Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855213 times)

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1440 on: April 13, 2018, 10:53:02 am »
Russification file for \openxcom\common\Language\Technical .  :)
« Last Edit: April 13, 2018, 10:55:01 am by Ethereal »

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1441 on: April 13, 2018, 12:42:08 pm »

Great, thanks!
Upd.: i think mapscript labels are broken. In old versions all works fine, but now when i use "label" and "conditionals" nothing happens, e.g.
Code: [Select]
    - type: addCraft
      rects:
        - [2,5,1,1]
      label: 199
    - type: addCraft
      rects:
        - [2,4,1,2]
      conditionals: [-199]
- here second placement never happens.
« Last Edit: April 13, 2018, 10:58:31 pm by Nord »

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1442 on: April 24, 2018, 11:10:47 am »
I found a little "bug":

I wanna creat mod, General building. Its a main building, when its builded, you can overbuild other facilities and reduce the buldingtime. With 1x1 buildings work, but larger (2 size) not work, only reduce 1/4 build time (example: Large General Building buildtime 12 days, Hangar buildtime 25 days, so just 3 days reduced not 12)

The OXCE+ creator can "fix" this problem? Or any other idea?

Thank you!

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1443 on: April 24, 2018, 11:14:38 am »
The feature was implemented by ohartenstein23... any changes should be discussed with him and implemented/fixed by him.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1444 on: May 08, 2018, 09:45:03 pm »
New OXCE+ version is up.

2018-05-09
 - Introduced unique Ufo ID and fixed saving and loading of HKs
2018-05-08
 - Ability to hide items in Purchase GUI (by jgatkinsn)
 - Don't consider global radars when drawing base radar circles
 - Ability to sort soldiers by listOrder of their soldier type
 - User option: Draw enemy radar circles
 - Moddable medikit GUI background (per item)
 - Fixed fuel limit for patroling craft
 - Don't load non-existing commendations
 - Commendations fixes from vanilla
 - Melee damage previews for special weapons
 - Allowed the player access to special weapons by configurable icon or empty hand
 - Ruleset option to have craft maps not be fully revealed at the start of battle
 - Official palettes and palette matching test case

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-632549f-2018-05-09-win32.7z
« Last Edit: May 09, 2018, 10:28:35 pm by Meridian »

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1445 on: May 13, 2018, 12:30:32 pm »
is it possible to define soldier height based on armor? kneel/stand height are defined for the overall "solider", but I'm making a big armor and I wanted to give the soldier wearing it 1 or 2 extra points of height (actually only 1 since default is already 22).

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1446 on: May 13, 2018, 12:36:31 pm »
is it possible to define soldier height based on armor? kneel/stand height are defined for the overall "solider", but I'm making a big armor and I wanted to give the soldier wearing it 1 or 2 extra points of height (actually only 1 since default is already 22).

Yes, this was added about 2 months ago.
Armors now also have:
- standHeight
- kneelHeight
- floatHeight

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1447 on: May 13, 2018, 12:37:54 pm »
Thanks!

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1448 on: May 14, 2018, 09:42:31 pm »
When i create a mod in "Language" folder can i use subfolders?

Thank you!

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1449 on: May 14, 2018, 10:43:58 pm »
When i create a mod in "Language" folder can i use subfolders?

Thank you!

You can't.
You can't even use multiple files... each translation needs to be in just one file, for example French translation in "fr.yml".

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1450 on: May 14, 2018, 10:50:38 pm »
You can't.
You can't even use multiple files... each translation needs to be in just one file, for example French translation in "fr.yml".

It is planned later that it will be configurable the mods folders and files in .cfg? Or is complicated?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1451 on: May 14, 2018, 11:49:26 pm »
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1452 on: May 14, 2018, 11:54:29 pm »
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?

I creating Building Mod Pack (Large workshop, Large laboratory, Deployed building sct..) And i wanna separate all buildings to different folders. Its look better and manageable and good for others, if somebody wanna use the buildings to other mod (just copy the folder).

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1453 on: May 15, 2018, 12:06:02 am »
I creating Building Mod Pack (Large workshop, Large laboratory, Deployed building sct..) And i wanna separate all buildings to different folders. Its look better and manageable and good for others, if somebody wanna use the buildings to other mod (just copy the folder).

You can use multiple ruleset files with "extraStrings:" translation definitions instead of using .yml language files.

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1454 on: May 15, 2018, 12:10:10 am »
You can use multiple ruleset files with "extraStrings:" translation definitions instead of using .yml language files.

Yes, i use many ruleset files :) but little bit hard the management. Thank you!