Author Topic: OXCE (OpenXcom Extended) main thread  (Read 441024 times)

Offline TheDeparted

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Re: OXCE (OpenXcom Extended) main thread
« Reply #600 on: July 19, 2020, 01:23:06 pm »
Hello, everyone!

Can anyone tell me where I could find the changelog for openxcom extended?
« Last Edit: July 19, 2020, 01:24:44 pm by TheDeparted »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #601 on: July 19, 2020, 03:21:27 pm »
Can anyone tell me where I could find the changelog for openxcom extended?

Here: https://openxcom.org/forum/index.php/topic,4187.0.html

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #602 on: August 23, 2020, 06:38:33 pm »
New OXCE v6.6 is up.

2020-08-22
QoL:
- Color-coded disabled research in TechTreeViewer (UFO=grey, TFTD=red)
- Save also worn armor in the personal equipment layout
- Display summary of destroyed base facilities after a missile strike
- Improved "don't follow projectiles" option a bit

Modding:
- 'manaExperience' - now also supported for psi-amps (incl. unsuccessful attempts)
- 'turnBeforeFirstStep' - option to charge TUs for turning before the first step
- 'turnCost' - unhardcoded TU cost of turning (doesn't apply to tank turret movement)
- Removed unused 'difficultyBasedRetaliationDelay' mod option
- Added 'difficultyDemigod' mod option (from OXC)
- Added XcomUtil_Fighter_Transports_TFTD standard mod
- Added XcomUtil_Triton_Weapon_Slot standard mod

Other:
- Craft weapons+ammo and HWPs+ammo now count properly towards storage limits... this was done to fix various situations where player was stuck on SELL screen
  * Hangars in xcom1/xcom2 were given +5 storage space to offset new storage counting and to be compatible with original XCOM (not with OpenXcom)
  * Used/Total storage space at the beginning of the game is as follows:
    * XCOM: 36/50 (14 free)
    * OXC:  40/50 (10 free)
    * OXCE: 51/65 (14 free)
- Added mod option to define whether a base facility should have any storage tiles during base defense or not
  * Hangars in xcom1/xcom2 were marked as not having any storage tiles

Scripting:
- RuleItem.getPower, RuleItem.getDamageType and many more damage-related getters
- RuleItem.hasCategory
- Tile.getPosition.getX, Tile.getPosition.getY, Tile.getPosition.getZ, Tile.getFire, Tile.getSmoke, Tile.getShade, Tile.getUnit, Tile.getFloorSpecialTileType, Tile.getObjectSpecialTileType

Bugfixes:
- Fixed crash-land condition for kamikaze and unmanned UFOs
- Fixed validations when building base facilities after a missile strike or base defense
- Fixed average monthly rating calculation in Statistics screen
- Shooting at yourself doesn't count as being shot at (diaries/commendations)
- Fixed item distribution during base defense (checkerboard pattern), broken since oxce v6.0
- Added storage check after geoscape events
- Added storage check after missile strikes

Ruleset validation:
- Displaying up to 30 validation errors at once
- Added more ruleset consistency checks

Technical:
- Removed palette switching on all images every time a new screen is opened
- Fixed crash/UB when recovering psi-captured zombies

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

xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #603 on: August 24, 2020, 04:08:57 pm »
Good! Please note that in linux (usin Ubuntu MATE) still in 6.6 gives a bug "GMINTRO01 music not found", don't know if it's xpiratez related but it's solved by set playintro=true to false in options.cfg. Log is attached anyway :)
« Last Edit: August 24, 2020, 07:36:42 pm by xcomfan »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #604 on: September 09, 2020, 03:47:56 pm »
New OXCE v6.6.1 is up.

