Author Topic: OXCE (OpenXcom Extended) main thread  (Read 594048 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #240 on: July 21, 2019, 09:32:36 am »
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)

Why?

Offline WiperX

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Re: OXCE (OpenXcom Extended) main thread
« Reply #241 on: July 21, 2019, 10:52:42 am »
Why?
so it is more convenient, options separately, mods separately. But it's your choice of course.

Offline WiperX

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Re: OXCE (OpenXcom Extended) main thread
« Reply #242 on: July 30, 2019, 07:50:10 pm »
Thx Meridian :)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #243 on: August 03, 2019, 08:23:43 pm »
New OXCE v5.6.1 is up.

2019-08-03
 - Fixed mod loading order / corrupted options.cfg
   * if you have OXCE from between 2019-01-27 and 2019-08-02 it is highly recommended to upgrade
   * or at least check your options.cfg and make sure master mods (xcom1, xcom2, piratez, etc.) are on the top of the mod list
 - Spawn less aliens in base defense when UFO is damaged: https://openxcom.org/forum/index.php/topic,7150.0.html
 - Added new mana resource: https://openxcom.org/forum/index.php/topic,7241.0.html
 - Ability to destroy alien bases by research (once daily)
 - Ability to interrupt alien missions by research (once daily or after a mission): https://openxcom.org/forum/index.php/topic,7230.0.html
 - Refactor of vertical levels map generation and alternate terrain handling (by ohartenstein)
 - CTRL toggles No/Patrol button in ConfirmLanding UI
 - BREAKING CHANGE: negative sprite indices are now officially not supported
   * but you can now access sprites and sounds from other mods
 - Increased max number of avatars from 128 to 512
 - Some TechTreeViewer improvements
 - Revert "Bravery now can't decrease morale change below zero percent"
 - various bugfixes

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

OpenXcom ruleset validator has been updated too: https://openxcom.org/forum/index.php/topic,6552.0.html

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #244 on: August 04, 2019, 09:23:27 pm »
Thanks for new version !
But big pb !  :-[

v5.6.1
TFTD

Nota ;
C:\_GAMES\OpenXcom_Ex\standard\xcom2\Resources\UI\globe_tftd.png   exist !
902 octets - 27x3

New Game... create first base... named first base... ok... Boom !

