aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 273884 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1185 on: August 02, 2022, 09:09:28 am »
Never had the situation before so i never thought about it.

But after looking in all the menus i can't find anything about it, so is it possible in your base to assign an equipment to your soldier without using the Equip Craft -> Select a Ship -> Equipment -> Inventory ?

base > Soldiers > press I

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1186 on: August 02, 2022, 10:08:14 am »
I don't get the object title when I use rect_text with type_id: 7 (AKA text image), see attachment.
Ruleset reference says the following about rect_text: In OXCE, it is also applicable to TextImage articles.
Code: [Select]
  - id: STR_DIMPROBE
    type_id: 7
    section: STR_XCOM_CRAFT_ARMAMENT
    image_id: UFOPAEDIA_IMG_DIMPROBE
    rect_text:
      x: 5
      y: 40
      width: 140
      height: 100
    #text_width: 140  # this works correctly
    text: STR_DIMPROBE_UFOPAEDIA

This is not a problem since I'm just going use text_width, but I still wanted to report this.

`rect_text` only applies to the description text

for the title text, you still need `text_width`

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1187 on: August 04, 2022, 03:18:12 pm »
Suggestion
Quick change of vehicle equipment on keys 1-9 by analogy with the equipment of a soldier

is there a problem with that?

for me it works fine... video attached:
1. given a pistol to the first vehicle
2. pressed ctrl+1 to save equipment
3. selected second vehicle
4. pressed 1 to load the equipment from template

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1188 on: August 06, 2022, 12:34:11 am »
base > Soldiers > press I
Thank you, that works nicely.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1189 on: August 21, 2022, 07:09:55 am »
I just noticed with OXCE 2022-08-16 that you need to have a researchable item in the base storage in order for the item to show up in research options. Having it (all of them) equipped on a craft is not sufficient to start the research on the item. I wonder if this is intentional and/or a regression? At least  OXCE from 2021-06 exhibits the same behaviour. I suppose this might have always been the case, but only comes up in mods and not vanilla; this really only comes up with research items which you can use even before researching them (e.g. laser carbines and other human tech weapons in TWoTS).

Of course, you can just start the research and leave it at zero, and then assign the items on your craft, so having the distinction does not really mean anything gamewise other than maybe confuse the player on why the research option is not showing up.

I suppose allowing you to start researching items on a craft in the base would be more sensible than trying to add new code to make this more realistic so that you can't assign, transfer or sell off all the items you are currently researching (= you must always have one of them at the research lab). The current system also allows you to keep researching (even at zero rate = forever) items which you have sold off completely, transferred to another base or have been destroyed in a base attack. This includes alien corpses, alien items, etc., which might actually have come up in the main game as well. Also supporting destruction at base attack, which might disrupt your research, would be the realistic next step but would likely require significant new code.  Another option, of course, would be to leave this as is.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1190 on: August 21, 2022, 03:33:35 pm »
It's not a regression.

It's probably not directly intentional either, but without asking Julian we won't know.
Most likely, it is just meh.

From my perspective, it might as well be intentional.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1191 on: August 24, 2022, 02:41:49 am »
New OXCE v7.7 is up.

2022-08-24
QoL:
 - Hotkeys to access more inventory layout templates (by yarolig): https://openxcom.org/forum/index.php/topic,10734.0.html
 - Allow renaming soldiers in battlescape: https://openxcom.org/forum/index.php/topic,10667.0.html

Features:
 - Force showing "N units in the exit" if N > 0: https://openxcom.org/forum/index.php/topic,10731.msg148709.html#msg148709
 - HKs ignore also craft low on fuel: https://openxcom.org/forum/index.php/topic,5717.msg148694.html#msg148694
 - Burning units on the ground produce light: https://openxcom.org/forum/index.php/topic,10675.0.html
 - Interrupt alien missions with invalid alien race: https://openxcom.org/forum/index.php/topic,5047.msg148380.html#msg148380
 - Export from a real game into a New Battle game: https://openxcom.org/forum/index.php/topic,10708.msg148348.html#msg148348
 - Debug mode in the Geoscape links UI: https://openxcom.org/forum/index.php/topic,10708.msg148365.html#msg148365
 - More save formatting stuff

Modding:
 - Craft transformations in starting conditions: https://openxcom.org/forum/index.php/topic,4444.msg148706.html#msg148706
 - Custom sound on facility placement: https://openxcom.org/forum/index.php/topic,10726.0.html
 - Added soldier type triggers to Event Scripts: https://openxcom.org/forum/index.php/topic,7215.msg148704.html#msg148704
 - OXC: added alias `name` for music track definition: https://openxcom.org/forum/index.php/topic,10733.0.html
 - Split `aimAndArmorMultipliers` into `aimMultipliers` and `armorMultipliers` (by Delian): https://openxcom.org/forum/index.php/topic,10108.msg148515.html#msg148515
 - Statistical bullet saving for craft weapons: https://openxcom.org/forum/index.php/topic,10448.msg148493.html#msg148493
 - Monthly item/craft/soldier purchase limits: https://openxcom.org/forum/index.php/topic,10672.msg148461.html#msg148461
 - Purchasing items from a country: https://openxcom.org/forum/index.php/topic,10716.msg148450.html#msg148450
 - Option to display weapon range in pedia shot type: https://openxcom.org/forum/index.php/topic,10711.msg148460.html#msg148460
 - (breaking change) Option for shorter nerdy pedia info: https://openxcom.org/forum/index.php/topic,10393.msg148251.html#msg148251
 - Geoscape events: `randomMultiItemList`: https://openxcom.org/forum/index.php/topic,7215.msg148299.html#msg148299
 - Nationality considered for naming spawned soldiers: https://openxcom.org/forum/index.php/topic,10704.0.html
 - Starting condition for presence of a commander: https://openxcom.org/forum/index.php/topic,10669.msg147747.html#msg147747

