Author Topic: OXCE (OpenXcom Extended) main thread  (Read 37725 times)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #135 on: April 19, 2019, 03:46:56 pm »
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.

It's all together.

1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5  = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)

Well, yes, plus the crew’s lunch time, a delay in sanitary need ... yes, yes, yes. :D All this is strange.

Offline SIMON

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Re: OpenXcom Extended (OXCE) main thread
« Reply #136 on: April 19, 2019, 05:22:34 pm »
I'm following your playthrough of TWOTS at the moment and noticed that you have upgraded to OXCE 5.3.3 of 13/04/19 but, https://openxcom.org/forum/index.php/topic,5258.0.html shows 18/03/19 as the latest. Can you provide a link for the latest release or are you still testing it at the moment?

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #137 on: April 19, 2019, 07:52:06 pm »

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #138 on: April 20, 2019, 07:25:12 am »
https://lxnt.wtf/oxem/#/Extended

O_o No information, no list of changes ... Such top-secret information?

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #139 on: April 20, 2019, 10:13:57 am »
O_o No information, no list of changes ... Such top-secret information?

Changelog is produced on releases only, not on nightly builds.

And you can see the changelog in github or on discord if you want it sooner.

I also create a new thread for every new feature with examples here on the forum as soon as it is implemented or even sooner if I want feedback.

What more do you want?

Offline Lecitron

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Re: OpenXcom Extended (OXCE) main thread
« Reply #140 on: April 20, 2019, 11:49:16 pm »
Hi, i don´t know if it is a problem or not but when i load a game from my tablet  (i play between android and pc versions) prompts a message that say i had activated mods and i will have problems. I play with same configuration in both platforms.

Can i play without risks?

Thanks in advance.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #141 on: April 21, 2019, 12:17:08 am »
Hi, i don´t know if it is a problem or not but when i load a game from my tablet  (i play between android and pc versions) prompts a message that say i had activated mods and i will have problems. I play with same configuration in both platforms.

Can i play without risks?

If it says that then you don't have the same configuration.

Try starting a new game on PC, make a save, start a new game on tablet, make a save, and upload both saves here... we'll tell you what's different.

Offline Lecitron

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Re: OpenXcom Extended (OXCE) main thread
« Reply #142 on: April 21, 2019, 03:47:02 pm »
If it says that then you don't have the same configuration.

Try starting a new game on PC, make a save, start a new game on tablet, make a save, and upload both saves here... we'll tell you what's different.

Thanks! I attached them.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #143 on: April 21, 2019, 07:22:18 pm »
Thanks! I attached them.

These two are same... are you getting the warning when you move one of them to the other platform?

Offline Lecitron

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Re: OpenXcom Extended (OXCE) main thread
« Reply #144 on: April 21, 2019, 07:51:56 pm »
These two are same... are you getting the warning when you move one of them to the other platform?

Yes, From pc to Android. From android to pc there is no warning

Edit: it's my fault, on tablet is ok. problem is on my phone. I will check configuration again

Sorry
« Last Edit: April 21, 2019, 11:27:19 pm by Lecitron »

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #145 on: April 22, 2019, 04:32:38 pm »
New OXCE v5.4 is up.

2019-04-22
 - Added ability to decide whether to kill or sell aliens in alien containment
 - Added option to prevent or allow loading an item to craft inventory: see 'ignoreInCraftEquip' attribute in nightly ruleset reference (NRR)
 - Training Finished popup now shows the base name too
 - Show cause of death (killer & weapon) on diary overview
 - Shift+click to swap loaded ammo
 - Shift+click for instant unload
 - Ctrl+Alt+j/k to stun/kill all aliens EXCEPT under the cursor
 - Sort soldiers by name instead of just by first letter
 - Skip zero-quantity craft/soldier types in Monthly Costs breakdown: see 'forceShowInMonthlyCosts' attribute in NRR
 - Added "extraRandomItems" attribute to alien deployment: https://openxcom.org/forum/index.php/topic,7055.msg111746.html#msg111746
 - Added "randomRace" attribute to alien deployment: https://openxcom.org/forum/index.php/topic,7065.msg111733.html#msg111733
 - Manufacture/Purchase links from "Cannot Reequip" GUI
 - Added mod option to build infiltration bases near countries: see 'buildInfiltrationBaseCloseToTheCountry' attribute in NRR
 - Added a chance for environmental conditions being applied or not (per battle): see 'globalChance' attribute in NRR
 - Global Production Overview (default hotkey 'P')
 - Added craft weapon ruleset option to hide stat info in Ufopedia: see 'hidePediaInfo' attribute in NRR
 - Added item ruleset option to hide damage info in Ufopedia: see 'hidePower' attribute in NRR
 - Add multi page support for Ufopaedia articles: see 'pages' attribute in NRR
 - Mission bounty item now supports item transformations
 - Allowed other attack types (e.g. snap or auto) for launcher weapons
 - TU recovery each turn is now additive (same as e.g. energy recovery), cannot go over maximum, encumberance/wound penalties are applied at the end
 - Added random manufacturing summary GUI
 - various bugfixes

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

NRR: Nightly ruleset reference
« Last Edit: April 22, 2019, 04:44:35 pm by Meridian »

Offline Alex_D

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Re: OpenXcom Extended (OXCE) main thread
« Reply #146 on: April 22, 2019, 09:08:05 pm »
Nice!

Is the option of always be able to transfer the loot after battle (versus only when there is no more room), still on the to-do-some-day list ?

EDIT:
New OXCE v5.4 is up.
 - Shift+click to swap loaded ammo
 - Shift+click for instant unload
I can unload the ammo directly to the ground if Shift+click. What the other option does?
It appears there are many more keyboard shortcuts than those found in the Options Menu.  Is there a page with all of the OXCE current controls available to the player ?
« Last Edit: April 23, 2019, 07:49:45 am by Alex_D »

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #147 on: April 23, 2019, 06:04:02 pm »
Thank you for the work and update.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #148 on: April 23, 2019, 06:25:49 pm »
EDIT:I can unload the ammo directly to the ground if Shift+click. What the other option does?

If you are holding an ammo in the hand already, you can use shift+click to swap that ammo with an already loaded ammo in the gun.
I.e. "ammo swap" instead of "unload + load"

It appears there are many more keyboard shortcuts than those found in the Options Menu.  Is there a page with all of the OXCE current controls available to the player ?

https://openxcom.org/forum/index.php/topic,6424.0.html

If there is something missing, you're more than welcome to add it.

Offline karnaugh_map

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Re: OpenXcom Extended (OXCE) main thread
« Reply #149 on: April 23, 2019, 08:10:13 pm »
- TU recovery each turn is now additive (same as e.g. energy recovery), cannot go over maximum, encumberance/wound penalties are applied at the end

Wouldn't it be preferable for encumbrance/wound penalties to be applied before cumulating TUs, so a heavily over encumbered dog could build up enough TUs over several turns to drop the corpse in its backpack. (Not that such an issue happened to me :P ) Also have a minimum of 1 TU regenerated per turn.
« Last Edit: April 23, 2019, 08:20:23 pm by karnaugh_map »