Code: [Select]
[04-08-2019_20-08-04] [INFO] OpenXcom Version: Extended 5.6.1 (v2019-08-03)
[04-08-2019_20-08-04] [INFO] Platform: Windows 64 bit
[04-08-2019_20-08-04] [INFO] Data folder is:
[04-08-2019_20-08-04] [INFO] Data search is:
[04-08-2019_20-08-04] [INFO] - C:/Users/Gabriel/Documents/OpenXcom/
[04-08-2019_20-08-04] [INFO] - C:/_GAMES/OpenXcom_Ex/
[04-08-2019_20-08-04] [INFO] User folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Config folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Options loaded successfully.
[04-08-2019_20-08-04] [INFO] SDL initialized successfully.
[04-08-2019_20-08-04] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-04] [INFO] Attempted locale:
[04-08-2019_20-08-05] [INFO] Detected locale: C
[04-08-2019_20-08-05] [INFO] Attempting to set display to 1600x900x32...
[04-08-2019_20-08-05] [INFO] Display set to 1600x900x32.
[04-08-2019_20-08-05] [INFO] Loading data...
[04-08-2019_20-08-05] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-05] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-05] [INFO] Active mods:
[04-08-2019_20-08-05] [INFO] - xcom2 v1.0
[04-08-2019_20-08-05] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-05] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-05] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-05] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-05] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-05] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-05] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-05] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-05] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-05] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-05] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-05] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-05] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-06] [INFO] Loading rulesets...
[04-08-2019_20-08-21] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-21] [INFO] Lazy loading: 1
[04-08-2019_20-08-21] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-21] [INFO] Making palette backups...
[04-08-2019_20-08-22] [INFO] Data loaded successfully.
[04-08-2019_20-08-22] [INFO] Loading language...
[04-08-2019_20-08-22] [INFO] Language loaded successfully.
[04-08-2019_20-08-22] [INFO] OpenXcom started successfully!
[04-08-2019_20-08-24] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-24] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-41] [INFO] Loading data...
[04-08-2019_20-08-41] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-41] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] Active mods:
[04-08-2019_20-08-41] [INFO] - xcom2 v1.0
[04-08-2019_20-08-41] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-41] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-41] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-41] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-41] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-41] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-41] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-41] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-41] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-41] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-41] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-41] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-41] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - XcomUtil_Statstrings_TFTD v1.0
[04-08-2019_20-08-42] [INFO] Loading rulesets...
[04-08-2019_20-08-58] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-59] [INFO] Lazy loading: 1
[04-08-2019_20-08-59] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-59] [INFO] Making palette backups...
[04-08-2019_20-08-59] [INFO] Data loaded successfully.
[04-08-2019_20-08-59] [INFO] Loading language...
[04-08-2019_20-08-59] [INFO] Language loaded successfully.
[04-08-2019_20-08-59] [INFO] OpenXcom started successfully!
[04-08-2019_20-09-02] [INFO] Scanning standard mods in ''...
[04-08-2019_20-09-02] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-09-13] [FATAL] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-13] [ERROR] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-58] [FATAL] A fatal error has occurred: Segmentation fault.
[04-08-2019_20-09-58] [FATAL] 0x585960 OpenXcom::CrossPlatform::stackTrace(void*)
[04-08-2019_20-09-58] [FATAL] 0x586ce0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[04-08-2019_20-09-58] [FATAL] 0x41c850 signalLogger(int)
[04-08-2019_20-09-58] [FATAL] 0x918850 OpenXcom::UfopaediaStartState::think()
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec5b550 _C_specific_handler
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6f6c0 _chkstk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ebdc460 RtlWalkFrameChain
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6e6e0 KiUserExceptionDispatcher
[04-08-2019_20-09-58] [FATAL] 0x69b5c0 OpenXcom::Globe::polarToCart(double, double, short*, short*) const
[04-08-2019_20-09-58] [FATAL] 0x69fd90 OpenXcom::Globe::drawMarkers()
[04-08-2019_20-09-58] [FATAL] 0x65d9a0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[04-08-2019_20-09-58] [FATAL] 0x69b3f0 OpenXcom::Globe::think()
[04-08-2019_20-09-58] [FATAL] 0x657680 OpenXcom::State::think()
[04-08-2019_20-09-58] [FATAL] 0x69b170 OpenXcom::GeoscapeState::think()
[04-08-2019_20-09-58] [FATAL] 0x59eba0 OpenXcom::Game::run()
[04-08-2019_20-09-58] [FATAL] 0x41c8c0 SDL_main
[04-08-2019_20-09-58] [FATAL] 0x91a360 console_main
[04-08-2019_20-09-58] [FATAL] 0x91a480 WinMain
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] 0x7ffc5e294020 BaseThreadInitThunk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec43670 RtlUserThreadStart
[04-08-2019_20-10-18] [FATAL] OpenXcom has crashed: Segmentation fault.
Log file: C:/_GAMES/OpenXcom_Ex/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
« Last Edit: August 04, 2019, 09:30:20 pm by BlackStaff »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #245 on: August 04, 2019, 09:55:12 pm »
I can start TFTD without problems; also create a base and continue.

Can you try a clean install without mods?
If it works, copy the mods into this new install folder.

If you can't make it work, just zip your entire game folder (the one that doesn't work) and upload it here, I'll check what's wrong.

