aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 341831 times)

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #870 on: September 22, 2021, 05:46:09 pm »
Although not familiar with the geometry of that craft...
Just to be sure: did you check if those numbers are not visible when using the viewpoint with an additional layer (mouse-wheel up on my system)?
I did not check it in the multilayer mode, because I checked it in other way. Just move the agent standing on the ramp and the numbers will appear. The save is in the previous post. The mod is X-COM Files, if you want to check yourself.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #871 on: September 22, 2021, 09:23:53 pm »
Here is the save.

The tiles through which the pathfinding goes are still undiscovered, so the pathfinding doesn't render anything on them.

And before you ask, no I don't know why the ground tiles are discovered and one level above they are not.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #872 on: September 23, 2021, 06:02:10 am »
The tiles through which the pathfinding goes are still undiscovered, so the pathfinding doesn't render anything on them.
Thank you for the investigation!

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #873 on: September 27, 2021, 08:13:17 pm »
Touch buttons keep disappearing = Unselected

Clicking on the ≡ I can turn on Touch buttons display. It works for ~two of my soldiers, then when I switch to the next one, the touch buttons turn OFF.   

Is there a way to force these touch buttons to be displayed for the remainder of the battle?  OXCE 7.0 for XPiratez.  Is this a bug? 

I tried to upgrade to one of the latest OXCE nightlies, but unfortunately the latest versions give a nasty ARMOR definition bug when XPiratez is trying to load, so it doesn't load at all.. :(

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #874 on: September 27, 2021, 09:26:14 pm »
Doesn't happen to me. Can someone confirm?

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #875 on: September 27, 2021, 11:07:50 pm »
Doesn't happen to me. Can someone confirm?
Found it!
F9  -  on quicksave reload touch buttons disappear.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #876 on: September 28, 2021, 12:11:28 am »
Yes, on reload everything resets.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #877 on: September 28, 2021, 11:10:59 am »
New OXCE v7.1 is up.

2021-09-27
QoL:
- Keep original target if attacked by a HK (and didn't disengage manually)
- Interceptor/Escort Wing Feature (by Buscher)

Features:
- Enable mouse wheel scrolling for Ufopaedia novels (by SupSuper)
- Add basic support for AI kneeling and running
- Improved performance on vapor creation
- Breaking change: Improved modding support for vapor colors (to be able to create submods)
- Improved handling of high opacity of vapor - now you can have darker versions too
- `oxceModValidationLevel` user setting (can turn off some ruleset checks for old mods)

Modding:
- Breaking change: handling of default damage range (+added 2 new `RandomType` values; changed the default value from 0 to 8 )
- `alwaysVisible` in armor ruleset + basic script support (`isVisible`, `makeVisible`)
- Live alien (for Geoscape) can now be different than the Battlescape unit type (`liveAlien` in unit ruleset)
- Support for `reloadSound` from ammo item

Scripting:
- Exposed breath animation frames to scripts
- Exposed unit getFire/setFire to scripts
- Exposed unit conversion to scripts

Bugfixes OXCE:
- Fixed bug when destroying workshop-like facilities
- Fixed pathfinding of 2x2 units in fire (to be backpatched into OXC)
- Fixed bug that allowed avoiding AI reaction shots
- Craft returning after mission don't join dogfights
- Fixed instant mission despawn
- Fixed TFTD touch buttons graphics

Bugfixes OXC:
- Don't allow negative time units/energy
- Fixed patrol nodes not being freed when units die
- Fixed Korean wordwrapping
- Fix language settings getting mixed up between files
- Fix intro crashing when no audio device is available
- Don't reset mods when pressing Restore Defaults
- Fix starting day for TFTD
- Fix statistics calculation for commendations
- Don't corrupt saves on debriefing ragequit
- Fixed Snakeman and Silacoid movement type

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

Ruleset validator was updated.
Wiki ruleset reference will be updated soon-ish.

Auto-update (Windows only) will be turned on after 2-3 weeks if no critical bugs are found.
« Last Edit: December 15, 2021, 12:24:49 am by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #878 on: September 28, 2021, 11:17:14 am »
Breaking change (as requested): Overriding 'ResistType' should NOT override 'RandomType' automatically anymore.

Example in OXCE 7.0:
Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12

The unspecified `RandomType` was determined from `ResistType` (in this case from 12, which would translate into `standard damage`)

Same example in OXCE 7.1:
Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12

--

The unspecified `RandomType` is NOT determined from `ResistType` anymore, it is determined from `damageType` as in vanilla (in this case from 9, which would translate into `no damage`)

Recommended solution is to specify the `RandomType` explicitly where required, e.g. in this case it would be:

Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12
      RandomType: 8
« Last Edit: November 24, 2021, 02:17:04 pm by Meridian »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #879 on: September 28, 2021, 01:31:34 pm »
Hello.
Was fixed an error with "STR_ALIEN_COLONY_" instead of colony name?
Thanks.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #880 on: September 28, 2021, 01:57:19 pm »
Hello.
Was fixed an error with "STR_ALIEN_COLONY_" instead of colony name?
Thanks.

It's not a bug.

Some objects get that extra "_" in the translation string intentionally.
Not nice, but that's what has been done in OpenXcom many years ago and we're stuck with it now.

https://github.com/OpenXcom/OpenXcom/blob/master/src/Savegame/Target.cpp#L201
« Last Edit: September 28, 2021, 01:59:38 pm by Meridian »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #881 on: September 28, 2021, 04:47:29 pm »
Oh. That's odd. But now i find these strings in vanilla language files, so I apologize. My mistake.

Offline Brimcon

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Re: OXCE (OpenXcom Extended) main thread
« Reply #882 on: September 29, 2021, 12:22:57 am »
Not sure if this is a bug but it didn't happen before.
When moving units or firing weapons, the bottom UI blanks out.
Using 7.1, Happens in both X-COM Files, and Vanilla game.
« Last Edit: September 29, 2021, 01:52:05 am by Brimcon »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #883 on: September 29, 2021, 09:28:42 am »
Not sure if this is a bug but it didn't happen before.
When moving units or firing weapons, the bottom UI blanks out.
Using 7.1, Happens in both X-COM Files, and Vanilla game.

It happened before for firing weapons (e.g. during autoshots).
It didn't happen when moving units, that's a bug.
Fixed here: https://github.com/MeridianOXC/OpenXcom/commit/18a9c23b55310f8f6445954ef308ddffac12aa89

You can wait for next version or download a snapshot here: https://lxnt.wtf/oxem/builds//Extended/Extended-7.1.1-8be08dd42-2021-09-29-win64.7z

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #884 on: September 29, 2021, 11:05:25 am »
Another thing fixed in 7.1.1 is crash when unit with reaction 0 react to attack.
As consequence of this fix y-script hooks for reactions have new argument `reaction_count` where is stored sequence number of current reaction to same event.