Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445525 times)

Offline Ninawindia

  • Captain
  • ***
  • Posts: 66
  • Certified cat girl, nya~
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #315 on: September 20, 2019, 07:01:28 pm »
No, it doesn't need TFTD.

Can you try with this UFO data and let me know if it helped? <link removed>

No go, sadly, thanks for that suggestion though! I wonder what happened between updates.
« Last Edit: September 20, 2019, 07:16:15 pm by Meridian »

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #316 on: September 20, 2019, 07:15:04 pm »
No go, sadly, thanks for that suggestion though! I wonder what happened between updates.

Try uninstalling the old OXCE.
And delete everything except UFO directory... including options.cfg, standard directory, common directory, mods directory.
Then install fresh.
« Last Edit: September 21, 2019, 06:25:03 pm by Meridian »

Offline Ninawindia

  • Captain
  • ***
  • Posts: 66
  • Certified cat girl, nya~
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #317 on: September 20, 2019, 07:32:32 pm »
thank you! The deletion of everything except for the ufo file and reinstalling worked for now it seems. Hopefully won't break adding pirates! thank you, again! <3

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #318 on: September 22, 2019, 11:08:57 pm »
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Added.
It was easier than I originally expected (famous last words).

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3192
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #319 on: September 27, 2019, 10:59:41 pm »
After around 4 years my script are finally capable to:
Code: [Select]
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!

Code: [Select]
        debug_log "Hello World!";

This will allow in long run changing text in UI based on special conditions.

Offline Nord

  • Commander
  • *****
  • Posts: 1625
  • The Gate is open.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #320 on: September 28, 2019, 04:15:40 pm »
Where can i find actual validator for VSCode? Thanks.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1931
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #321 on: September 28, 2019, 04:26:46 pm »

Offline Nord

  • Commander
  • *****
  • Posts: 1625
  • The Gate is open.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #322 on: September 28, 2019, 05:50:11 pm »
Ah, it was updated. Thanks.

Offline toonlink3181

  • Sergeant
  • **
  • Posts: 11
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #323 on: October 10, 2019, 02:26:45 am »
How do you show accuracy in this, like x-piratez does?

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #324 on: October 10, 2019, 09:47:37 am »
How do you show accuracy in this, like x-piratez does?

X-piratez shows the accuracy same way as this.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #325 on: October 13, 2019, 11:15:36 am »
New OXCE v6.0 is up.

2019-10-13
 - Added Korean language
 - Added scripts to soldier bonuses
 - Support for one-time geoscape events: https://openxcom.org/forum/index.php/topic,7215.msg117828.html#msg117828
 - Support for multiple game endings: https://openxcom.org/forum/index.php/topic,7476.0.html
 - Soldier transformations: random stat improvements (within a range): https://openxcom.org/forum/index.php/topic,7196.msg117768.html#msg117768
 - Soldier transformations: reroll individual stats: https://openxcom.org/forum/index.php/topic,7196.msg117767.html#msg117767
 - Soldier transformation into an item (sacrifice, specialist to build a facility, etc.): https://openxcom.org/forum/index.php/topic,7196.msg117767.html#msg117767
 - Checking research requirements on craft weapon clips: https://openxcom.org/forum/index.php/topic,7316.0.html
 - Commendations can be prerequisites for soldier transformations: https://openxcom.org/forum/index.php/topic,7405.msg117870.html#msg117870
 - "manaPool" keyword for soldier stat strings
 - Minimum soldier rank requirement for a soldier transformation: https://openxcom.org/forum/index.php/topic,7405.msg117870.html#msg117870
 - Infinite production can be changed to maximum possible production using a left-click on the "down arrow"
 - Mission/Arc/Event script funds triggers: https://openxcom.org/forum/index.php/topic,7215.msg116973.html#msg116973
 - Resize Ufopedia to fit all category buttons if possible
 - Configurable TUs when waking up at the beginning of a new turn (global parameter 'tuRecoveryWakeUpNewTurn')
 - Mana recovery via medikit (item parameter 'manaRecovery')
 - "Stunning improves morale" mod option (global parameter 'stunningImprovesMorale')
 - Flag for hidden Commendations pedia articles (ufopaedia article parameter 'hiddenCommendation')

