Author Topic: OXCE (OpenXcom Extended) main thread  (Read 702648 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1455 on: December 28, 2024, 12:42:48 pm »
New OXCE v8.0 is ready for public beta-testing.

2024-12-27
Features:
- Changed from yaml-cpp to RapidYAML: https://openxcom.org/forum/index.php?topic=12367.0

Download: removed, use OXCE v8.1 instead

---------------------------
Public Service Announcement
---------------------------

This is a beta version.
We expect issues.
If you are not interested in helping with beta testing, don't download this version.
If you do, BACK UP your saves!

This version is mainly for modders, to make their mods compatible with the new stricter YAML rules.
Migration guide: https://openxcom.org/forum/index.php?topic=12367.0

As a player, you should be able to test the following major mods already: https://openxcom.org/forum/index.php?topic=12367.msg169045#msg169045
« Last Edit: February 16, 2025, 11:25:30 pm by Meridian »

Offline murkhach@centrum.cz

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1456 on: December 28, 2024, 07:54:11 pm »
It's currently hardcoded at 20% chance per month.
Thank you for your reply ..
Is it possible to add custom parameter to "FirstBaseDetectionChance" Default : 20  ?

I am not sure how difficult is process of defining new parametr in rulesets , but it should help a bit

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1457 on: February 16, 2025, 02:36:26 pm »
New OXCE v8.1 is up.

2025-02-16
QoL:
- Suppress redundant HK alerts: https://openxcom.org/forum/index.php?topic=12296.0
- Suppress landing without equipment: https://openxcom.org/forum/index.php?topic=12297.0
- Select next soldier by proximity: https://openxcom.org/forum/index.php?topic=12290.0
- Undo last "dontReselect" soldier: https://openxcom.org/forum/index.php?topic=12289.0
- "Equipped" filter in the Purchase UI: https://openxcom.org/forum/index.php?topic=12316.0
- Insta-save (F6): https://openxcom.org/forum/index.php?topic=12306.0
- Spend all TUs for everyone hotkey: https://openxcom.org/forum/index.php?topic=12424.0
- Craft weapon icon M-click: https://openxcom.org/forum/index.php?topic=12154.0

Features:
- MAJOR: Migrated from yaml-cpp to RapidYAML, quicker saving/loading, quicker game/mod startup: https://openxcom.org/forum/index.php?topic=12367.0
- Improved ruleset load order: https://openxcom.org/forum/index.php?topic=12380.0
- Always sort autosale items and discovered topics in savefiles: https://openxcom.org/forum/index.php?topic=12208.0
- Test UI: Added invalid LoftID check (MCD check): https://openxcom.org/forum/index.php?topic=10543.msg169134#msg169134
- Don't load empty personal equipment: https://openxcom.org/forum/index.php?topic=12415.0
- Show negative item weight in ufopedia
- Draw floorobs also for items with negative weight: https://openxcom.org/forum/index.php?topic=11848.0
- Alt craft equipment mgmt: check limits later to improve usability: https://openxcom.org/forum/index.php?topic=11412.0
- Alt craft equipment mgmt: empty weapons should not steal ammunition from soldier's pocket: https://openxcom.org/forum/index.php?topic=11248.0

Modding:
- Repeatable research: https://openxcom.org/forum/index.php?topic=12339.0
- Missile-crafts: https://openxcom.org/forum/index.php?topic=12377.0
- Option to ignore living civilians: https://openxcom.org/forum/index.php?topic=12389.0
- fuseTimerMin/Max for randomizedItems: https://openxcom.org/forum/index.php?topic=12359.0
- Add unified ranks for Solders and Aliens: https://github.com/MeridianOXC/OpenXcom/commit/746a04545a940fafe7657c18aa18ac905ca4ee8c
- BREAKING CHANGE: Sniper spotting is now different than vanilla spotting: https://openxcom.org/forum/index.php?topic=12278.0
- Random soldier bonuses on purchase/recruit: https://openxcom.org/forum/index.php?topic=12431.0
- Vertical voxel offset for melee attacks: https://openxcom.org/forum/index.php?topic=12068.0
- Craft weapon icon tooltip: https://openxcom.org/forum/index.php?topic=12154.0
- Cosmetic ocean textures: https://openxcom.org/forum/index.php?topic=12439.0
- Decouple UFO radius, visibility and blob size from UFO size: https://openxcom.org/forum/index.php?topic=12372.0

Scripting:
- y-script: Add time passed from start of game: https://github.com/MeridianOXC/OpenXcom/commit/c2b8f5535870217009f21798063a954bf97aacb5
- y-script: Expose BattleUnit's _unitRules: https://openxcom.org/forum/index.php?topic=12386.0
- y-script: Expose _turnsLeftSpottedForSnipers: https://openxcom.org/forum/index.php?topic=12278.msg167571#msg167571

OXCE Bugfixes:
- Fix debug mode CTD: https://openxcom.org/forum/index.php?topic=12356.0
- Improve R-click armor equip: https://openxcom.org/forum/index.php?topic=12343.0
- Workaround for grenade fuse hotkey: https://openxcom.org/forum/index.php?topic=12342.0
- Unique element ID for the armor button: https://openxcom.org/forum/index.php?topic=12307.0
- Fix "Purchase missing items" bypassing limits: https://openxcom.org/forum/index.php?topic=12435.0
- Hide special psi weapon icon when unusable: https://openxcom.org/forum/index.php?topic=12170.0
- Fix broken RNG seed on load (in a particular case): https://openxcom.org/forum/index.php?topic=12477.0
- Fixed briefing text when using ctrl+B: https://openxcom.org/forum/index.php?topic=12480.0