Scripting:
 - New hooks for hit and damage unit (by item/ammo): https://openxcom.org/forum/index.php/topic,10692.msg148167.html#msg148167

Bugfixes:
 - OXC: Fixed missing TFTD intercept track
 - OXC: Fixed TFTD Ufopaedia text height
 - Fixed RightAlt+N on Polish keyboards: https://openxcom.org/forum/index.php/topic,10718.msg148453.html#msg148453
 - Open Notes only once: https://openxcom.org/forum/index.php/topic,10718.0.html
 - Include worn armors in transfer into monthly costs: https://openxcom.org/forum/index.php?topic=4774.msg148363#msg148363
 - "Grand Total" now includes also armor worn by soldiers in transfer: https://openxcom.org/forum/index.php/topic,10709.0.html
 - Fixed 2x2 unit view cone: https://openxcom.org/forum/index.php/topic,10679.0.html
 - Fixed OXC compatibility issue:  https://openxcom.org/forum/index.php/topic,10697.0.html
 - Fixed craft preview NPE on Android/iOS: https://openxcom.org/forum/index.php/topic,10695.0.html and https://openxcom.org/forum/index.php/topic,6591.msg145189.html#msg145189
 - Fixed compatibility of gun melee OXC mods: https://openxcom.org/forum/index.php/topic,10394.msg144396.html#msg144396
 - Fixed INFO button for craft weapon articles: https://openxcom.org/forum/index.php/topic,10669.msg147739.html#msg147739


Download: https://openxcom.org/forum/index.php/topic,5258.0.html

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« Last Edit: August 24, 2022, 12:05:49 pm by Meridian »

Offline Delian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1192 on: August 24, 2022, 10:49:06 am »
I like all of these changes. I also like the save formatting changs, except one. The tempUnitStatistics of a battlescape unit is all in a single line. This is problematic because tempUnitStatistics also contains a list of kills that the unit made, so too much data gets formatted into a single line. Please change it back to how it was before, with 1 kill per line.
« Last Edit: August 24, 2022, 10:58:14 am by Delian »

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1193 on: August 24, 2022, 12:44:29 pm »
You can't make everyone happy, as this is only check when you need debug very specific bugs I do not see point to make it more spaced.
I asked Meridian if he check it often but he said he did not need usually look at this.

For now I do not plan change format any more as current stare is probably closed to optimal combination of readability and brevit/size

Offline Delian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1194 on: August 24, 2022, 01:32:43 pm »
You can't make everyone happy
That's true but, no one asked for tempUnitStatistics to be put in a single line. Did Meridian ask for it?

Sorry if I'm being nitpicky here, but I check those statistics (kill list) very often, so the readability there is important to me. If the formatting there stays like this, then I have to use older OXCE version.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1195 on: August 28, 2022, 08:59:46 pm »
I restored old formatting of this node as you wanted.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1196 on: August 30, 2022, 06:57:34 am »
Equipment loaded on craft (e.g. Triton) take base storage space. This is not entirely realistic, but doing otherwise might have implications all over the place. However, looking at the code, there seem to be some exceptions or slightly different mechanics (e.g. missiles being armed on a craft aren't counted).

My main question is, is there a handy way (as a storage space management practice) to check how much storage space various items on craft are taking? Base information "Stores" screen does not include the stuff loaded on the craft, so you can't for example sort by the storage taken to transfer/sell unused stuff. "Grand total" screen does show equipment loaded on craft, but also equipment on other bases.

For base storage management perspective what appears to be missing is a separate listing (or listing as part of regular base storages) of all items taking space on a specific base. I wonder if the regular base stores screen should actually include equipment loaded on the craft as it's counted anyway. Or alternatively, maybe the base information should at least include a single line for every craft, like "TRITON-1 including equipment", summarizing space taken on all equipment loaded on the craft. That way, the total amount of space on base information screen taken would more closely match the one actually taken (except for transfers and other adjustments, which could also possibly shown as a single line, like "items being transferred" or some such).

I guess you could remove everything from the craft, check the screen, and then re-add everything back. But re-adding everything back on the craft manually could be rather tedious if you have to do it regularly.
« Last Edit: August 30, 2022, 07:07:54 am by psavola »

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1197 on: August 30, 2022, 05:59:40 pm »
Usually craft inventory is skip on base screen, but in some corner cases like "storage limit lock" game include crafts in sell screen.

And I would consider space used by craft more a space reservation or "empty boxes for gear". Wen you do some maintenance of craft you need all stuff some where, and all this space in storage is for this.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1198 on: August 30, 2022, 07:22:37 pm »
Usually craft inventory is skip on base screen, but in some corner cases like "storage limit lock" game include crafts in sell screen.

And I would consider space used by craft more a space reservation or "empty boxes for gear". Wen you do some maintenance of craft you need all stuff some where, and all this space in storage is for this.

Indeed. And when the base is attacked, all the gear gets evacuated from the craft on the floors of the storage rooms...

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1199 on: August 30, 2022, 09:58:13 pm »
Makes sense.

You don't want all the shiny gear laying around in the hangar when the engineers are tinkering with... sorry... maintaining the craft.
All it needs is a curious engineer with a... what could possibly go wrong if start disassembling this using my pliers... mindset to trigger an accidental blaster bomb launch.

;-)