aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 82668 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #495 on: April 27, 2020, 09:14:11 pm »
About Hunter Killers. I'm asking myself now - what the reason use dogfight screen when it attacks any x-com craft what have no weapons to protect itself and not have escort too. The result one - you will lose you ship, will you wait until USO kills it eventually or just press self destruct button. But it useful and result could be same if you running out of ammo on you interceptor and enemy USO still not destroyed. May be in future just remove it and use information screen like "You craft were destroyed but enemy USO"? It's just save time. Not great suggestion may be, so glad to hear you opinions or ideas.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #496 on: April 27, 2020, 10:43:42 pm »
You have time to Alt-F4 :>

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #497 on: April 28, 2020, 12:30:47 pm »
Regarding HKs:
Would it be possible for crafts to retain their target after escaping interception?
When a craft is faster than a HK, it can escape the interception. But when landing at the base, crafts slow down.
I have had cases, when a craft ran out of ammo and was caught just as it was landing. It could escape the interception, but the zoom-in for the next interception started before I could order it to go somewhere else, to outpace the UFO.
But because after escaping interception, the craft tries to return to base, it just continued trying to land.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #498 on: April 29, 2020, 11:28:35 pm »
I pushed small change yester day to scripts, I allowed to get tag from rule (like RuleArmor or RuleItem) from game object (BattleItem or BattleUnit).
This skip some boilerplate when you want check one tag armor tag from some unit and you need access armor itself before hand.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #499 on: April 30, 2020, 10:23:53 pm »
How many interceptors can escort you craft? 2 maximum? Any limitation in code and dogfight phase?

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #500 on: April 30, 2020, 10:30:50 pm »
At least three, but I bet 6-9.

Offline ohartenstein23

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Re: OXCE (OpenXcom Extended) main thread
« Reply #501 on: April 30, 2020, 10:37:37 pm »
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #502 on: April 30, 2020, 11:00:12 pm »
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.

Huh, I figured at numbers greater than the the dogfight windows would split 2x3, good to know though :)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #503 on: May 08, 2020, 06:16:38 pm »
New OXCE v6.5 is up.

2020-05-08
QoL:
 - QoL/Bugfix: User option for palette flicker fix (in options.cfg only): https://openxcom.org/forum/index.php/topic,8212.0.html
 - QoL/Bugfix: Don't flash weapon bigobs during autoshots: https://openxcom.org/forum/index.php/topic,8080.0.html
 - QoL/Modding: Ability to not follow projectiles (to prevent minigun seizures): https://openxcom.org/forum/index.php/topic,8210.0.html
 - Daily Pilot Experience GUI: https://openxcom.org/forum/index.php/topic,8209.0.html
 - Added vSyncForOpenGL to advanced user options: https://openxcom.org/forum/index.php/topic,8208.0.html
 - Personal equipment templates: https://openxcom.org/forum/index.php/topic,8206.0.html
 - Improved scroll-allocation in Research/Manufacture GUIs: https://openxcom.org/forum/index.php/topic,8207.0.html
 - Improved display and sorting in Psi/Martial Training GUIs: https://openxcom.org/forum/index.php/topic,8205.0.html
 - Option to sort soldiers by "idle days"
 - Added mission site despawn penalty indicator: https://openxcom.org/forum/index.php/topic,8204.0.html
 - Added slacking indicator: https://openxcom.org/forum/index.php/topic,8203.0.html
 - Show number of remaining getOneFrees in TechTreeViewer
 - Don't show disabled research as not-yet-researched in TechTreeViewer
 - Tiny QoL in manufacturing GUI (scroll from 1 to 10, not to 11)
 - Added hotkeys for top-level basescape menu (by fbacall): https://openxcom.org/forum/index.php/topic,8202.0.html

Modding:
 - EXPERIMENTAL: Global switch for reactions to melee attacks: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065
 - Armor flag to allow 2 main weapons for xcom (autoequip, built-in weapons): https://openxcom.org/forum/index.php/topic,8214.0.html
 - BREAKING CHANGE: sanitized aim penalty for wounded hands: https://openxcom.org/forum/index.php/topic,6459.0.html
 - Added custom facility upgrade/build time reduction scaling: https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568
 - BREAKING CHANGE: Fixed rounding and scaling of build time reduction: https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568
 - Support for surface weapon vapor trail: https://openxcom.org/forum/index.php/topic,7390.msg127428.html#msg127428
 - BREAKING CHANGE: Soft/hard upper limit option for soldier transformations: https://openxcom.org/forum/index.php/topic,6331.msg127435.html#msg127435
 - Added unmanned UFO flag: https://openxcom.org/forum/index.php/topic,8213.0.html
 - Added listOrder to soldier bonuses: https://openxcom.org/forum/index.php/topic,7405.msg127418.html#msg127418
 - Sight range/chance for base facilities: https://openxcom.org/forum/index.php/topic,8119.msg127420.html#msg127420
 - Option for civilians to pick up weapons too ... this one is a lot of fun ;) https://openxcom.org/forum/index.php/topic,6882.msg127421.html#msg127421
 - Option to inform players about important event gateways in TTV: https://openxcom.org/forum/index.php/topic,7215.msg127424.html#msg127424
 - Ability to filter regions and mission zones in geoscape debug mode
 - Draw inventory grid labels using listOrder, not alphabetically
 - Improved grid label rendering (first draw the grid lines, then the items, and grid labels as last)
 - Changed how canBeBuiltOver and buildOverFacilities interact: https://openxcom.org/forum/index.php/topic,8017.msg125175.html#msg125175
 - Avoid rounding down contry funding change to zero
 - Allow recovery of live aliens as items: https://openxcom.org/forum/index.php/topic,6868.msg109164.html#msg109164
 - Added new type of geoscape soldier recovery stat (existing: fatal wound recovery, mana recovery; new: health/HP recovery)
 - Added facility triggers to Event, Arc and Mission Scripts: https://openxcom.org/forum/index.php/topic,7096.msg127425.html#msg127425

