Author Topic: OXCE (OpenXcom Extended) main thread  (Read 192784 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #885 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 »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #886 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 #887 on: September 28, 2021, 01:31:34 pm »
Hello.
Was fixed an error with "STR_ALIEN_COLONY_" instead of colony name?
Thanks.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #888 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 »

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Re: OXCE (OpenXcom Extended) main thread
« Reply #889 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.

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Re: OXCE (OpenXcom Extended) main thread
« Reply #890 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 »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #891 on: September 29, 2021, 09:28:42 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.

It happened before for firing weapons (e.g. during autoshots).
It didn't happen when moving units, that's a bug.
Fixed here: https://github.com/MeridianOXC/OpenXcom/commit/18a9c23b55310f8f6445954ef308ddffac12aa89

You can wait for next version or download a snapshot here: https://lxnt.wtf/oxem/builds//Extended/Extended-7.1.1-8be08dd42-2021-09-29-win64.7z

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #892 on: September 29, 2021, 11:05:25 am »
Another thing fixed in 7.1.1 is crash when unit with reaction 0 react to attack.
As consequence of this fix y-script hooks for reactions have new argument `reaction_count` where is stored sequence number of current reaction to same event.

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #893 on: September 29, 2021, 06:48:22 pm »
TRANSFER screen shortcut request:

Right after finishing a mission I can ship the looted equipment to my research base. Can we please have a shortcut key "X" on that screen that transfers all equipment from the left side to the right side, so everything can be shipped to an other base (not where my ship is from) at a flip of a switch?
Thank You!
« Last Edit: September 29, 2021, 07:14:02 pm by mercy »

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #894 on: September 29, 2021, 07:16:02 pm »
Another thing fixed in 7.1.1 is crash when unit with reaction 0 react to attack.
As consequence of this fix y-script hooks for reactions have new argument `reaction_count` where is stored sequence number of current reaction to same event.

How is it possible?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #895 on: September 30, 2021, 01:10:34 pm »
when "action unit" have too zero reaction because of stats of depletion of TU

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #896 on: October 02, 2021, 03:51:47 pm »
In recent version of OXCE 7.1.2 changed logic that now unit can access psi, skill and special item buttons at once, previously only one buttons was visible.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #897 on: October 06, 2021, 04:27:33 am »
I'm sorry, but I'm staying on version 7.0. I'm tired of error messages that were not considered errors before. In addition, this update does not carry any useful functions for my modification. Bug fixes that I've never encountered are also of dubious utility.

I wish you a successful removal of restrictions in the future and not to ruin what works.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #898 on: October 06, 2021, 08:15:16 am »
I'm sorry, but I'm staying on version 7.0. I'm tired of error messages that were not considered errors before. In addition, this update does not carry any useful functions for my modification. Bug fixes that I've never encountered are also of dubious utility.

I wish you a successful removal of restrictions in the future and not to ruin what works.

Just for the record, all those things were considered errors before, and were causing issues and crashes.

We will definitely not remove any validations (unless proven we made a mistake somewhere -- we're only humans too); the number of validations will only grow and grow to ensure we provide the best quality possible.

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Re: OXCE (OpenXcom Extended) main thread
« Reply #899 on: October 09, 2021, 01:38:32 pm »
Encountered possible bug.
When attacking by psi-amp "use", script hook "damageUnit" must know damage type from psi-amp. But both "damaging_type" parameter and "RuleDamageType.getResistType" from "weapon_item" always returns 0.
Or is it work some other way?