Author Topic: OXCE (OpenXcom Extended) main thread  (Read 454549 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #630 on: October 10, 2020, 08:42:08 pm »
I don't have recording software to show you problem, only what I can say is try set save scumming on and reload before using launcher. When enable it the missile hit but when I turn it off it miss. I think it's RNG and this weapon still can miss. If I found how record it I'll post it here. New OBS absolutely terrible I can't even capture game window :(

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #631 on: October 10, 2020, 08:55:09 pm »
can you give me exact [x,y,z] coordinates of all 4 waypoints?

(click on a tile in debug mode to show the coordinates in the top left corner)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #632 on: October 10, 2020, 09:17:26 pm »
Here we go: 19,48,0 for first 19,48,3 is second 29,32,3 third and 29,32,2 last. Did it few times to make sure what I set way points in same place. I'm using guy in gold armor in front.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #633 on: October 11, 2020, 03:05:44 pm »
Here we go: 19,48,0 for first 19,48,3 is second 29,32,3 third and 29,32,2 last. Did it few times to make sure what I set way points in same place. I'm using guy in gold armor in front.

Yes, the missile went above the top floor.
Normal behavior, launchers also have (usually small) trajectory deviations like normal weapons.

To prevent it, send the missile along z-level=2, that way it won't go off the map.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #634 on: October 11, 2020, 05:52:51 pm »
Ok, thank you for investigation and explanation, much appreciated. And seems that's why aliens sometimes miss with it too. To be honest I'm glad of last fact, because it's give you chance survive on open space map.

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #635 on: October 13, 2020, 05:51:05 pm »
I hope this is the right topic to ask my question.

When you're on the ground and if you try to retrieve an object, you get the message "Alien object" as long as no search has been done!
It's perfect!
But at the end of the mission we see the name of the object. This makes future searches much easier. Especially for very old players like me!

In several other games of the same kind as UFO/TFTD one knows the name of the object only after research. In the meantime we see in stores and in the laboratory "alien object" or "alien weapon"!

So my question is simple: is it possible to do the same thing in OXCE?
Tks !

Translated by https://www.deepl.com/translator

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #636 on: October 13, 2020, 05:58:37 pm »
So my question is simple: is it possible to do the same thing in OXCE?

no

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #637 on: October 13, 2020, 06:00:58 pm »
Clear... fast and accurate!  :'(
What a shame!

Offline Nilex

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options.cfg conflict
« Reply #638 on: October 16, 2020, 03:47:40 pm »
So I've set up my OXC and OXCE installs (both standalone) in separate folders on non-system partition (Win7) and noticed there is a clash between the two because they both use the same options.cfg file in Documents folder. OXCE reads OXC settings fine initially, but after I make changes in OXCE and run OXC, extra options from OXCE are wiped when I run it again and need to be set again.

Is there any way to force separate config for each? For example to use OXC for vanilla games and OXCE for mods, without needing to adjust extra options every time OXCE is ran after OXC. Thought the strength of standalone was keeping stuff localized inside their own folders. Took a quick look at XPiratez and it handles it locally, inside dedicated .\user subfolder. There's gotta be a simple trick I missed.

EDIT (as I'm writing this no less...): Aaand indeed there is. Or, if one is feeling extra adventurous. Standalone powah!
Honestly didn't expect search engine to find an answer but I gave it a shoot anyway (bit too late). Gonna hit Post anyway, maybe someone finds it amusing if not helpful.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #639 on: October 17, 2020, 09:14:04 pm »
I have a question about pilot system. If interceptor weapon has 50% accuracy and pilot bring 15% accuracy bonus how it affect weapon on board? Will it change to 65% total? What exactly those 15%? Same for dodging bonus. Thanks in advance.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #640 on: October 17, 2020, 09:28:22 pm »
Yes, it will be 65%.

They add up.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #641 on: October 18, 2020, 05:02:29 pm »
New OXCE v6.7 is up.

2020-10-18
QoL:
- Show hours per unit in ManufactureInfo GUI
- Soldier bonus stats change summary table (in Soldier Bonus GUI)
- Dogfight multi-commands (R-click): https://openxcom.org/forum/index.php/topic,8655.0.html
- More default item categories (armors, prisoners) in Buy/Sell/Transfer UIs
- Show only "supported" races in New Battle GUI
- Transformations Overview GUI (by ohartenstein23)
- M-click in Build Facilities GUI: https://openxcom.org/forum/index.php/topic,7233.0.html
- Fast airborne transfer by selecting a new base as craft destination (by ohartenstein23)
- Allowed armors shown as a scrollable list (in "What can I wear?" GUI)
- Hotkey 'End' to reset interception music in Ufopedia
- Ufopedia multi-page indicator (for item articles): https://openxcom.org/forum/index.php/topic,8091.0.html
- Craft weapons can now be enabled/disabled in the hangar (click on icon)
- Stat strings update more often (after dogfight, every day after training)
- Added options.cfg entry for Intercept GUI display mode

Modding:
- BREAKING CHANGE: Combined display of vanilla+custom categories: 'useCustomCategories' (true/false) changed to 'displayCustomCategories' (0/1/2)
- Game over (win/lose) support after a research cutscene
- EXPERIMENTAL: Death traps: https://openxcom.org/forum/index.php/topic,7671.msg132978.html#msg132978
- EXPERIMENTAL: Melee terrain damage: https://openxcom.org/forum/index.php/topic,8634.0.html
- Psi camouflage: https://openxcom.org/forum/index.php/topic,7816.0.html
- Research gate for building new xcom bases: `newBaseUnlockResearch`
- Option to sort new research list by cost/name: `enableNewResearchSorting`
- Throw range limits + underwater throw range factor: https://openxcom.org/forum/index.php/topic,8273.0.html
- Finished research can now spawn geoscape events directly: https://openxcom.org/forum/index.php/topic,7698.0.html
- Ability to spawn persons via geoscape events: https://openxcom.org/forum/index.php/topic,7215.msg132650.html#msg132650
- Spawned soldier template (via Manufacturing): https://openxcom.org/forum/index.php/topic,8615.0.html
- Support for limited craft storage space: https://openxcom.org/forum/index.php/topic,8577.msg132148.html#msg132148
- Added automatic off-centre shooting (by karadoc)... as user option

Scripting:
- Get/set fatal wounds per body part, get/set current armor per body side
- Added scripts hooks for melee hit chance

Bugfixes:
- Prevent psionic capture of uncapturable units
- Fixed throwing items through ceilings and walls (OG bug)
- Fixed custom initial base bug
- Fixed soft and hard limit auto-detection in transformation stats update
- Fixed order-dependent facility upgrading

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

Wiki ruleset reference and VSCode ruleset validator were updated.

PS: MacOS build will be available in a few days.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #642 on: October 18, 2020, 09:52:11 pm »
Thank you so much for the update. A lot of useful things. Especially impressive is the opportunity to finally create a branch of specialized cargo ships.

Offline efrenespartano

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Re: OXCE (OpenXcom Extended) main thread
« Reply #643 on: October 18, 2020, 11:34:40 pm »
Thank you so much for your efforts, mate! You are such a good man, Meridian. :D

I totally love the new Event additions you have made, I've been waiting for them since a long time


Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #644 on: October 19, 2020, 06:14:10 pm »
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?