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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445950 times)

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #675 on: November 06, 2020, 11:35:46 pm »
You have 56 syntax errors there.
Sample attached as screenshot.
They're Case-Sensitive?
Sorry about that, didn't know.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #676 on: November 07, 2020, 08:48:40 pm »
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #677 on: November 08, 2020, 01:31:20 am »
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.

yes, it's averaged

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #678 on: November 08, 2020, 02:38:11 pm »
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.

Offline tarkalak

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Re: OXCE (OpenXcom Extended) main thread
« Reply #679 on: November 08, 2020, 10:54:22 pm »
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.

Without looking at your save: Probably yes.

Hangars do give some storage space and it is probably the same in this mod. You can check in the Stats for Nerds section of the Hangar ufopaedia.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #680 on: November 09, 2020, 01:36:40 am »
Yes, you right, it's provide 5 storage space. I was inpatient and haven't check the stats before posting my stupid message. Apologizes everyone. Playing games using OXCE a lot and always missing some obvious things :)

Offline uncletrunks

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Re: OXCE (OpenXcom Extended) main thread
« Reply #681 on: November 20, 2020, 07:37:32 pm »
Took me an unreasonable amount of time to get this to work but:
Portable Xcom Files! It takes four and a half minutes to load, but it works  8)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #682 on: November 20, 2020, 07:46:48 pm »
Hehe, nice.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #683 on: November 20, 2020, 09:32:18 pm »
I am so honored!

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #684 on: November 22, 2020, 04:55:20 pm »
New OXCE v6.8 is up.

2020-11-21
QoL:
- Show turn limit in the End Turn button tooltip
- Notes GUI (hotkey `Ctrl+N`)
- TTV produced by section
- TTV back button (hotkey `Backspace`)

Modding:
- EXPERIMENTAL: reinforcements script: https://openxcom.org/forum/index.php/topic,5151.msg133650.html#msg133650
- Ability to override rank-based race member (see link above)

- Escort the VIPs mission type: https://openxcom.org/forum/index.php/topic,8792.0.html
- Protect the VIPs mission type (see link above)
- Custom debrief mission accomplished/failed title (`missionCompleteText`, `missionFailedText`)
- Custom name/attributes for civilians recovered as soldiers: https://openxcom.org/forum/index.php/topic,5185.msg134201.html#msg134201

- (Partial) Support for non-point mission site areas (e.g. terror sites don't have to be only in cities, but can be in rectangular areas)
(full support since OXCE v7.3)

- Support for craft skins: https://openxcom.org/forum/index.php/topic,8244.msg133524.html#msg133524
- Ability to disable facility connectors: https://openxcom.org/forum/index.php/topic,8006.msg133709.html#msg133709
- Support for multiple air lock types: https://openxcom.org/forum/index.php/topic,8006.0.html
- Base defense facility ammunition: https://openxcom.org/forum/index.php/topic,7651.msg133495.html#msg133495

- Alternative pedia article for armors (MMB): https://openxcom.org/forum/index.php/topic,8707.msg133338.html#msg133338
- Custom sprite for UFO-style armor articles: https://openxcom.org/forum/index.php/topic,8707.msg133330.html#msg133330
- Custom palette support for TFTD-style pedia articles: https://openxcom.org/forum/index.php/topic,4957.0.html

- Option to disable tech tree viewer: https://openxcom.org/forum/index.php/topic,8791.0.html
- Option to disable stats for nerds (see link above)
- Option to disable production dependency tree (see link above)
- Option to disable "alien inventory" (see link above)
- Option to disable hit log/turn diary (see link above)

- GetOneFree now works also for mission bonus and event bonus
- Craft immune to detection by HKs and alien bases flag (`undetectable`)

Bugfixes:
- Fixed 2x2 units autoshots bug on slopes
- Fixed in-use check for prisons
- Fixed 40k turret endless loop
- Fixed verticalLevels in a facilities ruleset having a wrongly sized map script command
- Fixed fake civilian scoring issue
- Fixed 25yo bug (throwing through walls and ceilings)

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

VSCode ruleset validator plugin and ufopedia.org wiki ruleset reference were updated.
« Last Edit: December 30, 2021, 11:11:06 am by Meridian »

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #685 on: November 23, 2020, 01:16:42 am »
I'm going to be burned with this question... but since I can't find explanations and I don't understand the English language... I dare!
With OXCE 6.7 new keyboard/mouse commands appear. Example "M-click" in the research screen.
There was also "M-click" during the tactical to see the enemy and his weapons...
All these commands work very well with "OXCE 6.7 + XFiles" ! Thank you very much!

But why in an OXCE 6.7 game without any other pack these commands don't work ?
There must be something I didn't understand... sorry !
I have finally found the cause of the error!
I had about twenty small mods!
I had to put them together in a pack and now everything works!

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #686 on: November 23, 2020, 04:07:00 pm »
Good job. Thanks for the update.

Offline efrenespartano

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Re: OXCE (OpenXcom Extended) main thread
« Reply #687 on: November 23, 2020, 06:33:08 pm »
Thanks for this brand new update full of amazing new features, Meridian! You are the best))

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #688 on: November 28, 2020, 11:57:21 pm »
Hey on the Android version how do you turn the personal lights back on?
I have no idea how they got turned off in the first place, but now I cant find the option in either the .cfg file or the .sav file.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #689 on: November 29, 2020, 12:09:08 am »
click on the blue rectangle