aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 160966 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #825 on: June 15, 2021, 07:18:00 pm »
Thank you very much for you time and info. The problem what I'm still not very good with git command and it's sub commandants (git checkout and etc), so I stuck a bit there. But now cloned, changed to 6.9.1 commit number, builded, packed to local package and installed. Everything working fine. The crashes what I've encountered early based on mod files and changes in new OXCE 7.0 version. Let's wait while author of the mod will check it and made necessary changes to make it compatible with 7.0.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #826 on: June 16, 2021, 05:54:13 pm »
I am having trouble understanding/debugging marker names / IDs, case in point being XCF and alien bases:

The marker name assigned to alien bases is called STR_ALIEN_BIG_BASE:

Code: [Select]
  - type: STR_ALIEN_BIG_BASE_ASSAULT
    enviroEffects: STR_INSANITY_4
    genMission:
      STR_BASE_PATROLING_MEDIUM_SCOUT: 30
      STR_BASE_PATROLING_LARGE_SCOUT: 22
      STR_BASE_PATROLING_ABDUCTOR: 18
      STR_ALIEN_SUPPLY: 12
      STR_MIB_BASE: 3
    genMissionFreq: 5
    markerName: STR_ALIEN_BIG_BASE

STR_ALIEN_BIG_BASE is also defined as StringID in the language file

Code: [Select]
STR_ALIEN_BIG_BASE: "Alien Colony"
However, in-game the marker name has an attached underscore and is accordingly displayed as

Code: [Select]
STR_ALIEN_BIG_BASE_
as the string is (obviously) not defined in the language file.

I am trying to understand why this is the case. The ruleset reference does not list anything in regards to that and other strings are converted as is. Is the underscore necessary to pass IDs (e.g. alien base 1, 2, 3 etc.)?
« Last Edit: June 16, 2021, 07:36:55 pm by krautbernd »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #827 on: June 16, 2021, 05:57:00 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?
« Last Edit: June 16, 2021, 06:00:12 pm by Meridian »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #828 on: June 16, 2021, 07:24:25 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Happened in a new game without mods and has also been reported by other users. Attached is a modified save file which should spawn a new alien base at the end of the month (either in UK/Europe or in the Falklands). The alien base name is displayed as "STR_ALIEN_BIG_BASE_".

To clarify, this is a base spawned due to infiltration. I don't know if the naming mechanics are different for bases that are spawned normally. The marker name is correctly parsed as a string if the underscore is added in the language file (i.e. STR_ALIEN_BIG_BASE_: "Alien Colony").

OXCE version is 7.0 (2021-03-13).
« Last Edit: June 16, 2021, 07:33:52 pm by krautbernd »

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #829 on: June 16, 2021, 09:57:24 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Happened today, on XCOM Files.
Active mods are XCOM Files 1.8b and Dark Geoscape.

Edit: Game version is 7.0, and since either game or mods were updated pased several months, both real and in-game.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #830 on: June 21, 2021, 11:19:36 am »
I've had this issue since forever and never could understand what was causing it...

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #831 on: June 23, 2021, 11:01:35 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Meridian, any update on this (provided you are not on holidays, busy, sick or otherwise engaged)? Where you able to reproduce the issue?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #832 on: June 24, 2021, 09:24:30 am »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

Offline The Martian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #833 on: June 24, 2021, 02:32:41 pm »
I hope you are feeling better soon.

Take it easy.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #834 on: June 24, 2021, 03:34:26 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

Get well soon. More tea with lemon and everything will pass.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #835 on: June 24, 2021, 07:35:16 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

 :-[

Get well soon Meridian, take it easy.

Offline robin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #836 on: June 26, 2021, 01:02:46 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.
Take as much time as you need to recover, personal health is crucial.
I hope you'll get better soon.

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #837 on: July 05, 2021, 11:17:20 am »
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.

Hi Meridian,
because I need to update OXCE and the Mod I ask here again.
How do I do this "properly"? It confuses me all the time when I try to update.

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #838 on: July 06, 2021, 05:51:30 pm »
Hi Meridian,
because I need to update OXCE and the Mod I ask here again.
How do I do this "properly"? It confuses me all the time when I try to update.

I am not Meridian, but I will answer anyway.

1. Delete the original mod in {your path}/user/mods/
2. Copy new mod directory into {your path}/user/mods/

That is how I update mods. It is slower than just copying (replace older) the new files in, but makes sure that any files that should no longer exist are removed.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #839 on: July 06, 2021, 07:52:27 pm »
1. Delete the original mod in {your path}/user/mods/
2. Copy new mod directory into {your path}/user/mods/

I second this. This is the only surefire way to avoid unintended behaviour/bugs/other mod-related weirdness in case ruleset-definitions, filenames, etc. change between versions.