Author Topic: OXCE (OpenXcom Extended) main thread  (Read 553693 times)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8873
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1425 on: August 31, 2024, 12:27:51 pm »
New OXCE v7.14 is up.

2024-08-31
QoL:
- Friendly unit custom markers (Alt+C): https://openxcom.org/forum/index.php?topic=11869.0
  + shortcut for facing indicator changed from Alt to Ctrl+Alt: https://openxcom.org/forum/index.php?topic=11869.msg165499#msg165499
- Open inventory of the soldier under the cursor (if possible): https://openxcom.org/forum/index.php?topic=12037.0
- Option for 8+ craft in the interception window: https://openxcom.org/forum/index.php?topic=10842.0
- Pre-mission inventory day/night indicator: https://openxcom.org/forum/index.php?topic=12060.0
- Option to always show accuracy on crosshair: https://openxcom.org/forum/index.php?topic=11962.0
- Shift + Build facility: https://openxcom.org/forum/index.php?topic=11960.0
- Add currently worn armor to armor selection UI: https://openxcom.org/forum/index.php?topic=10861.0
- Shift to select prev/next unit without centering on it: https://openxcom.org/forum/index.php?topic=11977.0
- Center on landing UFO: https://openxcom.org/forum/index.php?topic=12006.0
- Craft list reordering (RMB and Shift+RMB): https://openxcom.org/forum/index.php?topic=11903.0
- Ground inventory paging display: https://openxcom.org/forum/index.php?topic=12141.0
- Option to show unit slot in the inventory UI: https://openxcom.org/forum/index.php?topic=12009.0

Features:
- Geoscape autosave frequency and slots: https://openxcom.org/forum/index.php?topic=11956.0
- Unify removal from psi/gym training: https://openxcom.org/forum/index.php?topic=11834.0
- Choice of Crash/Landing-Site in New Battle: https://openxcom.org/forum/index.php?topic=11858.0
- Don't waste excess fuel: https://openxcom.org/forum/index.php?topic=12137.0
- Draw only one facing/direction indicator for large units: https://openxcom.org/forum/index.php?topic=12040.msg165493#msg165493
- Load a specific save by command line: https://openxcom.org/forum/index.php?topic=12061.0
- Option to display score instead of funds in geoscape: https://openxcom.org/forum/index.php?topic=11963.0
- Show UFO flight paths in debug mode

Modding:
- Support for HWPs without fixed ammo + automated recovery of non-fixed ammo: https://openxcom.org/forum/index.php?topic=11843.0
- Spawning weapons with loaded ammo: https://openxcom.org/forum/index.php?topic=10782.0
- Cutscenes on geoscape events: https://openxcom.org/forum/index.php?topic=11265.0
- Teach AI use proxy grenades: https://openxcom.org/forum/index.php?topic=11912.0
- UFO "re-spawned" when mission site expires: https://openxcom.org/forum/index.php?topic=11923.0
- Option to force percentageOutsideUfo on all missions: https://openxcom.org/forum/index.php?topic=11946.0
- Negative events - remove items from storage: https://openxcom.org/forum/index.php?topic=10761.0
- Zero-cost auto-researched topics support 'reenables': https://openxcom.org/forum/index.php?topic=12071.0
- Global templates for new game/battle: https://openxcom.org/forum/index.php?topic=11995.0
- Option to hide the (initial) weapon pile: https://openxcom.org/forum/index.php?topic=11595.0
- Support for transfer times in manufacturing: https://openxcom.org/forum/index.php?topic=11992.0
- Custom briefing for base defense missions: https://openxcom.org/forum/index.php?topic=11830.0
- Option to infiltrate a random country in a region: https://openxcom.org/forum/index.php?topic=12091.0
- requiredMaxStats for soldier transformations: https://openxcom.org/forum/index.php?topic=11859.0
- Random soldier recruitment bonuses: https://openxcom.org/forum/index.php?topic=11828.0
- Prevent accidentally selling quest items: https://openxcom.org/forum/index.php?topic=7857.0

Scripting: https://openxcom.org/forum/index.php?topic=6586.msg165842#msg165842
* Graphic script hooks can check for special keys (like when you press `ALT` units change color): https://openxcom.org/forum/index.php?topic=12151.0
* Graphic script hooks can now check if NV is enabled
* You can now easy iterate through all items of "editable" unit
* Script can define custom compile `const` values that are not limited in number like `var`
* You can get item `getAmmoQuantityMax`
* You can get map x,y,z size
* In stats bonuses you can access "scaled" stas, useful if mods have units stats 100+ and you can easy overflow higher powers in polynomial (values of stats are divided by 100).