Offline thisnameismeta

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Re: OXCE (OpenXcom Extended) main thread
« Reply #246 on: August 04, 2019, 10:14:38 pm »
I saw that the automatic night vision mode was removed as an option. Just wanted to comment that playing xcom files I kinda miss it. I run all of my cultist missions as night missions when in early game without smoke grenades, and not having to remember to turn off personal lights or turn on night vision was super helpful. I don't mind the having to turn on night vision much, but having to remember to turn off personal lights has gotten more than a few agents killed for me.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #247 on: August 04, 2019, 10:35:22 pm »
I saw that the automatic night vision mode was removed as an option. Just wanted to comment that playing xcom files I kinda miss it. I run all of my cultist missions as night missions when in early game without smoke grenades, and not having to remember to turn off personal lights or turn on night vision was super helpful. I don't mind the having to turn on night vision much, but having to remember to turn off personal lights has gotten more than a few agents killed for me.

I'll think of something for the next version...

Offline thisnameismeta

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Re: OXCE (OpenXcom Extended) main thread
« Reply #248 on: August 04, 2019, 10:45:43 pm »
Thanks Meridian, and sorry for not weighing in on the conversation earlier. I play xcom fairly infrequently anymore (basically only when a new version of xcom files or xpiratez comes out with features I'm super interested in), so I didn't notice the change until fairly recently, even though it was made almost half a year ago.

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #249 on: August 04, 2019, 11:38:37 pm »
I can start TFTD without problems; also create a base and continue.
After several attempts to start the game, it suddenly started working!  ???
I'll put him under surveillance!

A quick question about Mods: are "gif" files allowed with the latest OXCE version?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #250 on: August 04, 2019, 11:49:13 pm »
A quick question about Mods: are "gif" files allowed with the latest OXCE version?

Short answer: yes

Long answer: The GIF file loading is not done directly by OpenXcom, it is done by SDL (a 3rd party library we are using), and even SDL is outsourcing some work to the operating system. On most platforms (e.g. Windows, Linux, Android), it works fine. On some platforms (e.g. MacOS) it doesn't. So, unless you're using Mac, you can use GIFs. If you are on Mac, the only safe bet is png.

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #251 on: August 05, 2019, 12:09:59 am »
Thank you for your answer.

By testing all the mods I have in this game I discovered a very strange thing...
The "Gaus Sniper" Mod was crashing when I wanted to watch the USOpedia!
I discovered that now we shouldn't make any case errors with folder paths.
I had in the Ruleset:  0: Resources/UFOPaedia/GAUSSSNIPERRIFLE.png
But the path was:   Resources/Ufopaedia/GAUSSSNIPERRIFLE.png
 ???

By fixing the case everything works!

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #252 on: August 05, 2019, 02:22:18 pm »
OXCE is throwing some errors in the log-file about invalid/obsolete starting condition attributes in one of my mods. Is there any way to get a more detailed overview concerning the actual line or entry that throws that error? Because as far as i can tell they should be working fine.

EDIT:
NVM, found&fixed the errors.
« Last Edit: August 05, 2019, 02:57:48 pm by krautbernd »

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #253 on: August 08, 2019, 12:00:54 pm »
Cross-Hair Cursor Now Allows Select Next Unit Hotkey!!

Thank You for this amazing feature! It wasn't in the April version. In the April version I had to right click with the mouse to make the cross-hair cursor disappear and only then could I select my next unit, IIRC. Now you have added the superb feature of the select next unit hotkey working flawlessly when I still have the cross-hair cursor active. It makes combat so much more streamlined!! Thank You!!

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #254 on: August 08, 2019, 12:31:10 pm »
Cross-Hair Cursor Now Allows Select Next Unit Hotkey!!

Thank You for this amazing feature! It wasn't in the April version. In the April version I had to right click with the mouse to make the cross-hair cursor disappear and only then could I select my next unit, IIRC. Now you have added the superb feature of the select next unit hotkey working flawlessly when I still have the cross-hair cursor active. It makes combat so much more streamlined!! Thank You!!

I have not added such a feature.

If you say something like that is now possible, it's most likely buggy and will have to be fixed/removed again.

EDIT: this came from OXC: https://github.com/OpenXcom/OpenXcom/commit/7d219f52f5cb998e0726f69f872ac47d8f3023f0
« Last Edit: August 15, 2019, 12:19:51 pm by Meridian »