aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 596303 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #915 on: December 24, 2021, 07:28:49 pm »
New OXCE v7.2 is up.

2021-12-24
QoL:
- CTRL-click to assign soldiers in Craft Armor GUI: https://openxcom.org/forum/index.php/topic,10237.0.html
- Sorting in Sell and Transfer GUIs (by size and value): https://openxcom.org/forum/index.php/topic,5821.msg142113.html#msg142113
- Preserve armor of soldiers undergoing transformation: https://openxcom.org/forum/index.php/topic,10159.0.html
- Allow renaming soldiers during transformation: https://openxcom.org/forum/index.php/topic,10214.0.html
- Transfer All hotkey (items only): https://openxcom.org/forum/index.php/topic,6586.msg142652.html#msg142652
- Highlight current music track: https://openxcom.org/forum/index.php/topic,10272.0.html
- TTV: cost per unit, engineer hours, work space required
- TTV: required by transformations: https://openxcom.org/forum/index.php/topic,10011.0.html

Features:
- Support for non-ASCII characters in StatStrings: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#StatStrings
- Added "Prison Cleanup" button

Modding:
- More aggro sounds (`aggroSound` can now also be a list of sounds)
- Add option to delete areas in regions (`deleteOldAreas`)
- Allow reinforcements before battle start (turn 0 allowed)
- Commendations for victories in special missions: https://openxcom.org/forum/index.php/topic,10190.msg142628.html#msg142628
- Support `spawnedItem` and `spawnedEvent` also for research from getOneFree
- Added `spawnedItemCount` to research ruleset
- Added `spawnedItemList` to research ruleset
- Added `missionBountyItemCount` to deployment ruleset
- Ability to show an alien base immediately after spawn (`showAlienBase`)
- Negative recoveryDividers work as multipliers: https://openxcom.org/forum/index.php/topic,6616.msg142693.html#msg142693
- Disable psi-training for soldiers with trainingStatCaps.psiSkill <= 0: https://openxcom.org/forum/index.php/topic,10208.msg142696.html#msg142696
- Option to align text to bottom in pedia article type 7: https://openxcom.org/forum/index.php/topic,9688.0.html
- Ability to reset alien base age during upgrade: https://openxcom.org/forum/index.php/topic,6430.msg142855.html#msg142855

Scripting:
- Added script names
- Added option to delete and override scripts in submods (by name)
- Many small API additions

Bugfixes:
- Don't spawn non-flying reinforcements on water tiles
- Don't save armor of non-soldier units in equipment templates
- Fix display of aliens "being studied" in the Alien Containment GUI
- Fix double-counting of interrogated aliens
- Fixed quick search in the Memorial
- from OXC: fix ground zero tile calculation

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

Ruleset validator was updated.
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« Last Edit: December 30, 2021, 11:00:48 am by Meridian »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #916 on: December 29, 2021, 09:21:26 pm »
New OXCE v7.3 is up.

2021-12-29
QoL:
- Help purchasing missing items when re-equipping a craft
- Hotkey 'Z' to add all soldiers to training and psi-training
- Added status DONE into the Psi Training GUI
- TTV item buy cost (by EttyKitty)
- Quick search in the Soldier Armor GUI

Features:
- Allowed force-landing a HK using a tractor beam
- Display special weapon bigob in the empty hand UI (still requires `specialUseEmptyHand: true`)  EDIT: will be changed in 7.3.1+ and require a new flag `specialUseEmptyHandShow: true`
  + Allowed player access to the built-in melee attack for Lobstermen in TFTD
- Save conversion/compatibility: Interrupt alien missions with invalid regions (and re-assign them to STR_NORTH_AMERICA, or whatever the first region is)
- Save conversion/compatibility: Remove invalid regions from alien strategy
- Load each mod only once! Duplicate zip files or directories will be ignored and reported in the log file

Modding:
- More support for non-point mission site areas: https://openxcom.org/forum/index.php/topic,10305.0.html
- Event script can access mission script tracking variable: https://openxcom.org/forum/index.php/topic,7215.msg142856.html#msg142856
- Ability to reset alien base age, part 2: https://openxcom.org/forum/index.php/topic,6430.msg142855.html#msg142855

Scripting:

Bugfixes:
- Fixed a lighting glitch

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

Ruleset validator was updated.
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« Last Edit: January 01, 2022, 03:45:49 pm by Meridian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #917 on: December 31, 2021, 08:36:45 am »
This is a real New Year's present! Thank you so much for your efforts. I wish you success and inspiration in the New Year!

