Author Topic: Changelog + Old OXCE+ discussion thread  (Read 406186 times)

Offline Ethereal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1410 on: February 08, 2018, 05:09:42 pm »
Meridian, tanks lost the ability to climb mountains. I  tested on the 3.9 - there everything is in order.
« Last Edit: February 08, 2018, 05:15:04 pm by Ethereal »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1411 on: February 08, 2018, 05:35:50 pm »
Meridian, tanks lost the ability to climb mountains. I  tested on the 3.9 - there everything is in order.

You know... these screenshots don't tell me anything... you didn't even say which screenshots are from 3.9 and which from 3.10... or what I should look at.

Offline ohartenstein23

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1412 on: February 08, 2018, 05:38:06 pm »
It looks like screen004, the second one, is 3.10 and the ability to not drive the selected HWP on top of the hill, while the rest are 3.9.

Offline Ethereal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1413 on: February 08, 2018, 06:02:06 pm »
You know... these screenshots don't tell me anything... you didn't even say which screenshots are from 3.9 and which from 3.10... or what I should look at.

The first 2 - 3.10. The second 2 - 3.9. Tanks at 3.10 can not go to the top.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1414 on: February 08, 2018, 11:09:18 pm »
The first 2 - 3.10. The second 2 - 3.9. Tanks at 3.10 can not go to the top.

It's an issue in vanilla.
It got broken with this commit: https://github.com/SupSuper/OpenXcom/commit/53a566a67b7ca68eead38986a581d3c22517912f
I have reported it to Warboy.

EDIT: Bug tracker: https://openxcom.org/bugs/openxcom/issues/1381
« Last Edit: February 11, 2018, 07:15:07 pm by Meridian »

Offline Eddie

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1415 on: February 10, 2018, 11:18:01 pm »
Bug report:
When this feature is triggered
- Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
your craft gets teleported back to base if it is out.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1416 on: February 11, 2018, 12:15:07 am »
Bug report:
When this feature is triggered
- Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
your craft gets teleported back to base if it is out.

Thanks.
Will be fixed in the next version.

Offline BlackStaff

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1417 on: February 12, 2018, 02:59:07 pm »
I noticed that these three constants are missing:
  STR_UFO_LANDING_ALERT
  STR_UFO_LANDING_ALERT_DESC
  STR_UFO_HAS_LANDED

I added them to the yml files!
...\common\Language\...
That's better!    :)
Tks !
« Last Edit: February 12, 2018, 03:06:51 pm by BlackStaff »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1418 on: February 12, 2018, 03:57:17 pm »
I noticed that these three constants are missing:
  STR_UFO_LANDING_ALERT
  STR_UFO_LANDING_ALERT_DESC
  STR_UFO_HAS_LANDED

I added them to the yml files!
...\common\Language\...
That's better!    :)
Tks !

They are not missing, you just didn't install OXCE+ properly.

Offline BlackStaff

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1419 on: February 12, 2018, 04:38:31 pm »
They are not missing, you just didn't install OXCE+ properly.
;D
I don't see what caused this mistake!
But it doesn't matter because I like this "mistake"!  8)   ;)
Maybe that's because I kept all the lines (#Extended+ BEGIN /.../ #Extended+ END) in the yml files.
While these lines have disappeared since your lastest version.  :-\

Offline Ethereal

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1420 on: February 13, 2018, 10:08:26 am »
It's an issue in vanilla.
It got broken with this commit: https://github.com/SupSuper/OpenXcom/commit/53a566a67b7ca68eead38986a581d3c22517912f
I have reported it to Warboy.

EDIT: Bug tracker: https://openxcom.org/bugs/openxcom/issues/1381

Meridian, I'm tired of waiting for the correction of this error and I have an offer. You can transfer everything that concerns the movement of units from "3.9." in "3.10". I do not know what and why was done in terms of mobility in "3.10", but this is clearly superfluous. As a temporary measure, you can make a script that would be added to "standard \ xcomX".