OXC Bugfixes:
- Fix weighted options handling and some other RNG quirks: https://openxcom.org/forum/index.php?topic=10822.0
- Fix LocalizedText::arg (handling of text placeholders): https://github.com/MeridianOXC/OpenXcom/commit/19626a07b03d3390587b23c19a8523d057f426ee
- Fix reserved TUs when opening doors: https://openxcom.org/forum/index.php?topic=11933.0
- Prevent zero cost turn by canceling first step: https://openxcom.org/forum/index.php?topic=11950.0
- Refresh current funds in Manufacturing UI: https://github.com/OpenXcom/OpenXcom/commit/5f747d57fb06737a1bf71231180edb2743e04ccd

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

Auto-update is available on Windows.

Ruleset validator was updated to v0.9.38.
Ruleset reference wiki was updated.
« Last Edit: February 16, 2025, 06:55:04 pm by Meridian »

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1458 on: March 29, 2025, 08:12:31 pm »
http://108.61.157.159/versions/win/Test-Extended-8.1.4-d8e08f90c-2025-03-29-win64.7z
I would ask people to test this version and see if Alien AI behave same as in other versions.
I make lot of refactors in AI for future changes and would like to know if I did not mess something.
Overall one side effect of change is Aliens will prefer AoE blasting solders that civilians,
and Civilian AI work even closer to one that Aliens have (both side obey same viability rules).

Offline Sander Bouwhuis

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1459 on: March 30, 2025, 05:28:36 pm »
@Yankes
Wouldn't having aliens make more use of aoe weapons make the game MUCH harder? Even a poorly tossed grenade could wipe out part of the team. Aliens with aoe weapons scare me a lot.

Offline CrazedHarpooner

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1460 on: March 30, 2025, 07:54:36 pm »
Don't think it's more use, but rather, if they decide to use them with a choice of an xcom target or civvie target, it'll pick the former over the latter in most situations. At least that's how I understood it.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1461 on: March 30, 2025, 09:05:33 pm »
Yes, if Alien see group of 2 solders and  another of 3 civilians, previous version would nuke civilians, now it will nuke soldiers.
No hiding behind civs for Xcom!

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1462 on: March 30, 2025, 09:41:09 pm »
As practice has shown, the biggest complication of AI is when all aliens have 2 types of weapons. Small arms and grenades, hand-to-hand weapons and sensor mines, and so on. Your innovation can reduce civilian losses during terror in the late stages of the game, when there is advanced armor, for which not every explosive device is fatal.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1463 on: March 30, 2025, 10:18:06 pm »
This is not "innovation", this is only side effect of other changes, and I ask people to test it as I could make more "innovations" like this and I would like know before I will change code more.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1464 on: March 30, 2025, 10:52:54 pm »
This is not "innovation", this is only side effect of other changes, and I ask people to test it as I could make more "innovations" like this and I would like know before I will change code more.

I ask you one thing - that all critical changes, if someone doesn’t like them, can be quickly disabled using option.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1465 on: March 31, 2025, 01:18:52 am »
Change should be too subtle to notice, it could be blame on dice-roll. If someone what exact same behavior he should use old version.
I only notify people because I would like to them to know what to look for when they are testing.

And there will be no options to disable it as I throw away old code to create new one, as this is whole point of refactor.
And if is big refactor sometimes is impossible to have 100% same behavior, this is why I ask people for tests if things behave relative same.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1466 on: March 31, 2025, 10:56:41 am »
And there will be no options to disable it as I throw away old code to create new one, as this is whole point of refactor.

There is ALWAYS the option to leave the old code in place and switch between the old and new at will. If only you had this desire.

And don't think that I don't like the idea. It's a very good idea. The first tests showed that civilian casualties were significantly reduced, since the priority of attack, in general, shifted to X-Com units. Smoke screens and camouflage - and allow to avoid civilian casualties altogether.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1467 on: March 31, 2025, 11:52:44 am »
There is ALWAYS the option to leave the old code in place and switch between the old and new at will. If only you had this desire.
Did you maintain any code for more than 10+ years? This approach is asking for disaster.
I already dozen of times throw away old code and add new one that behave only around 90% same as old. If each time try I keep old version
then we would need have 1048 "version" of game to test (as each combination of flags need to be check separately).
Meridian would probably quit long time ago as now single version of code I create need weeks to test.

And more importantly, I do not change default behavior because "I want to" but because "I need to".
I mess with this code to allow scripts to modify AI calculation. If I keep old code then then I would need disable this scripts if old code is used.


And of course sometimes I go too far and need to backpedal, but then I need simply add new code or refactor again everything but using different assumptions.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1468 on: March 31, 2025, 01:07:42 pm »
Did you maintain any code for more than 10+ years? This approach is asking for disaster.
I already dozen of times throw away old code and add new one that behave only around 90% same as old. If each time try I keep old version
then we would need have 1048 "version" of game to test (as each combination of flags need to be check separately).
Meridian would probably quit long time ago as now single version of code I create need weeks to test.

And more importantly, I do not change default behavior because "I want to" but because "I need to".
I mess with this code to allow scripts to modify AI calculation. If I keep old code then then I would need disable this scripts if old code is used.


And of course sometimes I go too far and need to backpedal, but then I need simply add new code or refactor again everything but using different assumptions.

It reminds me of my first modification, which I did right in "\openxcom\standard\xcom1". But, you know better.