aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 446110 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #960 on: February 05, 2022, 01:03:51 pm »
How can you increase the landscape of the battlefield to 70x60
(80×60) withh the help of scripts, if the craft of the player is 20x20 (30x30)?

You can specify battlefield width and length in the alien deployment, attributes `width` and `length`: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Alien_Deployments

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #961 on: February 05, 2022, 03:01:53 pm »
New OXCE v7.5 is up.

2022-02-05
QoL:
- Crafts in the TTV (by EttyKitty)
- Track/show soldier stuns when soldier diaries are disabled: https://openxcom.org/forum/index.php/topic,6586.msg143763.html#msg143763

Features:
- Added validation of layered armor definitions (only active when lazy loading is off; for modders use)
- Craft deployment preview (from Craft Soldiers GUI): FIXME link
- Craft deployment preview - players can save a custom xcom deployment for real craft with real units
- Craft deployment preview - modders can define allowed start tiles per craft type: FIXME link
- Craft deployment preview - modders can define custom preview maps per craft type: FIXME link
- Base facilities preview (left-click on an Access Lift): FIXME link
- Craft-type deployment table in-game modding (from Stats for Nerds GUI) - for players: FIXME link


It seems to me that there is some mistake here. I can only control the first soldier.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #962 on: February 05, 2022, 03:06:01 pm »
It seems to me that there is some mistake here. I can only control the first soldier.

yeah, last minute bug... will fix soon

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #963 on: February 05, 2022, 03:10:07 pm »
yeah, last minute bug... will fix soon
Many thanks for both the advice and the transport deployment scheme. This is what is really needed.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #964 on: February 05, 2022, 03:41:54 pm »
If you save the layout of the soldiers in the transport, then change the order of the soldiers in the list, and then again return to the layout of the soldiers in the transport, then the game crashes.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #965 on: February 05, 2022, 04:23:10 pm »
hotfix OXCE v7.5.1 uploaded

EDIT: there is a known issue with layered armors, working on it... there will be another fix version in the next days
(https://openxcom.org/forum/index.php/topic,4058.msg143831.html#msg143831)
« Last Edit: February 05, 2022, 05:22:17 pm by Meridian »

Offline mutantlord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #966 on: February 05, 2022, 07:56:18 pm »
Hi, any code syntax or reference to use a different custom map?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #967 on: February 05, 2022, 08:34:44 pm »
Hi, any code syntax or reference to use a different custom map?

yes, it will be in the FIXME links after I write them :)

for now, here's the test sample I used during development... it's for the 40k mod:

Code: [Select]
alienDeployments:
  - type: STR_CRAFT_DEPLOYMENT_PREVIEW
    music:
      - HANGAR
    briefing:
      title: STR_HANGAR_TITLE
      palette: 4
      desc: STR_HANGAR_DESCRIPTION
      music: HANGAR
      showCraft: true
      showTarget: false
      background: BACK16.SCR
    shade: 1
    terrains:
      - XHANGAR
    script: XHANGAR
    width: 30
    length: 20
    height: 6

or if you just meant a different deployment for a particular craft, it's the "customPreview" attribute: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Crafts

Code: [Select]
crafts:
  - type: STR_AVENGER
    customPreview: STR_MY_STUFF
« Last Edit: February 05, 2022, 08:36:55 pm by Meridian »

Offline mutantlord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #968 on: February 05, 2022, 08:40:34 pm »
Thank you!

Offline mutantlord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #969 on: February 05, 2022, 09:06:39 pm »
For Base Facilities preview, any thoughts on expanding this into missions can be launch from the Base itself? E.g Invisible Alien Infiltration and you have to sniff them out?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #970 on: February 05, 2022, 09:11:07 pm »
no

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #971 on: February 05, 2022, 09:31:25 pm »
Idea. If someone asks for more space.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #972 on: February 05, 2022, 09:34:51 pm »
Idea. If someone asks for more space.

Sorry, that idea has been discussed already and has been rejected.

The maximum number of bases in OXCE stays at 8.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #973 on: February 05, 2022, 10:01:37 pm »
Sorry, that idea has been discussed already and has been rejected.

The maximum number of bases in OXCE stays at 8.
Space in the interface can be used not only for bases, but also for other functions. If someone needs a place, now you can see where to get this place.

Offline Komandos

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Re: OXCE (OpenXcom Extended) main thread
« Reply #974 on: February 05, 2022, 10:16:15 pm »
I will draw so that they understand me correctly .