aliens

Author Topic: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)  (Read 20355 times)

Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #15 on: April 25, 2016, 05:55:49 pm »
New version:

New advanced option "Extend civilians behaviour".
New advanced option "Alternate clip consumption" by Arthanor.
Fixed a bug in "Increase survivability of x-com soldiers" that was applied also for mind controlled aliens.

Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #16 on: April 29, 2016, 05:23:08 pm »
New version:
  • New advanced option "No pulse in unconscious state".
  • Made improvements in "Extend civilians behaviour".
  • GIT branches synced with latest changes from OXC nightly.

Offline Cooper

  • Colonel
  • ****
  • Posts: 150
  • Chryssalids are awesome
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #17 on: April 30, 2016, 12:50:36 am »
Gotta try this out, "Extend civilians behaviour" seems really interesting!
However, all these different branches are a bit confusing :/

Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #18 on: May 02, 2016, 04:06:28 pm »
However, all these different branches are a bit confusing :/
You mean you don't understand what advanced option does or an external links to github branch? Externals links that related to source codes I grouped to another drop-down list.

Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #19 on: May 14, 2016, 05:15:03 pm »
Updated binary.


Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #20 on: May 15, 2016, 10:15:12 pm »
Is this meant for just a vanilla game of open xcom or can it be used for some of the major mods out, for example FMP etc.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #21 on: May 16, 2016, 12:58:02 am »
Is this meant for just a vanilla game of open xcom or can it be used for some of the major mods out, for example FMP etc.

The FMP uses normal nightly, so it should work no problem. Same with From the Apocalypse, Area 51 or Hardmode.
Piratez and X-Com Files, on the other hand, use custom .exe which probably aren't present in this version.

Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #22 on: May 16, 2016, 05:53:38 pm »
Is this meant for just a vanilla game of open xcom or can it be used for some of the major mods out, for example FMP etc.
It's depends from authors of mods. If they used a ruleset features from extended version or own customized source codes - no because my fork based on usual openxcom nightly not on extended or extended+.

which probably aren't present in this version.
Not present.

Currently I'm planning to see what I can do with android version because there are no android version of latest OXC, OXCE and OXCE+ and we have an abandoned repository.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #23 on: May 24, 2016, 07:03:08 am »
One of my testplayers just reported in haveing a crash useing your exe Mod.

He left a full crashreport, maybe you can elaborate the crashdump or so?

Can be found attached here



Offline Xtendo-com

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #24 on: May 24, 2016, 05:53:07 pm »
hellrazor
Thanks, will try to find out what actually causes a crash.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #25 on: May 24, 2016, 08:07:17 pm »
hellrazor
Thanks, will try to find out what actually causes a crash.

Was already resolved had to do with one of the additional mods.

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #26 on: June 04, 2016, 07:38:23 pm »
Is there any update on the .exe that comes with highly advanced as I'm using the latest one-see picture but I've a sneaky feeling that the alien psi isn't working(see below link for my current game) as this issue was fixed in the nightly of 2016-05-25.

https://www.dropbox.com/s/ixo3rg2u26u4mo0/OPXCHA%202016.05.14%20HARDMODE%20V0.99.rar?dl=0

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #27 on: June 07, 2016, 05:58:39 am »
This is awesome! Keep up the great work! I'll run it down the road when it gets more meaty.

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #28 on: January 23, 2017, 11:11:17 am »
Is this still being supported? I'd really like to use this with the latest nightlies.

Offline tkzv

  • Commander
  • *****
  • Posts: 583
    • View Profile
Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« Reply #29 on: October 31, 2017, 10:03:07 pm »
Has anybody adapted "Extend civilians behaviour" for OXCE+ ? Or should I try to do it myself?