Bugfixes:
- Make swiching OpenGL more reliable: https://openxcom.org/forum/index.php?topic=12123.0
- Fixed AI fetching grenades from inventory: https://openxcom.org/forum/index.php?topic=11912.msg165629#msg165629
- Fixed some Debriefing/Recovery corner cases: https://openxcom.org/forum/index.php?topic=12030.0
- Fix bug when loading old zip format

From OXC:
- Fixed AI not able to throw grenades on empty tiles: https://openxcom.org/forum/index.php?topic=12145.0
- Windows XP 32bit github build (to be tested)
- Linux AppImage github build (to be tested)

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

Auto-update is available on Windows.

Ruleset validator was updated.
Wiki ruleset reference was updated.
« Last Edit: August 31, 2024, 12:38:06 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8873
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1426 on: September 04, 2024, 06:18:25 pm »
- Linux AppImage github build (to be tested)

This has been tested (thanks to pedroterzero) successfully, and is now ready for public use.

Download link is available in the main OXCE download thread.


Offline ontherun

  • Colonel
  • ****
  • Posts: 367
  • public enemy no. 1
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1427 on: September 04, 2024, 07:28:51 pm »
This has been tested (thanks to pedroterzero) successfully, and is now ready for public use.

Download link is available in the main OXCE download thread.

HurrĂ ! finally no more dependencies hell! Thanks :)

Offline pedroterzero

  • Sergeant
  • **
  • Posts: 40
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1428 on: September 07, 2024, 12:45:52 pm »
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?

Offline yergnoor

  • Colonel
  • ****
  • Posts: 146
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1429 on: September 07, 2024, 01:09:54 pm »
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?
Perhaps you mean those posts that were highlighted in a separate topic - https://openxcom.org/forum/index.php?topic=12188.0 ?  There they will be more accessible and will not get lost among messages on another topic.

Offline pedroterzero

  • Sergeant
  • **
  • Posts: 40
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1430 on: September 07, 2024, 02:03:52 pm »
Perhaps you mean those posts that were highlighted in a separate topic - https://openxcom.org/forum/index.php?topic=12188.0 ?  There they will be more accessible and will not get lost among messages on another topic.

Ah I did not know this. Thanks! Was afraid I offended someone somehow  :)

Offline Ethereal

  • Commander
  • *****
  • Posts: 667
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1431 on: September 10, 2024, 02:40:09 pm »
Is there any way to swap the colors of enemies and neutrals displayed on the minimap? Where are these colors written?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8873
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1432 on: September 10, 2024, 03:12:10 pm »
Is there any way to swap the colors of enemies and neutrals displayed on the minimap? Where are these colors written?

The colors come from the minimap resource file: https://www.ufopaedia.org/index.php/SCANG.DAT

   //minimap sprite index:
   // * 0-2   : Xcom soldier
   // * 3-5   : Alien
   // * 6-8   : Civilian
   // * 9-11  : Item
   // * 12-23 : Xcom HWP
   // * 24-35 : Alien big terror unit(cyberdisk, ...)

PS: Neutral 2x2 units (which didn't exist in the original game) are using Xcom HWP indices (12-23) and are forcefully repainted red (red color comes from pathfinding red, which is defined by interface "battlescape", element "pathfinding", property "border" in interfaces.rul).

Offline Ethereal

  • Commander
  • *****
  • Posts: 667
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1433 on: September 10, 2024, 07:07:25 pm »
It's clear. And there are no control options where can change the display yet?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8873
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1434 on: September 10, 2024, 07:33:33 pm »
It's clear. And there are no control options where can change the display yet?

I don't understand the question.

If you're asking whether you can change those sprites, then yes, SCANG.DAT sprites are moddable.

Offline Ethereal

  • Commander
  • *****
  • Posts: 667
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1435 on: September 10, 2024, 07:51:07 pm »
I don't understand the question.

If you're asking whether you can change those sprites, then yes, SCANG.DAT sprites are moddable.

That's how I understood it. I was hoping for a "minimapSpriteIndex" option or something similar. I'll torment SCANG.DAT.

Offline Slow

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1436 on: September 12, 2024, 08:11:44 am »
Thanks for Appimage version, it's very convinient.  :D