aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 497594 times)

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1260 on: April 01, 2023, 10:44:18 am »
Server not accesible several days ago.
Where can i find newest bleeding edge oxce release?

I confirm, the site is down.


Second question.
Im using TWOTS with OXCE 7.8.0.
I want to use newest version of OXCE 7.8.14
is it correct way to extract newest OXCE 7.8.14 files into existing folder (where is TWOTS with OXCE 7.8.0) and overwrite existing old files?

Always delete the old .exe first, as well as folders "common" and "standard".

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1261 on: April 01, 2023, 09:42:09 pm »
At the moment, is it possible to adjust the penalties for losing health? Is it possible to adjust the loss of accuracy and reaction for losing health, and is it possible to add or remove a penalty for a certain skill? And is there something similar in the plans for the future?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1262 on: April 06, 2023, 06:42:03 pm »
At the moment, is it possible to adjust the penalties for losing health? Is it possible to adjust the loss of accuracy and reaction for losing health, and is it possible to add or remove a penalty for a certain skill? And is there something similar in the plans for the future?
You cant for now change default penalties, but you can add new ones by reducing basic accuracy calculations.


btw https://lxnt.wtf/oxem/#/Extended is live again, this mean my experiential climbing should be publicly available.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1263 on: April 07, 2023, 09:48:26 am »
Thank you. The test version is already 7.8.9, but there is no description. What to test is not clear. Would like a text file with changes relative to the public version.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1264 on: April 08, 2023, 11:26:24 am »
Thank you. The test version is already 7.8.9, but there is no description. What to test is not clear. Would like a text file with changes relative to the public version.
usually change log is done by meridian when he release "next public version", for minor update I mostly put info on here with hints what was added.

and if you are interested in "climbing", this condoled by `gravlift` flag, as up to this time it was only used for floor tiles, after my change you can place it on walls and objects, and then its consider "climbing" it have small differences to gravlift handling.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1265 on: April 29, 2023, 04:12:52 pm »
New OXCE v7.9 is up.

2023-04-29
QoL:
- Alternate loadout system #2 (by karadoc): https://openxcom.org/forum/index.php/topic,10998.0.html
- Improved alternate craft equipment management: https://openxcom.org/forum/index.php/topic,10984.0.html
- Option "add on top" when loading craft equipment (F9): https://openxcom.org/forum/index.php/topic,10851.0.html
- Items from geoscape events appear instantly: https://openxcom.org/forum/index.php/topic,11043.msg154806.html#msg154806
- Click to open folder location: https://openxcom.org/forum/index.php/topic,11223.0.html

Features:
- Manual promotions option (by MaxMahem): https://openxcom.org/forum/index.php/topic,11122.0.html
- Global Alien Containment UI (by JG): https://openxcom.org/forum/index.php/topic,10915.0.html
- Persistent geoscape debug log: https://openxcom.org/forum/index.php/topic,11225.0.html
- Display soldier stat at cap in Soldier Info UI (by MaxMahem): https://openxcom.org/forum/index.php/topic,11118.0.html
- Option to show base name in research finished popup (by JG): https://openxcom.org/forum/index.php/topic,7715.0.html
- Craft returning after mission or low on fuel don't trigger alien base hunt missions: https://openxcom.org/forum/index.php/topic,5717.msg154550.html#msg154550
- 2x2 soldiers now also can feel team-wide morale loss
- Performance improvements in lighting engine
- Ability to check the minimum required version of a master mod (`requiredMasterModVersion`): https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#metadata.yml
- Added option to override displayed mod version number (`versionDisplay`): https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#metadata.yml
- Tracking which mod last touched a given rule/object: https://openxcom.org/forum/index.php/topic,11227.0.html
- Missing sprite/sound error message made clearer (a bit): https://openxcom.org/forum/index.php/topic,9687.msg150662.html#msg150662
- FPS voxel view now avoids fish eye projection: https://openxcom.org/forum/index.php/topic,11224.0.html

Modding:
- Added ability to spawn items from projectiles (e.g. flare launcher): https://openxcom.org/forum/index.php/topic,10823.0.html
- More options for spawning zombies, units and items: https://openxcom.org/forum/index.php/topic,11241.0.html
- Added support for Ladders / Climbing: https://openxcom.org/forum/index.php/topic,11186.0.html
- Score points for manufacturing: https://openxcom.org/forum/index.php/topic,10970.0.html
- Added `requiresBuyCountry` for soldiers and craft (by MaxMahem): https://openxcom.org/forum/index.php/topic,11180.0.html
- Option for aliens to build a base where a UFO lands: https://openxcom.org/forum/index.php/topic,10860.0.html
- Units afraid to pathfind through fire now moddable: https://openxcom.org/forum/index.php/topic,11212.0.html
- Alternative pedia article for items (MMB): https://openxcom.org/forum/index.php/topic,8707.msg154796.html#msg154796
- Allow for custom colors for each opacity level (transparency LUTs): https://openxcom.org/forum/index.php/topic,11228.0.html
- Added `refNode` support for more entities
- Added more options how rulesets can be overridden: https://openxcom.org/forum/index.php/topic,11198.0.html
- Breaking change from OXC: "Demigod" feature now also available as a standard mod; and it now also affects `dQty` and `extraQty`
- New experience award system -- now optional: https://openxcom.org/forum/index.php/topic,4230.msg154823.html#msg154823