P.S. I'm tired of this outrage. So it tempts to make all the tanks fly!
« Last Edit: February 13, 2018, 10:18:13 am by Ethereal »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1421 on: February 13, 2018, 10:42:01 am »
And why should I do that?
It means (potentially a lot of) work for me... what is my motivation??

PS: we are not baking bread here... programming is complicated... you cannot just "transfer everything that concerns the movement of units from "3.9." in "3.10"" as you say ... you really think this is so easy?

PS2: and even if I did that... when Warboy fixes the bug later... I will have to change it AGAIN... no thanks
« Last Edit: February 13, 2018, 10:44:57 am by Meridian »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1422 on: February 24, 2018, 02:24:49 pm »
New OXCE+ version is up.

Download for Windows: https://drive.google.com/open?id=1f5D_YF0ADK8IphQ7YOYAR2LgwCAXefvU
Download for Android: https://drive.google.com/open?id=128eGtMuY9stDc3H1gnzJLq5llyF2UgXo

2018-02-24
 - Added Japanese translation
 - Added Russian translation
 - All escorts now spawn at their escortee's current location
 - Base supply ships can now also be escorted by HKs: https://openxcom.org/forum/index.php/topic,5717.msg93006.html#msg93006
2018-02-23
 - Alien bases can now scan for xcom craft and generate hunt missions: https://openxcom.org/forum/index.php/topic,5717.msg92985.html#msg92985
 - Allowed alien bases to stop generating supply missions after reaching a limit
 - Allowed alien bases to spawn mission sites
 - Allowed alien missions to spawn multiple UFOs at once
 - Fixed move sound not updated when changing armor between mission stages
2018-02-20
 - Allow HKs to escort/protect other (normal) UFOs from the same mission: https://openxcom.org/forum/index.php/topic,5717.msg92871.html#msg92871
 - Added "startingDifficulty" global variable
 - Two new global variables for pilot/crew survival chances when shot down by a HK
 - Fighter craft that are near the HK's target will now join the fight: https://openxcom.org/forum/index.php/topic,5717.msg92769.html#msg92769
 - OXC: fixed melee on ramps
 - OXC: Temporarily reverted an earlier fix that broke HWPs climbing up a hill
2018-02-17
 - Two new flags to keep the craft after a failed mission
 - User option to allow escorting friendly craft: https://openxcom.org/forum/index.php/topic,5717.msg92692.html#msg92692
 - Save the crew when attacked by a hunter-killer and destroyed
 - Removed flag to prevent craft from detecting alien bases (can instead be done by sightRange: 0)
 - Fixed UFO and craft custom geoscape markers
2018-02-10
 - Ruleset definition for tiles used to place stores items during base defenses (by ohartenstein23)
 - Ruleset to prevent craft from detecting alien bases
 - Improved HK behavior consistency
 - Added evasive maneuvers support when fighting HKs
 - Allow disengage if craft is quicker than HK
 - Introducing kamikaze hunter-killers
 - In "slow mode" handle UFO hunting logic every game tick
 - Allow UFO to change speed when starting hunting: https://openxcom.org/forum/index.php/topic,5717.msg92446.html#msg92446
 - Fixed merge error (UFO shields not working)
 - Ruleset option on armor to not give wound recovery time after battle (e.g. HWP soldiers)
 - EXPERIMENTAL: UFOs can attack XCOM craft: https://openxcom.org/forum/index.php/topic,5717.msg92133.html#msg92133
 - Improved language loading for "masters with masters"

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1423 on: March 18, 2018, 09:34:30 pm »
Is there a way to globally control (reduce) the amount of smoke produced by normal (HE and IN) explosions?
Trying to understand if and how I should tweak my smoke animation.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1424 on: March 18, 2018, 10:51:57 pm »
Is there a way to globally control (reduce) the amount of smoke produced by normal (HE and IN) explosions?
Trying to understand if and how I should tweak my smoke animation.

No, but I think it should be relatively easy to do...

... do you have something specific in mind... or should I first (find and) explain exactly how it works now?