Author Topic: OXCE (OpenXcom Extended) main thread  (Read 593457 times)

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1290 on: August 05, 2023, 08:25:58 pm »
No, I can’t give ready-made saves. I have provided an archive in this thread https://openxcom.org/forum/index.php/topic,11405.0.html. On the 3rd and 4th bases, the last units are snipers with high reaction. You can fly to any mission and try.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1291 on: August 05, 2023, 09:24:08 pm »
Empty sprite is just a sprite just like any other.
It doesn't have any special function.
It will still be rendered by the game, just not visible for the player.

There are no "instant projectiles" in OpenXcom, as far as I know.
You can only make them faster or slower, but not instant.

What exactly are you trying to do?
You forget about shotgun that because of hack it skip bullet animations because it project multiple shots at once and game can't animate it correctly.

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1292 on: August 06, 2023, 07:10:24 am »
Meridian, actually, so far, according to my observations, problems arise when several units must react to the enemy. The game can't decide who to react first and... skips the reaction course for everyone. This also happens to the aliens at the start of the battle, when there are no spent action points  (when several aliens must react to a soldier getting out of the ship).

Offline DaEMon

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1293 on: August 13, 2023, 09:00:28 pm »
Is there a way to enable instant grenades in OXCE?

Offline psavola

  • Commander
  • *****
  • Posts: 827
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1294 on: August 13, 2023, 09:17:53 pm »
Is there a way to enable instant grenades in OXCE?

Yes, just enable the option.

This is probably misposted on a wrong subforum, so.. if you want to enable them in a mod that forbids them (such as XCF), edit the mod (or create a submod). Look for the setting 'fixedUserOptions' and remove 'battleInstantGrenade: false'.

Offline DaEMon

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1295 on: August 13, 2023, 10:19:28 pm »
Yes, just enable the option.

This is probably misposted on a wrong subforum, so.. if you want to enable them in a mod that forbids them (such as XCF), edit the mod (or create a submod). Look for the setting 'fixedUserOptions' and remove 'battleInstantGrenade: false'.

Thanks. Problem solved

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1296 on: August 18, 2023, 10:58:57 pm »
Small breaking change, `personalLight` from armor now is used by aliens too, previously aliens ignored it.

Offline Alex_D

  • Colonel
  • ****
  • Posts: 498
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1297 on: August 19, 2023, 04:36:02 am »
Small breaking change, `personalLight` from armor now is used by aliens too, previously aliens ignored it.

In which way the "personalLight" is now used by the aliens armors? Like, can they turn it off and on at will or something else?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1298 on: August 20, 2023, 10:59:24 am »
No, I mean property that change strength of light emitted by armor, up to this point aliens do not do this.
After change, if you set some value to `personalLight:` then it will work same for solders or aliens.
Of corse soldiers have option to disable this light using `L` key (of corse this will affect only units you control).

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1299 on: August 22, 2023, 01:45:10 pm »
Small breaking change, `personalLight` from armor now is used by aliens too, previously aliens ignored it.
Will undiscovered enemies emit light?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1300 on: August 22, 2023, 02:48:13 pm »
Yes, light is part of map, not unit visibility.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1301 on: August 22, 2023, 03:10:19 pm »
Yes, light is part of map, not unit visibility.
Great!

Offline pedroterzero

  • Sergeant
  • **
  • Posts: 41
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1302 on: November 21, 2023, 01:48:35 pm »
I have set up a test to build OXCE AppImage whenever a new OXCE is released. This should theoretically make it very easy to run OXCE on any linux distro (and WSL?), although I've only tested it on Ubuntu 20.04 & Fedora 38 myself.

The source can be found here: https://github.com/pedroterzero/oxce-docker/tree/deb7d72c4b24b0743443501a7e39e9911830f17e

Releases can be found here: https://github.com/pedroterzero/oxce-docker/releases

For me these steps sufficed to run OXCE from this AppImage (for v7.9.8 ):

Code: [Select]
mkdir oxce && cd oxce
# move your TFTD/UFO assets in here, see https://www.ufopaedia.org/index.php/Installing_(OpenXcom)#All_platforms
wget https://github.com/pedroterzero/oxce-docker/releases/download/v7.9.8/OpenXCOM_Extended-v7.9.8-x86_64.AppImage
chmod +x OpenXCOM_Extended-v7.9.8-x86_64.AppImage
./OpenXCOM_Extended-v7.9.8-x86_64.AppImage

It has all the required libraries bundled, you can check what is included with the following command:

Code: [Select]
./OpenXCOM_Extended-v7.9.8-x86_64.AppImage --appimage-extract
« Last Edit: November 21, 2023, 04:05:50 pm by pedroterzero »

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1303 on: November 21, 2023, 07:22:32 pm »
Big thanks, pedroterzero! Much more straightfiorward than docker

Offline psavola

  • Commander
  • *****
  • Posts: 827
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1304 on: November 21, 2023, 08:55:01 pm »
I have set up a test to build OXCE AppImage whenever a new OXCE is released. This should theoretically make it very easy to run OXCE on any linux distro (and WSL?), although I've only tested it on Ubuntu 20.04 & Fedora 38 myself.
...
Releases can be found here: https://github.com/pedroterzero/oxce-docker/releases

I wonder why the scripts are called build-latest.sh and get-latest.sh, even though they are not getting the latest version but rather the version you have to specify in VERSION. Wouldn't it make sense for the scripts to find out what's the latest version? Or name them in a different manner.