Author Topic: OXCE (OpenXcom Extended) main thread  (Read 243314 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #900 on: October 17, 2021, 11:59:51 am »
New OXCE v7.1.3 is up.

2021-10-17
Modding:
- It is now possible to show multiple special buttons at once (psi, special, soldier skill)

Scripting:
- Added reaction count limit (+exposed the counter to scripts)

Bugfixes:
- Fixed missing death and bleedout notifications for unconscious units (to be backpatched into OXC)
- Fixed loot window not displaying any items after a base defense
- Cannot disengage when you and the HK have the same speed anymore
- Fixed issue when unit has Reaction score=0
- Fixed display of unit stats during walking/firing (to be backpatched into OXC)

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

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #901 on: October 17, 2021, 01:19:35 pm »
New OXCE v7.1.3 is up.
Thank you very much !!  :)
« Last Edit: October 17, 2021, 01:21:36 pm by BlackStaff »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #902 on: October 17, 2021, 09:48:49 pm »
Small question:
When we use "FixRadius: 1" for super-powerful weapon, the explosion animation still showed over whole screen, not just normal blast. Is it intended?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #903 on: October 18, 2021, 04:22:08 pm »
Hard to say its is intended but game behave this way, animation is independent in most case from real explosion calculation.
Even more if range is bigger it still show animation on places where explosion even do not touch.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #904 on: October 20, 2021, 10:44:18 am »
Modding:
- It is now possible to show multiple special buttons at once (psi, special, soldier skill)
And how to make them NOT showing? I got unnecessary "psi" button showed for all my units with psi-abilities.
Thanks.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #905 on: October 20, 2021, 10:46:21 am »
And how to make them NOT showing? I got unnecessary "psi" button showed for all my units with psi-abilities.
Thanks.

That's a bug, being fixed right now...

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #906 on: October 24, 2021, 01:33:47 pm »
I plan release bug fix for this today

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #907 on: October 24, 2021, 09:10:23 pm »
New OXCE v7.1.4 is up.

2021-10-24
Modding:
- Ability to change armor values via Soldier Bonuses: https://openxcom.org/forum/index.php/topic,7405.msg141860.html#msg141860
- Arc/Mission/Event-script triggers by xcom base country: https://openxcom.org/forum/index.php/topic,7215.msg141846.html#msg141846
- Arc/Mission/Event-script triggers by xcom base region

Other:
- Added Ukrainian translation

Bugfixes:
- Fixed duplicated psi weapon button

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

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #908 on: October 25, 2021, 10:38:06 pm »

- Ability to change armor values via Soldier Bonuses: https://openxcom.org/forum/index.php/topic,7405.msg141860.html#msg141860

Well, for the sake of such a bonus, I switch to the new version without question.  :)
One request:
- Craft returning after mission don't join dogfights

Please do this by disabling/enabling the function.

Thanks for the updates.

Offline Fiskun1

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Re: OXCE (OpenXcom Extended) main thread
« Reply #909 on: October 29, 2021, 04:11:03 pm »
It’s very interesting who translates into Ukrainian?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #910 on: October 29, 2021, 05:44:11 pm »
It’s very interesting who translates into Ukrainian?

Somebody called Andriy Rutar.

You can see all details on Transifex: https://www.transifex.com/openxcom/openxcom-extended/language/uk/

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #911 on: October 31, 2021, 08:12:32 pm »
Can somebody help me? I am currently running into issues while trying to implement an additional base facility which has a map with a custom tileset (in addition to the vanilla tilesets).

I take it I have to modify the whole base defense terrain (XBASE) to include the custom tileset? Or is it possible to include/add custom tilsets on a map block basis and/or add facilities as stand-alone maps?

Thanks in advance.
« Last Edit: October 31, 2021, 08:15:48 pm by krautbernd »

Offline BTAxis

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Re: OXCE (OpenXcom Extended) main thread
« Reply #912 on: November 27, 2021, 12:29:08 pm »
There is a bug (well, I consider it a bug) with the craft equipment templates. If you save a template while the equipment list is being filtered via Q quicksearch, it only saves the equipment that's filtered (and on the craft). It should save all equipment that's assigned to the craft regardless of the filter.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #913 on: November 27, 2021, 03:32:03 pm »
There is a bug (well, I consider it a bug) with the craft equipment templates. If you save a template while the equipment list is being filtered via Q quicksearch, it only saves the equipment that's filtered (and on the craft). It should save all equipment that's assigned to the craft regardless of the filter.

It's a useful feature, this way you can choose whether to save everything or just the filtered stuff.

See also my comment that it is intended: https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Basescape/CraftEquipmentState.cpp#L879

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #914 on: November 27, 2021, 06:52:35 pm »
Center on Enemy X red rectangle doesn't remain red after switching to new unit in
 Extended-7.1.7-19e41cbc3-2021-11-25-win64.7z
Is it the variable
  oxceEnableSlackingIndicator: true

or probably caused by this:
  oxceRecommendedOptionsWereSet: true

Is there an INI variable that can switch this function back as it was originally?