Hybrid modding (by Finnik):
 - Added "allowAlienBasesOnWrongTextures" global switch
 - Support for fake underwater alien bases
 - Support for locking fake underwater XCOM bases behind a research gate
 - BREAKING CHANGE: Support for UFO landing on fake water texture
 - Support for UFO splashdown survival (over fake water texture)

Scripting (by Yankes and memmaker):
 - Add support for script tags in RuleMod (i.e. global tags)
 - Added newTurnUnit and newTurnItem calls before the first player phase
 - Ability to access ruleset objects by name (items, armors, soldiers, skills)
 - Ability to change spawn unit
 - Ability to access inventory items by item name, inventory slot name or both
 - Added a unit reference to createItem script hook when the unit is known (aliens, hwps, fixed weapons)
 - Psi attack formula now fully scriptable (added second hook handling psi weapon attributes)
 - Ability to consider weapon, ammo, attack type and soldier skill in bonus formulas (e.g. bonus to accuracy, bonus to power, etc.)

Bugfixes:
 - Fixed wrong (abort) cutscene playing on forced mission loss
 - Improved checks handling unpriming of grenades
 - Fix sorting by stats for dead soldiers
 - Don't show negative psi skill in transformations GUI
 - Make sure the UFO HK attacks its primary target first!
 - Fix UFO HK not able to outrun more than 1 interceptor
 - Re-added "missileAttraction" attribute (was removed by mistake during merge)
 - Do not bind keyboard events to unrecognized keys
 - Autoequip improvement (now considers allowed slots)
 - Fixed inventory layout saving (it was not possible to remove saved armor type)
 - Fixed road crossing glitch after reload

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)

I will be adding descriptions of individual features as separate forum posts over the weekend... come back on Monday Saturday 16.5.2020 to learn more!
« Last Edit: May 21, 2020, 05:33:09 pm by Meridian »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #504 on: May 08, 2020, 06:16:49 pm »
 - BREAKING CHANGE: sanitized aim penalty for wounded hands

if a weapon is not in your hands (e.g. a special weapon) it doesn't suffer penalty from fatal wounds on hands anymore

 - BREAKING CHANGE: Fixed rounding and scaline of build time reduction

these are bugfixes really, but listed here for completeness;
the build time reduction when upgrading base facilities should now be calculated properly in all cases, modders may want to review their build time costs when upgrading (e.g. weed/boom farms in PirateZ)

 - BREAKING CHANGE: Soft/hard upper limit option for soldier transformations

soldier transformations supported only hard limits on stat caps... meaning stats were always capped at maximum
however training in missions allows to go slightly over the maximum
to not lose this useful quirk, the transformations can be configured to have soft limits = if the soldier is already above the maximum before the transformation, don't reduce his overflown stats
soft limits are now applied by default when transformation doesn't change the soldier type
can be changed by the modder at will

 - BREAKING CHANGE: Support for UFO landing on fake water texture

this is the only real breaking change... and only for hybrid mods

until now land textures and fake underwater globe textures were equal for UFO landing... UFO didn't consider them (fake underwater was the same for them as land)
from now on, the modder can specify the chance of landing on land vs landing on fake underwater texture
(don't forget to balance your missionZones for all regions, so that they contain enough fake underwater texture areas if you haven't done that already!)

fakeWaterLandingChance: 0 = landing allowed only on proper land texture (default)
fakeWaterLandingChance: 100 = landing allowed only on fake underwater texture
fakeWaterLandingChance: 50 = 50% chance to land on one or another.... this is very roughly equal to the previous behavior
« Last Edit: May 21, 2020, 05:33:35 pm by Meridian »

Offline Varana

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Re: OXCE (OpenXcom Extended) main thread
« Reply #505 on: May 09, 2020, 04:53:23 am »
Quote
- (Intentionally) Crash on missing research ruleset (instead of just logging and ignoring it)

I used not existing tech for mission triggers. Those missions should show up again and again until they are played/won once.

Code: [Select]
research:
  - name: STR_SMUGGLER_DONE
    dependencies:
      - STR_NEVER

missionScripts:
  - type: bonus_smuggler
    researchTriggers:
      STR_SMUGGLER_DONE: false
...

alienDeployments:
  - type: STR_SMUGGLERISLAND
    unlockedResearch: STR_SMUGGLER_DONE
...

How do I solve this Problem now?

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #506 on: May 09, 2020, 09:12:07 am »
Create this research, make it "needItem: true"

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #507 on: May 09, 2020, 09:57:48 am »
Or make it depend on itself.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #508 on: May 09, 2020, 03:58:18 pm »
I have option for auto check version, but when I start the OXCE it still says me what it on latest version. What I'm doing wrong?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #509 on: May 09, 2020, 04:55:10 pm »
I have option for auto check version, but when I start the OXCE it still says me what it on latest version. What I'm doing wrong?

Auto-update is always released later than the manual download.