2020-09-09
QoL:
- Improved hit log calculations a bit (when hp/stun damage are negative)

Modding:
- Added support for a fixed location/name starting base (Important: fix either location or location+name... never fix only the name, game will not work correctly if you fix only the name!!)
- Research projects with base cost = 1 cannot roll final cost = 0 anymore

Bugfixes:
- Fixed alien containment dismantle check
- Fixed a crash when AI used up one ammo from a multi-ammo weapon
- OXC: enemy melee reaction doesn't invalidate attacker's aim status anymore

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: October 28, 2020, 04:43:45 pm by Meridian »

Offline Aldorn

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Re: OXCE (OpenXcom Extended) main thread
« Reply #605 on: September 30, 2020, 09:18:24 pm »
Hi all,

Back after 5 years, OMG  :o

I should not be here as often as in the past, but... what a GREAT JOB !!!

Many thanks to Meridian (and other) for all this amazing features, improvements, capabilities, etc.

Congrats to Solar to be so resilient !

And I'm forced to mention SupSuper and Warboy, whithout them nothing of that would exist : this game project is clearly the best all over the world  ::)


Hum... Just back, and already a SUGGESTION lol : what about moving [Documentation] threads in a specific theme "DOCUMENTATION"

OMG so much to read, I had a look at the [Done]

And also congrats for documenting, very wise and very helpful initiative

So many new features as soldier classes, a total 40K conversion, a new mod web site. Even possibilities to write scripts. Will have to learn how to, but should made easy thanks to all these nice [Documentation] threads

Congratulations and Thanks for all of this  :D
« Last Edit: October 01, 2020, 09:57:05 am by Aldorn »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #606 on: October 01, 2020, 12:34:32 am »
Welcome back :)

A lot has changed over the last 5 years... but it's still good old xcom. Check out the Discord channel too if you haven't already...

Offline Aldorn

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Re: OXCE (OpenXcom Extended) main thread
« Reply #607 on: October 01, 2020, 11:22:27 am »
It will take me days even weeks to discover all of that, but it's the price to pay for the amazing job you did all here

I already found the release notes (since the merge of OXCE and OXCE+)  ::)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #608 on: October 01, 2020, 06:39:04 pm »
Auto sell option when you produce a craft (for example I chose a Cormorant from TWoTS) not working. The button sell is pressed on, but when production is done ship not sold and present in Sub Pen. Another problem - I can't set infinite option for production ship too, it says no free Sub Pens even I have one free Sub Pen for it and auto sell option is on. Comments?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #609 on: October 01, 2020, 06:42:49 pm »
Comments?

These are not OXCE features, they are OXC features... and they are not supported for crafts as far as I know.
Feel free to make a suggestion for OXC.

Offline R1dO

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Re: OXCE (OpenXcom Extended) main thread
« Reply #610 on: October 01, 2020, 07:16:08 pm »
As for the infinite option problem. The error message works as intended since you only have one sub penn free (taking into account that auto sell does not work on craft).

The production always starts with one unit, this one claims your only free hangar. When you try to increase the production (by one or infinite) OXC checks if there are free hangars left for the additional crafts. Since you started with only one free hangar that check returns false, hence the message "No Free Sub Pens".

If you have more than 1 free hangar the infinite option will maximize the crafts you can produce based on the number of free hangars. Something you can easily check (sell all crafts in a base with multiple hangars and then try to produce multiple crafts, it will stop once the number of empty hangars is reached).


Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #611 on: October 01, 2020, 09:18:04 pm »
Thank you all for explanation, I'm not complaining, just found how it works and posted here. So auto sell not working for crafts and this is not bug? Usually I'm not produce crafts for profit, it was small exception because I haven't researched any other production items yet, like med-kits.

xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #612 on: October 03, 2020, 06:28:19 pm »
Once again  since linux users gonna need libSDL, may we get from next version an AppImage build? More info here

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #613 on: October 03, 2020, 10:11:06 pm »
Once again  since linux users gonna need libSDL, may we get from next version an AppImage build? More info here

If you create it, you can have it.

I will not create it.

And don't ask me again, I answered this question at least five times already.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #614 on: October 05, 2020, 09:46:05 pm »
Excuse me for stupid question (I know it somewhere in documentation exist), but how I can pop up search box (what keyboard buttons I should press) where I can type name of item when use sorting, researching, transfer and e.t.c?