Author Topic: OXCE (OpenXcom Extended) main thread  (Read 148568 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #690 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 #691 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 #692 on: November 20, 2020, 07:46:48 pm »
Hehe, nice.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #693 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 #694 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

- 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)

- 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.

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #695 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 #696 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 #697 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 Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #698 on: November 23, 2020, 07:49:11 pm »
- Craft immune to detection by HKs and alien bases flag (`undetectable`)

Meridian, is it possible to rework "undetectable" to reduce the effectiveness of enemy radars, so that the chance of detection would decrease? And it would be good for UFOs too.

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #699 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 #700 on: November 29, 2020, 12:09:08 am »
click on the blue rectangle

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #701 on: November 30, 2020, 12:14:48 am »
No thats not what im talking about. Night vision comes on automatically. However even with it off the Triton and all personnel and HWPs are supposed to have a personal light, always been that way.

Now somehow all of that has disappeared.
The only lights visible on the map at all are because of Fires (didnt bring flares).

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #702 on: November 30, 2020, 01:04:12 am »
I'll release an update tomorrow with an extra button to toggle personal lights separately.

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #703 on: November 30, 2020, 01:11:27 am »
Here's a clearer example. I also did a fresh reinstall too. Simple quick battle no saves. Max darkness shade. I tossed the flare on the upper deck.
Notice that none of the units have light on them at all.
This could be a bug, dunno. I upgraded the other day to 6.8 from 6.6 and started noticing it after that.
Oddly when the darkness shade isnt strong enough to enable nightvision the personal lights are present. But when nightvision becomes available, the lights go off. That makes this sound like a light system bug.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #704 on: November 30, 2020, 08:56:06 pm »
New OXCE v6.8.3 is up.

2020-11-30
QoL:
- Ctrl+EndTurn to skip AI in debug mode

Modding:
- Melee terrain damage for 2x2 units: https://openxcom.org/forum/index.php/topic,8634.0.html
- No CQC when surprised (see `closeQuartersSneakUpGlobal` in the ruleset reference)
- Option to disable inventory TU cost indicator: https://openxcom.org/forum/index.php/topic,8791.0.html

Bugfixes:
- Fixed double mod loading on mobile platforms
- Fixed personal lights issue on Android
- Fixed rare crash when reporting a crash :)
- Fixed rare crash on mising footstep sound

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