Author Topic: OXCE (OpenXcom Extended) main thread  (Read 324716 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1005 on: February 08, 2022, 07:44:32 am »
With oxce 7.5.3 I just got a ufo where the mission says "STR_ALIEN_RETALIATION_TERRO".  While it appears to be an issue with the "early retaliation fix" mod said mod worked just fine on 7.1.4.

The mod (current version from openxcom.mod.io) doesn't contain any translations.
Please report to the mod author.

Are the win64 version of OXCE 7.5.3 is compatible with android version OXCE 7.5.3?

I can use save game files from win64 version in android version, and vice versa?

Yes, they are 100% compatible.

Offline The Martian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1006 on: February 08, 2022, 12:18:23 pm »
Thank you for providing the update.

I've just installed OXCE V7.5.3 and the 'New Battle' crash seems to be gone completely.

Offline pedroterzero

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1007 on: February 08, 2022, 02:52:24 pm »
Hi Meridian,

I have managed to create a build of OXCE inside Docker for my own purposes. It saves me having to install the sdl1.2 dependencies on my main Ubuntu install.

Would you mind if I published the build tools & instructions for the docker image to GitHub, and the docker image & run instructions itself to docker hub for others (probably no-one ;D) to use?

Just to be clear, of course the image would only contain the OXCE ubuntu binary build, and none of the assets (UFO/TFTD). They still need to be provided to the docker app (mounted) before it will run. Just like always.

It would make it a bit more convenient for me to run OXCE over multiple systems, and possibly for others, too.
« Last Edit: February 08, 2022, 02:54:14 pm by pedroterzero »

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1008 on: February 08, 2022, 04:40:13 pm »
I'm not aware of such limitation.

Well, I spawn units from fuse grenade item, I set its side to xcom (`spawnUnitFaction: 0`), and I can't target it with medkit...

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1009 on: February 08, 2022, 05:34:01 pm »
Well, I spawn units from fuse grenade item, I set its side to xcom (`spawnUnitFaction: 0`), and I can't target it with medkit...

the `bleedImmune` default for summoned player units is true;
you can manually set it to false on their armor;
then it will work

Code: [Select]
bool BattleUnit::isWoundable() const
{
return !_armor->getBleedImmune(!(_type=="SOLDIER" || (Options::alienBleeding && _originalFaction != FACTION_PLAYER)));
}

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1010 on: February 09, 2022, 12:23:41 am »
How to implement the function: for the successful completion of tasks, the player receives a new military rank, which allows an additional number of bases (1-2-4-8) and receives additional types of troops at his disposal?

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1011 on: February 09, 2022, 12:56:37 am »
the `bleedImmune` default for summoned player units is true;
you can manually set it to false on their armor;
then it will work

Code: [Select]
bool BattleUnit::isWoundable() const
{
return !_armor->getBleedImmune(!(_type=="SOLDIER" || (Options::alienBleeding && _originalFaction != FACTION_PLAYER)));
}

Thank you very much!

Another question, I'm sure it's a pretty newbie one. I am not sure how it supposes to work, but it looks like enemy units ignore patrol node connections. For instance, I created several zones and I want enemy units to stay there. So i made patrol nodes disconnected, but it does not help at all. What actually node connections do?
I remember playing vanilla, and I think on many crafts high rank aliens were waiting me inside the UFO at the second floor. How should I isolate them in this case?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1012 on: February 09, 2022, 09:00:11 am »
Another question, I'm sure it's a pretty newbie one. I am not sure how it supposes to work, but it looks like enemy units ignore patrol node connections. For instance, I created several zones and I want enemy units to stay there. So i made patrol nodes disconnected, but it does not help at all. What actually node connections do?
I remember playing vanilla, and I think on many crafts high rank aliens were waiting me inside the UFO at the second floor. How should I isolate them in this case?

Sorry, I don't remember how it works.
Your best bet is to ask Warboy; or trace the AI code line by line.

How to implement the function: for the successful completion of tasks, the player receives a new military rank, which allows an additional number of bases (1-2-4-8) and receives additional types of troops at his disposal?

The tasks can give unique items.
The unique items can be researched to unlock various things, for example additional types of troops.
The unique items can also be used as a material to construct a special base facility, which is needed to construct every other base facility, thus limiting number of bases.
« Last Edit: February 09, 2022, 09:36:07 am by Meridian »

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1013 on: February 10, 2022, 09:58:27 pm »
The tasks can give unique items.
The unique items can be researched to unlock various things, for example additional types of troops.
The unique items can also be used as a material to construct a special base facility, which is needed to construct every other base facility, thus limiting number of bases.
Many thanks.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1014 on: February 11, 2022, 03:52:54 pm »
Meridian, pay attention to these cards. To avoid crashes from the preview in ufopedia, I advise you to enter them into the base assembly. Just for the convenience of those who like to play without modifications.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1015 on: February 12, 2022, 11:27:02 am »
Meridian, pay attention to these cards. To avoid crashes from the preview in ufopedia, I advise you to enter them into the base assembly. Just for the convenience of those who like to play without modifications.

People who play without modifications, should only see the Preview button on Skyranger, Lightning and Avenger.
Firestorm and Interceptor don't show the Preview button, because they don't have any space for the crew.

I guess there are mods, which have a crew just for pilots and not for landing/battle... I'll update the Preview button to appear only if the craft maps are properly defined too.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1016 on: February 12, 2022, 05:52:03 pm »
People who play without modifications, should only see the Preview button on Skyranger, Lightning and Avenger.
Firestorm and Interceptor don't show the Preview button, because they don't have any space for the crew.

I guess there are mods, which have a crew just for pilots and not for landing/battle... I'll update the Preview button to appear only if the craft maps are properly defined too.

Yes, I completely forgot about my pilots. Just in case, it is worth making an option to turn off the preview. Binding to "allowLanding" is not necessary. Let modmakers have access to both options for solving the problem.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1017 on: February 12, 2022, 07:25:33 pm »
I'd say "allowLanding: false" is a direct instruction, that this craft has nothing about battlescape, thus no need to have a preview.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1018 on: February 12, 2022, 07:51:24 pm »
I'd say "allowLanding: false" is a direct instruction, that this craft has nothing about battlescape, thus no need to have a preview.

Correct, but I will still only add conditions, which are directly required to prevent crashes here.

For now, these are:
1. unit capacity > 0 (`soldiers` > 0)
2. map must be defined (`battlescapeTerrainData` is defined)

If we need more conditions in the future, they can be added.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1019 on: February 12, 2022, 08:40:39 pm »
How do I use this?
Code: [Select]
Name: visibility_mode                         var       BattleUnitVisibility.Tag

Sorry, the description is not obvious...