aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 244303 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #870 on: September 22, 2021, 10:34:27 am »
Something else I noticed, when changing the game release under mods, from ufo, tftd, or x-com files. each version doesn't retain it's own copy of setting under the advanced options.

As designed.

You can either use multiple installations of OpenXcom...
...or just have multiple shortcuts for each mod and specify the user and/or config folder as a command-line parameter.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #871 on: September 22, 2021, 05:42:20 pm »
Upload a save to reproduce please.
Here is the save.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #872 on: September 22, 2021, 05:46:09 pm »
Although not familiar with the geometry of that craft...
Just to be sure: did you check if those numbers are not visible when using the viewpoint with an additional layer (mouse-wheel up on my system)?
I did not check it in the multilayer mode, because I checked it in other way. Just move the agent standing on the ramp and the numbers will appear. The save is in the previous post. The mod is X-COM Files, if you want to check yourself.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #873 on: September 22, 2021, 09:23:53 pm »
Here is the save.

The tiles through which the pathfinding goes are still undiscovered, so the pathfinding doesn't render anything on them.

And before you ask, no I don't know why the ground tiles are discovered and one level above they are not.

Offline Fomka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #874 on: September 23, 2021, 06:02:10 am »
The tiles through which the pathfinding goes are still undiscovered, so the pathfinding doesn't render anything on them.
Thank you for the investigation!

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #875 on: September 27, 2021, 08:13:17 pm »
Touch buttons keep disappearing = Unselected

Clicking on the ≡ I can turn on Touch buttons display. It works for ~two of my soldiers, then when I switch to the next one, the touch buttons turn OFF.   

Is there a way to force these touch buttons to be displayed for the remainder of the battle?  OXCE 7.0 for XPiratez.  Is this a bug? 

I tried to upgrade to one of the latest OXCE nightlies, but unfortunately the latest versions give a nasty ARMOR definition bug when XPiratez is trying to load, so it doesn't load at all.. :(

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #876 on: September 27, 2021, 09:26:14 pm »
Doesn't happen to me. Can someone confirm?

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #877 on: September 27, 2021, 11:07:50 pm »
Doesn't happen to me. Can someone confirm?
Found it!
F9  -  on quicksave reload touch buttons disappear.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #878 on: September 28, 2021, 12:11:28 am »
Yes, on reload everything resets.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #879 on: September 28, 2021, 11:10:59 am »
New OXCE v7.1 is up.

2021-09-27
QoL:
- Keep original target if attacked by a HK (and didn't disengage manually)
- Interceptor/Escort Wing Feature (by Buscher)

Features:
- Enable mouse wheel scrolling for Ufopaedia novels (by SupSuper)
- Add basic support for AI kneeling and running
- Improved performance on vapor creation
- Breaking change: Improved modding support for vapor colors (to be able to create submods)
- Improved handling of high opacity of vapor - now you can have darker versions too
- `oxceModValidationLevel` user setting (can turn off some ruleset checks for old mods)

Modding:
- Breaking change: handling of default damage range (+added 2 new `RandomType` values; changed the default value from 0 to 8 )
- `alwaysVisible` in armor ruleset + basic script support (`isVisible`, `makeVisible`)
- Live alien (for Geoscape) can now be different than the Battlescape unit type (`liveAlien` in unit ruleset)
- Support for `reloadSound` from ammo item

Scripting:
- Exposed breath animation frames to scripts
- Exposed unit getFire/setFire to scripts
- Exposed unit conversion to scripts

Bugfixes OXCE:
- Fixed bug when destroying workshop-like facilities
- Fixed pathfinding of 2x2 units in fire (to be backpatched into OXC)
- Fixed bug that allowed avoiding AI reaction shots
- Craft returning after mission don't join dogfights
- Fixed instant mission despawn
- Fixed TFTD touch buttons graphics

Bugfixes OXC:
- Don't allow negative time units/energy
- Fixed patrol nodes not being freed when units die
- Fixed Korean wordwrapping
- Fix language settings getting mixed up between files
- Fix intro crashing when no audio device is available
- Don't reset mods when pressing Restore Defaults
- Fix starting day for TFTD
- Fix statistics calculation for commendations
- Don't corrupt saves on debriefing ragequit
- Fixed Snakeman and Silacoid movement type

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

Ruleset validator was updated.
Wiki ruleset reference will be updated soon-ish.

Auto-update (Windows only) will be turned on after 2-3 weeks if no critical bugs are found.
« Last Edit: December 15, 2021, 12:24:49 am by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #880 on: September 28, 2021, 11:17:14 am »
Breaking change (as requested): Overriding 'ResistType' should NOT override 'RandomType' automatically anymore.

Example in OXCE 7.0:
Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12

The unspecified `RandomType` was determined from `ResistType` (in this case from 12, which would translate into `standard damage`)

Same example in OXCE 7.1:
Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12

--

The unspecified `RandomType` is NOT determined from `ResistType` anymore, it is determined from `damageType` as in vanilla (in this case from 9, which would translate into `no damage`)

Recommended solution is to specify the `RandomType` explicitly where required, e.g. in this case it would be:

Code: [Select]
  - type: STR_HADRIEX_GUN_CHARGE
    damageType: 9
    damageAlter:
      ResistType: 12
      RandomType: 8
« Last Edit: November 24, 2021, 02:17:04 pm by Meridian »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #881 on: September 28, 2021, 01:31:34 pm »
Hello.
Was fixed an error with "STR_ALIEN_COLONY_" instead of colony name?
Thanks.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #882 on: September 28, 2021, 01:57:19 pm »
Hello.
Was fixed an error with "STR_ALIEN_COLONY_" instead of colony name?
Thanks.

It's not a bug.

Some objects get that extra "_" in the translation string intentionally.
Not nice, but that's what has been done in OpenXcom many years ago and we're stuck with it now.

https://github.com/OpenXcom/OpenXcom/blob/master/src/Savegame/Target.cpp#L201
« Last Edit: September 28, 2021, 01:59:38 pm by Meridian »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #883 on: September 28, 2021, 04:47:29 pm »
Oh. That's odd. But now i find these strings in vanilla language files, so I apologize. My mistake.

Offline Brimcon

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Re: OXCE (OpenXcom Extended) main thread
« Reply #884 on: September 29, 2021, 12:22:57 am »
Not sure if this is a bug but it didn't happen before.
When moving units or firing weapons, the bottom UI blanks out.
Using 7.1, Happens in both X-COM Files, and Vanilla game.
« Last Edit: September 29, 2021, 01:52:05 am by Brimcon »