Author Topic: OXCE (OpenXcom Extended) main thread  (Read 124687 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #735 on: March 02, 2021, 04:49:07 pm »
I just tried out Extended for the first time. Loaded an OXC save...

1. In Battlescape, what's the little number 2 in the lower-right corner of the psi-amp in my soldier's hand?

2. Why would the game tell me I'm missing mods, even though I carefully checked that I have exactly the same mods as in OXC? The same selection of standard mods, as well as this mod that transferred no problem. Should I worry about savegame compatibility from OXC -> OXCE?

3. is there a comprehensive list of differences between OXC and OXCE to be read anywhere? I don't just mean the ruleset referece, but features in general.

For example I see that the unequal LOS that leads to failure of mutual surprise when smoke is involved is solved. This is good, and important - but I do not see how I could know this if it hadn't been mentioned by some forum member in a conversation I was part of elsewhere.

1/ it's the indicator that it is a 2-handed weapon

2/ if you're missing mods, check if they have metadata.yml (this file is mandatory in OXCE)
if you're not missing any mods, upload the save here so that I can have a look

you don't need to worry about savegame compatibility OXC -> OXCE, it is 100% compatible

3/ there are thousands of fixes and new features in OXCE, the only truly "comprehensive" list of differences is a git log
more humanly-readable changelog is here: https://openxcom.org/forum/index.php/topic,4187.0.html
but even this shortened changelog is a reading for days and days... there's 7 years of active development in OXCE


The LOS example (once confirmed) is likely a very early change (from before 2015), when I wasn't involved in OXCE yet, and thus not documented by me.
I'll check what the difference is and document it... but I don't think OXCE has equal LOS, as far as I know smoke does make it unequal also in OXCE, maybe in a slightly different way if you say it works differently than OXC.
« Last Edit: March 02, 2021, 04:56:47 pm by Meridian »

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #736 on: March 03, 2021, 12:09:03 am »
Thanks for the replies.
The LOS example (once confirmed) is likely a very early change (from before 2015), when I wasn't involved in OXCE yet, and thus not documented by me.
I'll check what the difference is and document it... but I don't think OXCE has equal LOS, as far as I know smoke does make it unequal also in OXCE, maybe in a slightly different way if you say it works differently than OXC.

I found out about it from this post. If you download the savegame from the first post of that thread, you'll see that in OXC moving the soldier one tile forward, to 31,20, gets the soldier killed through lack of mutual surprise, while in OXCE any angle of approach results in mutual surprise. This is true without any mods.

if you're missing mods, check if they have metadata.yml
Never mind. I somehow unclicked a mod I thought I had clicked. I shouldn't post while ultra tired.

I do not understand, however, why OXC sees my own mod that I add to the "standard" folder, while in OXCE the game only recognizes it if I put it in user/mods. Is this intended? And yes, I did include metadata.yml.
« Last Edit: March 03, 2021, 12:13:59 am by Markus Ramikin »

Offline yergnoor

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Re: OXCE (OpenXcom Extended) main thread
« Reply #737 on: March 03, 2021, 04:39:51 am »
I do not understand, however, why OXC sees my own mod that I add to the "standard" folder, while in OXCE the game only recognizes it if I put it in user/mods. Is this intended? And yes, I did include metadata.yml.
Yes, it was intentional.  There was too much confusion in the discussions, when some wrote that mods should be placed in the "mods" folder, and others that in the "standard" folder.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #738 on: March 03, 2021, 08:04:27 am »
I do not understand, however, why OXC sees my own mod that I add to the "standard" folder, while in OXCE the game only recognizes it if I put it in user/mods. Is this intended? And yes, I did include metadata.yml.

Yes, it is intended.
It's needed for example for the auto-update functionality.
But even without it, supporting and troubleshooting manual upgrade issues and platform change issues has become much easier since this was introduced. It has saved countless hours that I can invest more productively into development.

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #739 on: March 03, 2021, 11:06:33 am »
I see, then nothing's wrong. Good to know.

Offline Dogbarian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #740 on: March 03, 2021, 05:23:00 pm »
So, if my "mod" consists of just a single rul file with a few changes, do I still need the metadata.yml file?  What does that file need to have in it (or can I take an existing one from another mod and make whatever changes are needed)?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #741 on: March 03, 2021, 05:55:48 pm »
So, if my "mod" consists of just a single rul file with a few changes, do I still need the metadata.yml file?  What does that file need to have in it (or can I take an existing one from another mod and make whatever changes are needed)?

Yes, every OXCE mod no matter how small needs it.

"id" and "name" should be provided as a minimum, other attributes are optional.

You can copy it from another mod if you want, just don't forget to change those two attributes, especially the "id" (it needs to be something unique).

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #742 on: March 03, 2021, 06:21:58 pm »
1, 2, 3, 4.....
Most of it is already implemented and working. There is no point in discussing anymore. Sooner or later, the rest will be implemented. As I said, it only takes time.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #743 on: March 03, 2021, 06:35:00 pm »
1, 2, 3, 4.....
Most of it is already implemented and working. There is no point in discussing anymore. Sooner or later, the rest will be implemented. As I said, it only takes time.

I don't know what you're talking about.

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #744 on: March 06, 2021, 05:15:21 am »
even this shortened changelog is a reading for days and days
Hey, it's more useful than you made it sound. I've already been able to look up various stuff that bothered me thanks to that link (like why I suddenly have 65 storage instead of 50, that freaked me out). So thanks again!

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #745 on: March 06, 2021, 02:04:45 pm »
Meridian, can you tell us what was done in version 6.9.7-e? I don't even know where to look and what to test, other than what was discussed. What's in development? When the release of a new version that is already underway.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #746 on: March 06, 2021, 02:11:29 pm »
Meridian, can you tell us what was done in version 6.9.7-e? I don't even know where to look and what to test, other than what was discussed. What's in development? When the release of a new version that is already underway.

I will provide a changelog with the official release.

The next official release is v7.0 and will be released probably on March 13th.

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #747 on: March 06, 2021, 05:09:02 pm »
What exactly is the minimum condition to train throwing with grenades?
I just did this:
- One soldier threw 3 armed alien grenades
- One soldier threw 3 armed smoke grenades
- One soldier threw 3 unarmed smoke grenades
Then I loaded them back onto the Skyranger and left. The post-mission screen showed 0 gains for all.
Repeated the same with save scumming on. Same result.
Me confused.

Do I have to hit an enemy target? Or do I need to beat the mission?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #748 on: March 06, 2021, 05:41:37 pm »
Throwing as such doesn't train throwing accuracy in OXCE, more details here: https://openxcom.org/forum/index.php/topic,4230.0.html

Hitting (zero damage also counts) an enemy with a thrown weapon does.
So for example, if you throw a grenade, it explodes and hits 5 enemies... you get +5 throwing experience... which then transforms into +1, +2 or +3 throwing accuracy at the end of the mission.

Offline Markus Ramikin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #749 on: March 07, 2021, 11:42:57 pm »
Quote
- 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)
I wonder what sort of situations caused this. Producing craft ammo that took up more space than the materials going into it, while advancing time by "1 day" so it's hard to stop before the forced sale is triggered again and again?

If I guessed this correctly, then I wonder why something similar wasn't done with armors. At the moment armors worn by soldiers don't count towards the storage limit, and it's possible to get a situation with the SELL screen popping up if producing Alloy/Platics armor, since they take up more space than the materials used.