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #918 on: January 10, 2022, 01:40:46 pm »
New OXCE v7.4 is up.

2022-01-10
QoL:
n/a

Features:
- Support for animated alien inventory (M-click view)
- Handle side effects for research from events (e.g. remove obsolete ongoing research projects)
- 2x2 soldiers are now displayed under "soldiers/crew" label, not under "hwps/vehicles" label
- Added validation of sound and surface set indices
- Save options snapshot for debug

Modding:
- Research on mission failure and mission site despawn: https://openxcom.org/forum/index.php/topic,10302.0.html
- More events (success, failure, site despawn): https://openxcom.org/forum/index.php/topic,10319.0.html
- Arc/Mission/Event script access to object counters: https://openxcom.org/forum/index.php/topic,10318.0.html
- Custom mission counters: https://openxcom.org/forum/index.php/topic,10318.0.html
- Separate power value just for explosion animation: https://openxcom.org/forum/index.php/topic,10308.0.html
- Check for valid land point for site spawns by UFO: https://openxcom.org/forum/index.php/topic,10305.0.html
- More granular enemy numbers per difficulty (`medQty`): https://openxcom.org/forum/index.php/topic,10304.0.html
- Limits on craft crew by type and size: https://openxcom.org/forum/index.php/topic,10317.0.html
- Custom "select base" and "start dogfight" sounds: https://openxcom.org/forum/index.php/topic,10195.0.html
- Custom craft sounds + interface sounds rework: https://openxcom.org/forum/index.php/topic,10195.0.html
- Prime/unprime sounds: https://openxcom.org/forum/index.php/topic,9663.0.html
- Support vertical text alignment for cutscenes: https://openxcom.org/forum/index.php/topic,9688.msg142868.html#msg142868
- Support for random terrain/deployment map scripts (attribute `mapScripts`)
- Display special weapon bigob in the empty hand UI (requires `specialUseEmptyHandShow: true`)
- Explosion on collapse/tile burning also for soldiers (defined by armor, attribute `specab`)
- Hunter-killer softlock threshold (attribute `softlockThreshold`)
- Multi-UFO retaliation base attacks (attribute `multiUfoRetaliation`)

Bugfixes:
- Fixed armor mismatch of dead soldiers after reload (introduced in OXCE v7.1.11, upgrade recommended)
- Fixed following UFO converted into a mission site with crafts that contain only HWPs
- Fixed available living quarters check before craft transfer (was ignoring 2x2 soldiers)
- Fixed missing access to the Inventory button (at the base) when craft has only 2x2 soldiers
- Fixed missing craft capacity check when changing armor with R-click
- Improved craft capacity checks in New Battle GUI
- Fixed prison check after reload
- Don't show reinforcements alert before turn 1
- Fixed rare endless loop in walking state (to be fixed in OXC too)
- Android: Fixed lingering path preview bug

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

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Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #919 on: January 10, 2022, 03:33:28 pm »
Well, here it is again ... only everything was fine, and suddenly everyone died. The worst thing is that looking at this LOG I can not understand what exactly to edit. There are no such values in my modification.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #920 on: January 10, 2022, 06:22:36 pm »
Well, here it is again ... only everything was fine, and suddenly everyone died. The worst thing is that looking at this LOG I can not understand what exactly to edit. There are no such values in my modification.

The indexes in the log are the internal ones from the game.

In the ruleset, they will be smaller by 1000 (or whatever mod offset is at the time).

