Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856305 times)

Online Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1455 on: May 19, 2018, 10:34:42 pm »
New OXCE+ version is up.

2018-05-19
 - Fixed stun min/max in scripts
 - Added items to TechTreeViewer
 - "landedMarker" for UFOs
 - Better usage of space on GUIs with soldier sorting
 - Unhardcoded short radar range threshold
 - Flag by number of kills: https://openxcom.org/forum/index.php/topic,5767.msg96571.html#msg96571
 - Multiple armor/item preview icons per soldier/vehicle: https://openxcom.org/forum/index.php/topic,5954.0.html
 - Added facilities to TechTreeViewer
 - Fixed loading craft from OG saves
 - Introduced unique Ufo ID and fixed saving and loading of HKs

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-f9def15-2018-05-19-win32.7z

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1456 on: May 20, 2018, 10:16:20 pm »
Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).

Online Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1457 on: May 20, 2018, 10:25:46 pm »
I was wanting to wait on something that will remove the limit of 80 units because was trying to add a swarm or legion of aliens as for testing it on the Cultivated/Farm tileset by adding extra nodes and spawns.

There is no such limit, you can have as many aliens as you want, see attached example.

Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).

Inventory is global.
With clever "black out" tricks, you can limit slot sizes per armor... as seen in Piratez (using defaultInventorySlot for placement of these black dummy items).

Placement within the slot itself is top-most left-most I believe... can't be specified more precisely at the moment... but I can add such possibility... is this what you're suggesting?

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1458 on: May 20, 2018, 10:43:21 pm »
Thanks
but I can add such possibility... is this what you're suggesting?
No need to do that; will check Piratez to steal see how it's done. 8)

Offline Fiskun1

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Re: [OXCE+] Original discussion thread
« Reply #1459 on: May 22, 2018, 04:10:40 pm »
I liked the idea of OXCE+
Thanks for your work!
It is a pity that there are no plans to improve the AI ...  :-[

Online Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1460 on: May 22, 2018, 06:06:42 pm »
It is a pity that there are no plans to improve the AI ...  :-[

There are many AI improvements in OXCE+ already.

Offline Solarius Scorch

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Re: [OXCE+] Original discussion thread
« Reply #1461 on: May 22, 2018, 06:58:13 pm »
There are many AI improvements in OXCE+ already.

And the players are raging over all of them. ;D

Offline Fiskun1

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Re: [OXCE+] Original discussion thread
« Reply #1462 on: May 23, 2018, 08:42:34 am »
If so, then everything is fine!
I just did not find a log file to read about all the changes.
In any case, I'm grateful to you for your love of my favorite game!  :)

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1463 on: May 25, 2018, 01:06:49 pm »
Meridian, greetings. Maybe you can look into this: https://openxcom.org/forum/index.php/topic,5566.msg97020.html#msg97020
Looks like crash when hunter-killer must be spawned. But i change nothing from the first implementation of HK's...

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1464 on: May 25, 2018, 02:26:13 pm »
Hi guys!

How can i turn of the aliens attack? I wanna test my mods, but need time in game, its not good, for everytime attack me :)

Thank you!

Online Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1465 on: May 25, 2018, 02:45:11 pm »
Don't give aliens any weapons?
Give those weapons 110% TU cost?
Lock yourself in closed craft?
Give yourself 500 armor?
Give aliens only 1 TU so they can't move?
And so on...

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1466 on: May 25, 2018, 03:36:55 pm »
Don't give aliens any weapons?
Give those weapons 110% TU cost?
Lock yourself in closed craft?
Give yourself 500 armor?
Give aliens only 1 TU so they can't move?
And so on...

No, i mean in geoscape stop alien attack

Online Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1467 on: May 25, 2018, 05:21:41 pm »
Aliens don't attack on geoscape (unless you're using hunter-killers), they just fly around completely harmlessly.

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1468 on: May 25, 2018, 05:25:05 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)


Offline efrenespartano

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Re: [OXCE+] Original discussion thread
« Reply #1469 on: May 25, 2018, 05:54:09 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Are you already using Debug mode? It's useful for testing.

Spoiler:
Debug mode
Debug mode is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting "debug: true" in the Options File, you can enable it by pressing Ctrl-D in-game to access a variety of features:

Geoscape: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates. This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.

Battlescape: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. Please note, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.

Ctrl-V will reset visibility on all tiles, useful for observing LOS behaviour.

Ctrl-K will kill all live aliens in the mission (nothing will be recovered).

Ctrl-J will stun all live aliens in the mission (useful for testing recovery).

Ctrl-W will warp the selected unit to the mouse cursor's current position.

F8 will cycle through various engine processing speeds, useful for debugging animation errors.

You can also press Ctrl-U or set "debugUi: true" to reveal the borders of the interface text, to debug translation errors.

If the Commendations Mod is being played, Ctrl-C will wipe all earned commendations while retaining statistics, useful for debugging how they're awarded.

Just copy&paste from UFOpaedia page.

You can just use Ctrl+K everytime you are in a mission, so you don't need to worry about actually fighting the aliens.