Author Topic: OXCE (OpenXcom Extended) main thread  (Read 440925 times)

Offline RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #690 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 #691 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 #692 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 #693 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

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #694 on: December 01, 2020, 12:59:52 pm »
- Melee terrain damage for 2x2 units: https://openxcom.org/forum/index.php/topic,8634.0.html
If the AI uses it, Reapers will finaly be able to navigate cities. :)

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #695 on: December 21, 2020, 09:36:30 pm »
I was using the OXCE Version from 2019 (with X-Files mod). Today I downloaded the Nov. 2020 version and simply overwrite all 2019 files with the new ones from the downloaded archiv.

Now I have a strange error.

[21-12-2020_20-34-25]   [ERROR]   Error processing 'STR_DAVID_VINCENT' in units: Item STR_STR_DESERT_EAGLE not found
Error processing 'STR_FEMALE_CIVILIAN_CITY_GIRL' in units: Item STR_PAINKILLERS not found
Error processing 'STR_MALE_CIVILIAN_CITY_BOY' in units: Item STR_PAINKILLERS not found


Sounds like a problem with the Mod. But I do not understand why the Mod matters.
I did not updated the Mod! An old Mod version should work with a new/fresh OXCE version - in my understanding.

So what do I missunderstand here?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #696 on: December 21, 2020, 09:48:31 pm »
Sounds like a problem with the Mod. But I do not understand why the Mod matters.
I did not updated the Mod! An old Mod version should work with a new/fresh OXCE version - in my understanding.

So what do I missunderstand here?

We improve OXCE constantly and add ruleset validations almost every release to improve the quality of mods.

That causes mods, which had an (undetected) error to stop working after the upgrade. The modders then update/fix their mods and release a new version that's better. Win win.

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #697 on: December 22, 2020, 12:52:33 am »
I see. That sounds like a good solution.

I have the lates X-Com Files 1.7b and lates OXCE. It starts now.
But my savegames are not displayed in the game menu. The save game list is empty.

But the sav-files are still in ~/.local/share/openxcom/x-com-files. What can do to bring them back in the game?

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #698 on: December 22, 2020, 10:42:48 pm »
The mod was deactived. I can't understand why.
XCOM2 was load by default.

After activating I get an error again.

[22-12-2020_21-42-07]   [WARN]   disabling mod with invalid ruleset: x-com-files
[22-12-2020_21-42-07]   [ERROR]   failed to load 'X-Com Files'; mod disabled
Error for 'STR_LASER_CARBINE': offset '2016' exceeds mod size limit 2000 in set 'HANDOB.PCK' at line 11567

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #699 on: December 22, 2020, 11:42:24 pm »
Mod size limit in XcomFiles 1.7b is 3000, not 2000.
Just install the mod properly and don't mix it with old versions or anything.
It's really easy.
« Last Edit: December 22, 2020, 11:44:25 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #700 on: January 09, 2021, 08:04:48 pm »
New OXCE v6.9.1 is up.

2021-01-09
QoL:
- User option for default filter in New Manufacture UI (`oxceManufactureFilterSuppliesOK` in options.cfg)
- Prioritize drawing units on the ground (regardless of weight)

Modding:
- Unhardcoded hit/explode/bulletimpact animation frame counts: https://openxcom.org/forum/index.php/topic,8944.msg135061.html#msg135061
- Ability to re-enable disabled research topics: https://openxcom.org/forum/index.php/topic,5482.msg135345.html#msg135345
- Option to trigger events on country leave/rejoin: https://openxcom.org/forum/index.php/topic,8878.msg135112.html#msg135112
- Alternative battlescape theme window background: https://openxcom.org/forum/index.php/topic,9020.0.html
- Allow Leeroy to perform multi-turn charge: https://openxcom.org/forum/index.php/topic,5628.msg135343.html#msg135343

Scripting:
- More scripting support for Ufos and Crafts
- Add script handlers for stats for nerds: https://openxcom.org/forum/index.php/topic,8985.0.html

Bugfixes:
- Fixed support for non-point mission site areas
- Fixed crash when reloading the game with a primed spawning item in an inventory
- Fixed reload of multi-slot weapons
- Fixed sorting of compatible ammo lists (affected Ufopedia display)
- Fixed drag scrolling and middle-click (when using black borders/letterboxing)
- Don't play firing sound with no ammo (during base defense)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: January 10, 2021, 10:23:09 am by Meridian »

Offline mayford

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Re: OXCE (OpenXcom Extended) main thread
« Reply #701 on: January 20, 2021, 03:05:48 pm »
Hello! Are universal patches for UFO and TFTD included?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #702 on: January 20, 2021, 06:09:55 pm »
Hello! Are universal patches for UFO and TFTD included?

In Android version, UFO patch is included, TFTD not.
In all other versions, they are both not included.

PS: so exactly the same as in OpenXcom zip distributions

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #703 on: February 11, 2021, 06:07:11 pm »
New functionality in scripts:

Code: [Select]
          begin; #stat new scope with new variables
            var int i 15; #new variable in the middle of script

            loop var zz i; #repeat this code block `i` times, `zz` will have values from `0` to `i-1`
              if eq zz 6;
                break; #break out of loop block
              end;
              if eq zz 3;
                continue; #skip rest of body of loop and repeat it from start with next `zz` value.
              end;
            end;
          end;

I added too new function to multiple function in script for unit stats, idea is that in may cases you want add some value to some stat and you are not interested in current value, now you need use `getX` and `setX` to set some thing, now I added `addX` that add to value of stat.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #704 on: February 22, 2021, 02:05:13 pm »
Big request to return the option - difficultyBasedRetaliationDelay. Or tell me a way to completely avoid the Retaliation missions in the first month.