I'll check later today too.
« Last Edit: January 10, 2022, 07:32:25 pm by Meridian »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #921 on: January 10, 2022, 07:02:48 pm »
Wrong bigsprite:

Code: [Select]
items:
  - type: STR_CORPSE_PLASTIC_ARMOR
    bigSprite: 0           # before was 9343

Wrong handsprite:

Code: [Select]
items:
  - type: CALCINITE_WEAPON #melee attack
    handSprite: 0       # before was 9104

Wrong unit response sounds (449):

Code: [Select]
armors:
  - type: HOVERTANK_AQWA_ARMOR_GAUSS_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 doesn't exist
  - type: HOVERTANK_AQWA_ARMOR_SONIC_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 missing
  - type: HOVERTANK_AQWA_ARMOR_ROCKET_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 missing


and many potentially wrong `hitAnimation`s... I didn't check all... maybe there are some false positives there, I need to check with Yankes about this particular check

I tried removing all hitAnimations and after that the game started.
(As a workaround, you can enable "Lazy Loading" in options and the sprites won't be validated)
« Last Edit: January 10, 2022, 08:44:39 pm by Meridian »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #922 on: January 10, 2022, 07:41:43 pm »
Yeah, the hitAnimation validation seems wrong.
Will fix asap.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #923 on: January 10, 2022, 07:57:36 pm »
Thanks, I fixed my mistakes.

Yeah, the hitAnimation validation seems wrong.
Will fix asap.

We wait...

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #924 on: January 17, 2022, 10:42:48 pm »
Problem:
If there are several transport ships at the BASE, two conflicting needs often arise:
 1. Sort soldiers by parameters.
2. Establish the order of placement of soldiers in each transport and not violate this order by sorting the general list.

Solution Suggestion:
Add to soldiers list (screenshot) filters:
 sort all soldiers;
sorting of soldiers assigned to transport 1;
sorting soldiers assigned to transport 2
 - with the preservation (memorization) of the list (order) of the location of soldiers in each transport.
« Last Edit: January 17, 2022, 10:47:54 pm by Komandos »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #925 on: January 17, 2022, 11:03:10 pm »
1/ the comboboxes would be too small
2/ it would only "solve" the issue for 2 transports, not for 3, 4 or 77

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #926 on: January 17, 2022, 11:16:18 pm »

1. Place the list of filters in the drop down list (as already done for the other sort buttons).

2.
Base 6x6. Therefore: in principle, it is impossible to build more than 8 hangars on the base. The maximum number of lines in the list will be 9. (Including all soldiers).

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #927 on: January 17, 2022, 11:21:46 pm »
1/ the comboboxes would be too small
Anyway, they are more than the destination line of a soldier in a transport or the destination line of an armor soldier.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #928 on: January 17, 2022, 11:45:51 pm »
1/ the comboboxes would be too small
P.S.
You can make the "OK" button much smaller.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #929 on: January 18, 2022, 08:01:28 pm »
New OXCE v7.4.2 is up.

2022-01-18
QoL:
- Indicate `maxRange` on psi and waypoint cursor types
- Hotkey for Multi-level-view (default empty)
- Hotkeys to scroll ground inventory (arrow left and arrow right keys by default)

Features:
- Melee terrain damage can target bigwall objects on the same tile: https://openxcom.org/forum/index.php/topic,8634.msg143262.html#msg143262
- More debug info on the globe (countries, mission zone areas, etc.)
- Added soldier type default armor validation
- Ability for mods to ENFORCE a minimum OXCE version (`enforcedExtendedVersion` in metadata.yml) -- will be removed in OXCE 7.6 and solved differently

Modding:
- Ability to decrease custom counters: https://openxcom.org/forum/index.php/topic,10318.msg143063.html#msg143063
- Custom shot names in the pedia: https://openxcom.org/forum/index.php/topic,9742.msg143229.html#msg143229

Scripting:
- Added new script hook `damageSpecialUnit` to process damage side effects:
  * explode on death
  * set on fire
  * fire extinguisher
  * morale loss from HP loss
- These side effects now also apply to the following special damage sources (before they didn't):
  * debug mode cheats
  * unit on fire damage (per turn)
  * unit in smoke damage (per turn)
  * OXCE enviroEffects damage (per turn)

Bugfixes:
- Fixed `hitAnimation` validation
- Fixed `bulletSprite` validation
- Prevent "unit freeze" on AI trying to pick up an inaccessible item
- Prevent rare instant mission despawn
- Preserve health and mana on armor transformation between mission stages
- Fixed M-click on a disabled facility in the Build Facilities list

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

Ruleset validator was updated.
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Auto-update available on Windows.
« Last Edit: April 23, 2022, 08:02:26 pm by Meridian »