular item, I checked about 5 or 6 at random, it crashes the game with an error message(crash.png). I did update to oxce+ v3.10a of 31/01/18 but I updated from the geoscape before the alien base mission.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1400 on: February 03, 2018, 12:38:16 am »
Did you forget to copy the new common and standard folders when updating OXCE+? Those contain necessary rulesets to run the executable and its new features.

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1401 on: February 03, 2018, 12:58:52 am »
I might have done something like this when updating as a fresh install of the latest oxce+ seems to counter this glitch but as I said I'm on the point of starting a new game so it doesn't bother me too badly.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1402 on: February 03, 2018, 01:06:50 am »
You don't need to start a new game over this; just remove the old common and standard folders from your current install and replace them with the common and standard folders from the clean install.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1403 on: February 03, 2018, 01:28:52 am »
I can work round this crash as I'm virtually finished this game but I noticed it while doing alien base 8-GAZER but it also seems to happen afterwards(reserve save). Any time you access the ufopaedia within a particular item, I checked about 5 or 6 at random, it crashes the game with an error message(crash.png). I did update to oxce+ v3.10a of 31/01/18 but I updated from the geoscape before the alien base mission.

You didn't update the data files.

In this case, the exact file you didn't update is /standard/xcom1/interfaces.rul

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1404 on: February 03, 2018, 02:32:36 am »
Thanks, I overwrote that file with the latest one and everything's back to normal.

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1405 on: February 04, 2018, 11:46:19 pm »
Bug report. Not sure what is responsible, posting here because I'm using OXCE+ 3.10a. Piratez mod 0.99i1, nothing else.

The Werewolf in the craft cannot be attacked from 12 to 9 o'clock positions. Says "there is noone there". From the 2 o'clock position you can attack them. Problem seems to only appear when the Werewolves have been woken up from stun. Regular spawned Werewolves could be attacked from all angles. Save attached.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1406 on: February 05, 2018, 03:45:47 pm »
Bug report. Not sure what is responsible, posting here because I'm using OXCE+ 3.10a. Piratez mod 0.99i1, nothing else.

The Werewolf in the craft cannot be attacked from 12 to 9 o'clock positions. Says "there is noone there". From the 2 o'clock position you can attack them. Problem seems to only appear when the Werewolves have been woken up from stun. Regular spawned Werewolves could be attacked from all angles. Save attached.

When attacking for example from origin tile (22,34,0) ... where "Saucy Rat" is standing ... at any enemy, the valid melee range calculation fails.
This is caused by an object on the origin tile, see attached screenshot.. I can't tell you more what kind of object it is... use MapView to find out I guess.
This (invisible? walk-through-able?) object is hit along the LoF to the enemy and thus you cannot attack... basically same as if there was a wall between you and the enemy.

Maybe Dioxine can shed more light on the map definition...

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1407 on: February 06, 2018, 07:01:27 pm »
Sorry I have a bug in tactic mission.
Alarm :
Code: [Select]
[06-02-2018_17-48-31] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.



2018-01-31-OpenXcomExPlus310a version.

build: " (v2018-01-31)"
version: Extended+ 3.10a
name: test au sol
mission: STR_UFO_GROUND_ASSAULT
time:
  second: 25
  hour: 20
  minute: 42
  month: 1
  day: 14
  weekday: 5
  year: 2040
turn: 1
mods:
  - "xcom2 ver: 1.0"
  - "Aliens_Pick_Up_Weapons_TFTD ver: 1.0"
  - "StrategyCore_Swap_Small_USOs_TFTD ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire_TFTD ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9099
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1408 on: February 06, 2018, 07:15:24 pm »
Sorry I have a bug in tactic mission.

These are issues with original TFTD game data files.

Hopefully, when OpenXcom 2.0 comes out, there will be an universal patch for that... similar to the existing patch for UFO Defense.

In the meantime you can download a work-in-progress version here: https://openxcom.org/downloads-extras/
(click on OpenXcom TFTD Patch link)
It fixes some issues, but not all.

PS: the errors are not critical, game recovers and you can continue playing...

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1409 on: February 06, 2018, 07:31:48 pm »
These are issues with original TFTD game data files.

Hopefully, when OpenXcom 2.0 comes out, there will be an universal patch for that... similar to the existing patch for UFO Defense.

In the meantime you can download a work-in-progress version here:
Thanks for your quick reply !
This fix is already active in my games.
I don't think that's the cause of the error.  :'(

PS : Work fine in Nightlies version (openxcom_git_master_2018_01_28_1443)
« Last Edit: February 06, 2018, 07:48:05 pm by BlackStaff »