aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 96806 times)

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #660 on: October 23, 2020, 01:10:46 am »
I'm going to be burned with this question... but since I can't find explanations and I don't understand the English language... I dare!
With OXCE 6.7 new keyboard/mouse commands appear. Example "M-click" in the research screen.
There was also "M-click" during the tactical to see the enemy and his weapons...
All these commands work very well with "OXCE 6.7 + XFiles" ! Thank you very much!

But why in an OXCE 6.7 game without any other pack these commands don't work ?
There must be something I didn't understand... sorry !  :-[

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #661 on: October 23, 2020, 11:36:57 am »
Question about throwing. The guy in front who have a flare in his hand trying throw it to another guy in front but flare just drops to his own feet. So: 1. I'm unlucky with trowing accuracy (but this is strange I did this 3 times in row and all was unsuccessful) 2. This is kneeling behavior. 3. It's because Triton roof  affect throwing on distance. 4. May be a  bug. Save file attached, don't forget remove Ironman mode there.

It's a bug.
Caused by a recent fix for throwing through ceilings and walls.

We will look at it.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #662 on: October 23, 2020, 04:44:04 pm »
You probably know it already, but if guy who doing it standing it works fine. Same for kneeling but if direction is diagonal it's success too.
P.S.
To avoid double posting let's just edit my message with new interesting info: I drown very small USO (TWoTS) and wait while day come. Landing there, terrain was volcanic. I begin the mission and in few turns it's over because alien(s) died from wounds. I haven't discovered them visually. I got strange mission debriefing screen - only 7 aqua plastics. So I have a question - why? I know what all equipment in USO could be destroyed due to crash, same for aliens weapons and even bodies, but where gone corpse of last alien who was alive when mission starts? It's just gone. Really strange. Sorry I don't have a save file to reproduce it.
« Last Edit: October 24, 2020, 06:20:47 am by Shiroi Bara »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #663 on: October 24, 2020, 10:32:23 am »
P.S.
To avoid double posting let's just edit my message with new interesting info: I drown very small USO (TWoTS) and wait while day come. Landing there, terrain was volcanic. I begin the mission and in few turns it's over because alien(s) died from wounds. I haven't discovered them visually. I got strange mission debriefing screen - only 7 aqua plastics. So I have a question - why? I know what all equipment in USO could be destroyed due to crash, same for aliens weapons and even bodies, but where gone corpse of last alien who was alive when mission starts? It's just gone. Really strange. Sorry I don't have a save file to reproduce it.

can't reproduce

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #664 on: October 24, 2020, 11:45:39 am »
New OXCE v6.7.2 is up.

2020-10-24
QoL:
- Added Psi Training Finished GUI
- Removed automatic personal lights toggle

Modding:
- Option to ignore death traps by (original) faction: https://openxcom.org/forum/index.php/topic,7671.msg133202.html#msg133202

Bugfixes:
- Fixed visual bug with the Sell GUI

Android:
- Scan user mods also in the data folder (Android and iOS): https://openxcom.org/forum/index.php/topic,6591.msg133302.html#msg133302
- Updated icon for Android
- Updated UFO universal data patch for Android

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

Offline CyberAxe

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Re: OXCE (OpenXcom Extended) main thread
« Reply #665 on: October 31, 2020, 03:12:08 pm »
I'm finding a lot of mods getting broken from 6.5 onwards, I've submitted bug reports to those modules (Though several have not been updated in quite a while so dubious if they'll ever get fixed) but something to be aware of.

Also any chance of extending debug so it can tell you at which module it has found a problem?

Perhaps on startup if debug mode is enabled it loads each module in order and does a check to make sure everything is valid before loading the next module instead of loading everything then checking which seems to be the case jus tnow, since if you enable a module in the mods menu and there's an error it will tell you what module has the error, will save new people a lot of time on setup, I spent hours figuring out which modules were having issues as I had to delete them one by one to find which one it was.
« Last Edit: October 31, 2020, 03:15:59 pm by CyberAxe »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #666 on: October 31, 2020, 04:46:50 pm »
Also any chance of extending debug so it can tell you at which module it has found a problem?

Perhaps on startup if debug mode is enabled it loads each module in order and does a check to make sure everything is valid before loading the next module instead of loading everything then checking which seems to be the case jus tnow, since if you enable a module in the mods menu and there's an error it will tell you what module has the error, will save new people a lot of time on setup, I spent hours figuring out which modules were having issues as I had to delete them one by one to find which one it was.

1/ That's not technically possible in the current architecture.

2/ Also, there are submods, which work only in combination with parent mods.
And unfortunately even "partial" mods, which don't work standalone, but work together with other "parts".


To find out (and fix) issues you can enable mods one by one, instead of enabling everything and then guessing what's wrong where.
That should reduce the time to fix it from hours to minutes.
At least it does for me.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #667 on: November 01, 2020, 08:49:54 pm »
Meridian, are there (or are planning) options for managing the cost and time of transfers between bases?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #668 on: November 01, 2020, 09:10:56 pm »
Meridian, are there (or are planning) options for managing the cost and time of transfers between bases?

Currently I don't know of any such request.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #669 on: November 01, 2020, 09:21:18 pm »
Consider that now he is. :)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #670 on: November 01, 2020, 09:21:54 pm »
Consider that now he is. :)

Well, I need some details too... how should it work?

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #671 on: November 01, 2020, 09:39:11 pm »
Well, I need some details too... how should it work?

First, would like to know the default time and cost. How is the transfer price and time calculated?
Options (transferBaseTime:  1.0) and (transferBaseCost: 1.0) must manage divider \ factor of default values.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #672 on: November 01, 2020, 10:19:30 pm »
First, would like to know the default time and cost. How is the transfer price and time calculated?

It's based on distance.
Maximum distance is 102.4 (for example between north pole and south pole).

Transfer cost is:
- distance*1 for items
- distance*5 for personnel
- distance*25 for craft

Transfer time is: 6 + distance/10... so anywhere between 6 and 16 hours.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #673 on: November 01, 2020, 10:36:20 pm »
Can use a multiplier of the default values. Working with integers, it seems, will not work.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #674 on: November 02, 2020, 02:37:17 pm »
Meridian, I'm sorry to bother you, but there is one more thing. If soldierDiaries (soldierDiaries: false) is disabled, can the "DIARY" and "STATISTICS" buttons be disabled? And what's the point in them, with statistics disabled?