Author Topic: OXCE (OpenXcom Extended) main thread  (Read 48127 times)

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #390 on: December 31, 2019, 06:07:17 am »
Thank you Meridian for version 6.3. I'm about to test it with XCF v 1.1.2.

By the way, any clue on when my antivirus program (Symantec) would stop complaining about the file being too new?
Unfortunately, I can't control the AV settings too much while I use my work laptop at home  :)


Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #391 on: December 31, 2019, 09:31:17 am »
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #392 on: December 31, 2019, 10:11:44 am »
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

They cannot be taken from OpenXcom, they are incompatible.

OXCE makes updates to language files, interface files, resources, etc.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #393 on: January 01, 2020, 07:09:17 pm »
New OXCE v6.3.1 is up.

2020-01-01
 - Fix cancel new base CTD (by Hardcode84) (>1 year old)
 - Fix "Dont reselect unit" CTD (7 months old)
 - critical: Fix hit log CTD (1 week old)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: January 04, 2020, 06:54:22 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #394 on: January 04, 2020, 06:54:08 pm »
New OXCE v6.3.2 is up.

2020-01-04
 - critical: Fixed unit drawing bug (mostly TFTD crashes)
 - Increased max craft weapon types per slot from 4 to 8
 - Show more info in Options > Folders

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

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #395 on: January 05, 2020, 06:44:26 pm »
New OXCE v6.3.3 is up.

2020-01-05
 - more fixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: January 13, 2020, 02:24:57 pm by Meridian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #396 on: January 09, 2020, 08:26:03 am »
Meridian,  is it possible to change the color of the radar circles?

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #397 on: January 09, 2020, 10:26:59 am »
Meridian,  is it possible to change the color of the radar circles?

There is no radar circle color.
Color of each pixel is calculated separately using complicated logic (considering land/ocean, current time of the day, original pixel color, etc.)

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

Thanks, will report to Yankes.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #398 on: January 13, 2020, 02:27:29 pm »
New OXCE v6.3.4 is up.

2020-01-11
 - Custom groups for addLine mapscript command (by Finnik)
 - Fix unit drawing error (hovertank rendered when a unit moved below it)
 - Fix grenade skip (2nd grenade exploded half-turn later)
 - Fix alien base self destruct CTD

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

Offline Serg1973

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Re: OXCE (OpenXcom Extended) main thread
« Reply #399 on: January 22, 2020, 05:09:01 am »
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

misterx

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Re: OXCE (OpenXcom Extended) main thread
« Reply #400 on: January 22, 2020, 09:38:23 am »
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

I like that, peraphs only with medium/large vessels?

Offline Serg1973

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Re: OXCE (OpenXcom Extended) main thread
« Reply #401 on: January 22, 2020, 12:36:02 pm »
I think we need a "critical mass" of live aliens. Like 5+ for Superman, and more for other levels. Or work from UFO level.

Online Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #402 on: January 22, 2020, 01:32:58 pm »
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

Same should also happen with aborted crash recoveries.

Offline SIMON

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Re: OXCE (OpenXcom Extended) main thread
« Reply #403 on: February 02, 2020, 04:37:54 pm »
Is there a problem with the attached openxcom extended as I have no mods activated but it won't launch the game? This seems to occur with the latest one as the oxce of 26/01/20 works fine.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #404 on: February 02, 2020, 04:39:50 pm »
This should be fixed already