Author Topic: OXCE (OpenXcom Extended) main thread  (Read 292338 times)

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #930 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 #931 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.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #932 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.
Wiki ruleset reference was updated.
Auto-update available on Windows.
« Last Edit: April 23, 2022, 08:02:26 pm by Meridian »

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #933 on: January 18, 2022, 11:21:03 pm »
To tag soldiers according to their functions and capabilities, players rename the soldiers. I propose to add the ability to mark soldiers in the list - using different font colors. (Assigning a color is similar to the "wear armor" function).
Since the game already marks (in font color) the soldiers added to the vehicle, I suggest marking only the Name of the soldiers.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #934 on: January 18, 2022, 11:27:55 pm »
To tag soldiers according to their functions and capabilities, players rename the soldiers. I propose to add the ability to mark soldiers in the list - using different font colors. (Assigning a color is similar to the "wear armor" function).
Since the game already marks (in font color) the soldiers added to the vehicle, I suggest marking only the Name of the soldiers.

There are only 5 font colors in UFO (3 already used) and only 3 font colors in TFTD (all 3 used).

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #935 on: January 18, 2022, 11:42:22 pm »
You can add the ability to land transport ships (for repair and refueling with conventional fuel) in cities. The city in this case turns into a "temporary base" (with the ability to buy something or hire a rare one). As soon as the ship leaves the city, the "temporary base" disappears.

P.S. The city may have its own development options. The base city is opened on the globe (not in the list of the player's Bases). UFO can destroy some buildings in cities.
« Last Edit: January 18, 2022, 11:53:52 pm by Komandos »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #936 on: January 19, 2022, 02:18:05 pm »
Thanks for the update. In win32 and win64, only "All countries not found in ru" confuses. Just was in stock, and suddenly "not found". And I did not find the untranslated lines themselves in the game.  %)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #937 on: January 19, 2022, 02:28:13 pm »
Thanks for the update. In win32 and win64, only "All countries not found in ru" confuses. Just was in stock, and suddenly "not found". And I did not find the untranslated lines themselves in the game.  %)

Ah, I missed that.

It's just a hardcoded string for debug mode, doesn't need translation.
I'll make sure it doesn't appear in the log file in the next version.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #938 on: January 19, 2022, 02:36:21 pm »
Ah, I missed that.

It's just a hardcoded string for debug mode, doesn't need translation.
I'll make sure it doesn't appear in the log file in the next version.

Yes, also check the weapon slots on the ships.

Code: [Select]
[19-01-2022_15-29-16] [WARN] {0} not found in ru
[19-01-2022_15-29-16] [WARN] {4} not found in ru

Thanks again for the update.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #939 on: January 19, 2022, 04:00:08 pm »
Yes, also check the weapon slots on the ships.

Code: [Select]
[19-01-2022_15-29-16] [WARN] {0} not found in ru
[19-01-2022_15-29-16] [WARN] {4} not found in ru

Where do I need to click for this to happen?

Offline Buscher

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Re: OXCE (OpenXcom Extended) main thread
« Reply #940 on: January 19, 2022, 07:36:36 pm »
This happens when you set different weaponTypes for craft weapon slots.
Code: [Select]
crafts:
  - type: STR_INTERCEPTOR
    weaponTypes:
      - [0,1]
      - 2

Start the test mod, go into the ufopaedia, select the interceptor page. Might require clicking the info button for stats for nerds. Then look into the openxcom.log.

Code: [Select]
[19-01-2022_18-32-38]   [WARN]  {0,1,0} not found in en-US
[19-01-2022_18-32-38]   [WARN]  {2} not found in en-US
[19-01-2022_18-32-38]   [WARN]  {0} not found in en-US

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #941 on: January 19, 2022, 08:25:41 pm »
This happens when you set different weaponTypes for craft weapon slots.

Thank you, comrade, because my English is limping on all limbs.

And there is.
« Last Edit: January 19, 2022, 08:27:13 pm by Ethereal »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #942 on: January 21, 2022, 04:10:07 pm »
New OXCE v7.4.4 is up.

2022-01-21
QoL:
- Increased maximum for Options::changeValueByMouseWheel https://openxcom.org/forum/index.php/topic,10311.msg143438.html#msg143438
- Hotkeys to close event popups (Esc/Enter): https://openxcom.org/forum/index.php/topic,10321.0.html

Modding:
- Simplified `craftInventoryTile` override by submods (can be used also without `battlescapeTerrainData`)
- Ability to change alien race on alien base upgrade: https://openxcom.org/forum/index.php/topic,6430.msg143440.html#msg143440
- Supply and hunt missions can specify alien race explicitly: https://openxcom.org/forum/index.php/topic,5717.msg143441.html#msg143441

Bugfixes:
- Translation fix (weaponTypes in Stats for Nerds)
- Translation fix (All countries in geoscape debug mode)

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

Ruleset validator was updated.
Wiki ruleset reference was updated.
Auto-update available on Windows.

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #943 on: January 21, 2022, 07:26:02 pm »
Thanks for 7.4.4 !
I went from version 7.3 to version 7.4.4!
But now I have a problem with an old Mod that was working properly until now!
And I don't understand!  ???

OXCE/UFO:
[21-01-2022_18-16-23]   [ERROR]   During linking rulesets of items:
Error for 'STR_FIRE_EXT': Wrong index 1076 for sound set BATTLE.CAT

Ruleset
Code: [Select]
items:
  - type: STR_FIRE_EXT
    size: 0.2
    costBuy: 700
    costSell: 420
    weight: 9
    bigSprite: 587
    floorSprite: 262
    handSprite: 256
    bulletSprite: 1
    fireSound: 77
    explosionHitSound: 76
    hitAnimation: 96
...

********************************
OXCE/TFTD:
[ERROR]   During linking rulesets of items:
Error for 'STR_ALLOY_KNIFE': Wrong index 1086 for sound set BATTLE.CAT
Error for 'STR_KNIFE': Wrong index 1086 for sound set BATTLE.CAT

Ruleset
Code: [Select]
items:
  - type: STR_KNIFE
    size: 0.1
    costBuy: 100
    costSell: 90
    weight: 1
    bigSprite: 129
    floorSprite: 130
    handSprite: 802
    meleeSound: 86
    meleeAnimation: 108
...

  - type: STR_ALLOY_KNIFE
    size: 0.1
    costSell: 1300
    weight: 1
    bigSprite: 324
    floorSprite: 324
    handSprite: 804
    meleeSound: 86
    meleeAnimation: 108
...

In both cases, the "extraSounds.rul" file does not refer to these indexes (76 or 1076 - 86 or 1086).
« Last Edit: January 21, 2022, 08:15:36 pm by Meridian »

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #944 on: January 21, 2022, 07:35:42 pm »
Thanks for 7.4.4 !
I went from version 7.3 to version 7.4.4!
But now I have a problem with an old Mod that was working properly until now!
And I don't understand!  ???
Whole point of validation is change random bug that crash game during play or make game misbehave to error during load.
This is critical for modders as only starting game will show most error in items, this is opposite to playing game for 1h to see if all items were defined correctly.

If you can't fix bug in mod you can reduce validation and risk that game will crash during play.

In 7.4.4 game check many sound and surfaces if they really exist in game.