 - Support for elevated UFOs
 - Allowed negative mana recovery per day
 - One random item vs all items in RuleEvent (event parameter 'randomItem')
 - Allowed transfers in the Debriefing
 - Allowed multiple sales in the Debriefing
 - Unhardcoded most of GUI backgrounds (interface parameter 'backgroundImage')
 - Mission/Arc/Event script score triggers: https://openxcom.org/forum/index.php/topic,7215.msg116973.html#msg116973
 - Mission/Arc/Event script item triggers: https://openxcom.org/forum/index.php/topic,7096.msg116970.html#msg116970
 - "Items at destination" filter for base transfers
 - Operation name generator: https://openxcom.org/forum/index.php/topic,6420.0.html
 - Base name generator: https://openxcom.org/forum/index.php/topic,7376.0.html
 - Random ambient sounds: https://openxcom.org/forum/index.php/topic,6647.0.html
 - Soldier bonuses (from transformations and commendations): https://openxcom.org/forum/index.php/topic,7405.0.html
 - More zombie types: https://openxcom.org/forum/index.php/topic,7404.0.html
 - Added support for underwater weapon vapor clouds for UFO-based hybrid mods: https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775
 - Added Geoscape event scripts: https://openxcom.org/forum/index.php/topic,7215.msg116753.html#msg116753
 - Added "Auto update" user option

 - Added mission abort penalty (alien deployment parameter 'abortPenalty')
 - Added support for fake underwater xcom bases: https://openxcom.org/forum/index.php/topic,11065.0.html
 - Added starting conditions by globe texture: https://openxcom.org/forum/index.php/topic,11064.0.html
 - Added fake underwater globe textures support: https://openxcom.org/forum/index.php/topic,11063.0.html
 - Added "Auto Night Vision threshold" user option
 - Removed "Highlight new topics" user option
 - Added "Sell All But One" hotkey ("Z" by default)
 - Added death sounds by armor and gender: https://openxcom.org/forum/index.php/topic,7371.msg116561.html#msg116561
 - Added unit response sounds (by soldier/unit, armor, gender or name): https://openxcom.org/forum/index.php/topic,7371.0.html
 - Before a battle starts the turn number is zero for Y-scripts (instead of 1)
 - Added UFO detection Y-scripts
 - Added "Raw screenshots" user option (hidden)
 - Smoother globe shadows
 - Fixed inventory drawing performance issue
 - Fixed TFTD resources loading performance issue
 - various bugfixes
 - c++17 support required for compilation

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

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
« Last Edit: February 02, 2023, 10:48:55 am by Meridian »

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #326 on: October 13, 2019, 10:58:42 pm »
Staggering (in a good way)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #327 on: October 31, 2019, 12:38:11 pm »
New OXCE v6.1 is up.

2019-10-30
 - Soldier sorting includes stat bonuses now
 - Ability to use globe texture/terrain in mapScripts: https://openxcom.org/forum/index.php/topic,7536.0.html
 - Fixed rounding in polynomial formula calculations for stats (nearest integer as before)
 - Fix/Prevent invalid/negative escape countdown (UFOs with short break off time never broke off on higher difficulties)
 - Ability to specify precise item position within the default inv slot: https://openxcom.org/forum/index.php/topic,4187.msg118725.html#msg118725
 - Speed up chain terrain explosions
 - Consider 'explosionSpeed' also for AOE explosions: https://openxcom.org/forum/index.php/topic,7509.msg118724.html#msg118724
 - More item lists for geoscape events + custom music: https://openxcom.org/forum/index.php/topic,7215.msg118723.html#msg118723
 - Unit stats cannot go into minus
 - Improved staff salaries & item maintenance: https://openxcom.org/forum/index.php/topic,4774.msg118449.html#msg118449
 - Inventory stats improvements: https://openxcom.org/forum/index.php/topic,7515.0.html
 - Equipment filter improvement: for firearms, check the ammo category too (if present onboard)
 - Civilian spawn node types: https://openxcom.org/forum/index.php/topic,6477.0.html
 - Reroll mana pool stat on save upgrades
 - Soldier bonuses for pilots
 - Statistical (bullet) saving now works on consumable medikits too
 - It's possible to move an item with negative size into an overfull base
 - "We can now..." UIs consider also bonus research (getOneFree): https://openxcom.org/forum/index.php/topic,6551.0.html
 - 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

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8595
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #328 on: November 02, 2019, 06:35:06 pm »
New OXCE v6.1.1 is up.

2019-11-02
 - Fixed rounding in stat calculations

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

Offline StahnAileron

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #329 on: November 07, 2019, 06:46:42 am »
So, I'm super late to the party. (I stuck with stable OpenXcom for a while way back; found Nightlies had better features and switch over a couple years ago; just now realized OCXE is a thing.) So forgive me if the following question is already answered elsewhere:

I JUST got OXCE to try out (so I'm on the newest version; update checker agrees) and noticed that interception is not predictive like in the Nightlies. I checked for the setting and realize it's completely gone. (Re-checked in Nightlies to make sure I was looking in the correct spot.) Was support for predictive interception trajectories dropped?