Author Topic: OXCE (OpenXcom Extended) main thread  (Read 326192 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1215 on: October 06, 2022, 03:46:43 pm »
You can (and should) just define the changed attributes.

You don't have to (and shouldn't) copy everything.

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1216 on: October 06, 2022, 04:49:22 pm »
Thank you a lot, that will simplify things for me :)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1217 on: October 09, 2022, 04:13:56 pm »
Thank you Meridian, much appreciated.

I noticed another minor thing with the soldier sorting. By design, if you hold Ctrl while sorting, the soldier list doesn't sort but only shows the values for the sorting criterion you selected. However, if you then open the sort dropdown again and click somewhere outside the list to close the dropdown without selecting a sort criterion, the soldier list is sorted as per the criterion selected (unless again Ctrl is held). I think that closing the dropdown this way should not apply any sort action.

Done.

Test all comboboxes everywhere carefully if I didn't break something.

Offline Alpha Centauri Bear

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1218 on: October 21, 2022, 05:19:21 pm »
Fellow players,
Please check my suggestion about parametrizing UFO size accuracy modifier for armaments.
https://openxcom.org/forum/index.php/topic,10819.msg149842.html#msg149842

The main driver is that vanilla formula is pretty crude and senseless with UFO size in denominator. That makes armament accuracy multiplier jumping from 1.25 for large to 2.00 for extra large making Dreadnaught much easier to fight which is pretty questionable feature by itself. On top of it precise weapons like missiles do not benefit from this multiplier at all as they are already at the cap which breaks intuitive perception for comparative armament strength.

Please approve/reject or make a counter suggestions. Thank you.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1219 on: October 29, 2022, 07:39:59 pm »
New OXCE v7.8 is up.

2022-10-29
QoL:
- Award sorting: https://openxcom.org/forum/index.php/topic,10493.0.html

Features:
- Alternate craft equipment management: https://openxcom.org/forum/index.php/topic,10452.msg149914.html#msg149914
- Combobox change events now triggered only by list item selection: https://openxcom.org/forum/index.php/topic,6586.msg149718.html#msg149718

Modding:
- Soldier name pool weights and hiring by location: https://openxcom.org/forum/index.php/topic,10845.0.html
- Instant retaliation: https://openxcom.org/forum/index.php/topic,10808.0.html
- Option for retaliation UFO to ignore base defenses: https://openxcom.org/forum/index.php/topic,10809.0.html
- Mission sites at xcom base locations: https://openxcom.org/forum/index.php/topic,10810.0.html
- Option to disable transfer of units to next stage: https://openxcom.org/forum/index.php/topic,10194.msg149818.html#msg149818

Scripting:

Bugfixes:
 - one memory leak
 - forward-compatibility for c++20 compilation
 - workaround for VS 2022 compiler bug v17.2+

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

Ruleset validator was not updated. Will be done in a few days.
Wiki ruleset reference was not updated. Will be done in a few days.
Auto-update will be available on Windows in a few days.
« Last Edit: October 30, 2022, 11:38:35 am by Meridian »

Offline Ostrich-Hungry

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1220 on: October 30, 2022, 02:42:56 am »
Thank you!!! Really, this is amazing!

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1221 on: November 08, 2022, 08:42:00 pm »
Wonderful work, thank you.

Question:
is armor movement cost accessible via scripts?
Thanks.
« Last Edit: November 08, 2022, 08:53:17 pm by Nord »

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1222 on: November 08, 2022, 11:13:02 pm »
Yes, and editable by it.

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1223 on: November 13, 2022, 01:39:36 am »
I making some improvements to updating lights on big maps, I would like people to check if everything is working correctly on test branch:
https://lxnt.wtf/oxem/builds//ExtendedTests/Extended-7.8.3-test-e6dcfc177-2022-11-12-win64.7z
Another thing is how faster it work for you.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1224 on: November 21, 2022, 05:58:41 pm »
With 7.8.1 and TFTDRework 1.13 I noticed something I have not seen before. On an artifact site mission, one of the aquanauts was knocked out in the first phase of the mission. The unconscious body appeared on top of second phase downstairs access lifts with all the loot. So you couldn't abort the mission without losing all the equipment or moving all of it manually. I don't think there are any changes in the mod, so I suppose this also affects the vanilla. I was planning to abort the mission and this was rather annoying. I wonder if anything  could be done about this. Unfortunately, no save because I was playing IM and wasn't smart enough to stop playing immediately.

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1225 on: December 01, 2022, 03:06:44 pm »
I am stoopid and messed up the script. :-[

Script question. I'm doing (or understanding) something wrong, but damned if I know what.

What I'm trying to do is to modify the dormant portable (energy) shield item script in XCF (and that script apparently works in other mods). It goes like this:


Spoiler:
Code: [Select]
    hitUnit:
      - offset: 0.1 #Anti-psiker weapon
        code: |
...
      - offset: 1
        code: |
          # Handle item energy shields on hit

          var ptre BattleItem shieldItem;
          var ptr RuleItem shieldRule;
          var int shieldCapacity;
          var int shieldNeedsPriming;
          var int shieldTimer;
          var int shieldType;
          var int shieldResistCoeff;
          var int shieldHp;
          var int temp;

          battle_game.flashMessage "STR_DEBUG_1" 1;

          # Script to handle item energy shields on hit
          # Check for item in left hand
          unit.getLeftHandWeapon shieldItem;
...
      - offset: 2
        code: |
          # Handle energy shields on armor on hit

          var ptr RuleArmor armorRuleset;
          var int shieldHp;
          var int shieldType;
          var int shieldResistCoeff;
          var int temp;

          battle_game.flashMessage "STR_DEBUG_4" 1;

          unit.getTag shieldHp Tag.UNIT_ENERGY_SHIELD_HP;
I don't seem to get the 'offset 1' code to activate. I do get STR_DEBUG_4 displayed for all hits (and armour shields have been working for a long while), but I never seem to reach STR_DEBUG_1 nor anything below that.

I did change the later 'offset 1' for repair items to 5, hopefully avoiding any overriding. Now I'm kinda stumped. Any advice? It's of course possible that I've inadverdently changed something else, but it seems very strange that one node works and the other does not.
« Last Edit: December 01, 2022, 09:41:45 pm by Juku121 »

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1226 on: December 01, 2022, 08:27:49 pm »
you could simply mess up script and it did not compiled at all.

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1227 on: December 01, 2022, 09:40:46 pm »
Yeah, I figured that out after some trial and error. :-[

When does 'recolorItemSprite' run, only at the start of the battle? I'm not getting that part to work even as written by whoever's the author of the original script. Whoever it was, they were pretty thorough, so thumbs up.

Edit: Yeah, more mistakes on my part. Works constantly if you don't mess up.
« Last Edit: December 01, 2022, 10:25:25 pm by Juku121 »

Offline Surrealistik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1228 on: December 06, 2022, 07:36:36 am »
Are teleportation abilities currently possible with OXCE?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1229 on: December 06, 2022, 09:05:31 am »
No.