Scripting:
- Added ability to share tag definitions (`tagsFile`): https://openxcom.org/forum/index.php/topic,11102.0.html
- Exposed alien item level and reinforcements item level to scripts: https://openxcom.org/forum/index.php/topic,6586.msg153798.html#msg153798
- Added new hook `damageSpecialUnitAmmo`

Bugfixes:
- Fixed issue with avatar change GUI: https://openxcom.org/forum/index.php/topic,5047.msg152518.html#msg152518
- Fixed visual bug during aiming (by MaxMahem): https://github.com/MeridianOXC/OpenXcom/pull/121
- Fixed Triton wall bug: https://openxcom.org/forum/index.php/topic,11084.0.html
- Fixed HK interception bug: https://openxcom.org/forum/index.php/topic,11219.0.html
- Prevent 2x2 chryssalids spawning from 1x1 zombies
- Prevent corner case crash in base defense: https://openxcom.org/forum/index.php/topic,10848.0.html
- Added warning if more than one research topic has 'unlockFinalMission: true': https://openxcom.org/forum/index.php/topic,5566.msg154095.html#msg154095
- Fixed a few OXC memory leaks
- from OXC: fixed loading of terrain/civilianTypes: https://openxcom.org/forum/index.php/topic,11109.0.html
- from OXC: fix guided missile pathing to avoid friendlies; also avoids known enemies that are not the intended target
- from OXC: fix out of memory error on large display resolutions: https://openxcom.org/forum/index.php/topic,11197.0.html

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


Ruleset validator was updated (v0.9.27).
Wiki ruleset reference was updated.
Auto-update will be available on Windows in approx. 2 weeks.
« Last Edit: April 30, 2023, 12:07:49 pm by Meridian »

Offline Emru

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1266 on: May 06, 2023, 12:08:06 pm »
Hey
Can OXCE be also provided as source code packed into tar.gz or something? Many distros refuses to accept new packages that are built from git checkouted to particular commit
Thanks :)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1267 on: May 06, 2023, 01:57:14 pm »
Hey
Can OXCE be also provided as source code packed into tar.gz or something? Many distros refuses to accept new packages that are built from git checkouted to particular commit
Thanks :)

I don't understand.
The source code is available on github, and if you need you can tar and gzip it.

Offline Dioxine

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1268 on: May 06, 2023, 02:59:35 pm »
This new system with TWO buttons on event screen completely ruins the way I prepared all the event background pictures with ONE button in mind. Can we fix this somehow?

Maybe the items can be displayed after clicking OKAY, without that second button? (Besides I think that the lack of standard 'items delivered' screen (the one you always see due to transfers/buying) is confusing).

Offline ontherun

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1269 on: May 13, 2023, 09:12:32 pm »
Excuse me, might be a simple solution to have support for both?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1270 on: May 13, 2023, 09:30:50 pm »
yes, there will be a switch in options.cfg

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1271 on: May 21, 2023, 10:01:45 am »
New OXCE v7.9.6 is up.

2023-05-21
QoL:
- Ability to sort soldiers by craft: https://openxcom.org/forum/index.php/topic,11249.0.html
- Ufopedia on MMB click in Crafts UI
- Ufopedia on MMB click in Stores UI: https://openxcom.org/forum/index.php/topic,10538.0.html
- Ufopedia on CTRL+MMB click in Manufacture UIs: https://openxcom.org/forum/index.php/topic,7281.0.html
- Improved action consistency on MMB: https://openxcom.org/forum/index.php/topic,11243.msg155113.html#msg155113

Features:
- Option to disable instant delivery on geo events: https://openxcom.org/forum/index.php/topic,11043.msg154806.html#msg154806

Modding:

Scripting:
- Country new month script hook (by MaxMahem): https://openxcom.org/forum/index.php/topic,11229.0.html

Bugfixes:
- Enemies could spawn with incorrect HP: https://openxcom.org/forum/index.php/topic,11263.0.html
- Vapor trail issue: https://openxcom.org/forum/index.php/topic,11260.0.html
- Loaded HWP ammo vs. startingConditions: https://openxcom.org/forum/index.php/topic,11261.0.html

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

Auto-update is available on Windows.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1272 on: July 03, 2023, 10:19:07 pm »
New OXCE v7.9.8 is up.

2023-07-03
Features:
- Reset hidden movement background every turn: https://openxcom.org/forum/index.php/topic,11329.0.html

Bugfixes:
- Fixed default alien vision range at night: FIXME to be documented
- Fixed inventory template saving: https://openxcom.org/forum/index.php/topic,11322.0.html
- Fixed units phasing through doors: https://openxcom.org/forum/index.php/topic,11295.0.html
- pathfinding fix: FIXME to be documented

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

Auto-update is available on Windows.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1273 on: July 04, 2023, 10:14:05 am »
Is there a way (e.g. in debug mode) to see where an alien base is on the globe? In the save this is lat and lon (in radians), but it's a bit difficult to visualize on the map (especially when getting closer to the poles). I haven't found this first base for all my attempts and  it hasn't made any pacts (no countries nearby?) and I'm wondering if there could be a bug somewhere.

alienBases:
  - lon: 2.0990965667729267
    lat: 1.0547587273347847
    id: 1
    pactCountry: ""
    race: STR_GILLMAN
    deployment: STR_ALIEN_BASE_ASSAULT
    startMonth: 3
    minutesSinceLastHuntMissionGeneration: 246110
    genMissionCount: 9


Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1274 on: July 04, 2023, 10:55:45 am »
Is there a way (e.g. in debug mode) to see where an alien base is on the globe?

Ctrl+D Ctrl+7