Author Topic: OXCE (OpenXcom Extended) main thread  (Read 327147 times)

Offline Ethereal

  • Commander
  • *****
  • Posts: 559
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1155 on: July 11, 2022, 07:53:29 pm »
До зимы теперь ждать что-ли?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7955
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1156 on: July 11, 2022, 08:06:54 pm »
If the question is when comes the next update, then the answer is this month (July 2022).

Offline Juku121

  • Commander
  • *****
  • Posts: 932
  • We're all mad here.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1157 on: July 11, 2022, 09:55:18 pm »
Crash when trying to change (well, disable) display filter. OXCE 7.5.16, XCF 2.5 (with tweaks).

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7955
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1158 on: July 12, 2022, 08:58:16 pm »
this is above my paygrade :) no idea how the filters work

Online Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2967
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1159 on: July 12, 2022, 09:48:50 pm »
at least backtrack show `OpenXcom::Surface::CleanSdlSurface(SDL_Surface*)` that our code was last that thing done before crash.
This mean if whole SDL is not corrupted it could be way to avoid this.

Offline Juku121

  • Commander
  • *****
  • Posts: 932
  • We're all mad here.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1160 on: July 13, 2022, 02:52:04 am »
Well, if it helps any:
  • I recently moved computers and just pasted the whole OXCE install over.
  • Disabling and re-enabling filters via options.cfg still seems to work.
  • After I change filters in-game, there's heavy lag and the "do you want to keep this" box comes up for a little while before the total crash.
« Last Edit: July 13, 2022, 10:50:34 am by Juku121 »

Offline krautbernd

  • Commander
  • *****
  • Posts: 1049
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1161 on: July 13, 2022, 10:37:28 am »
Well, if it helps any:
  • I recently moved computers and just pasted the whole install over.
  • Disabling and re-enabling filters via config seems to still work.
  • After I change filters in-game, there's heavy lag and the "do you want to keep this" box comes up for a little while before the total crash.
What do you mean by "just passed the whole install over"? The whole OS or just OXCE in particular?

Have you tried a fresh install (of OXCE)?

Offline Juku121

  • Commander
  • *****
  • Posts: 932
  • We're all mad here.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1162 on: July 13, 2022, 10:48:55 am »
What do you mean by "just passed the whole install over"? The whole OS or just OXCE in particular?
OXCE plus the mod plus other necessities, of course. I also changed OS-s, so even if I wanted to do the first that wouldn't have worked.

Have you tried a fresh install (of OXCE)?
No, but I doubt it'd change much. A 'fresh install' of OXCE is basically pasting a few files over, anyway.

But just to satisfy my (and your) curiosity, I upgraded to 7.5.19. No change.
« Last Edit: July 13, 2022, 10:51:47 am by Juku121 »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7955
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1163 on: July 15, 2022, 11:54:20 am »
New OXCE v7.6 is up.

2022-07-15
QoL:
 - Added mouse wheel scrolling to Monthly Report UI: https://openxcom.org/forum/index.php/topic,10510.0.html
 - Ability to persist PL/NV/B toggles: https://openxcom.org/forum/index.php/topic,10629.msg147476.html#msg147476
 - Added Energy toggle to pathfinding preview (Options > Battlescape): https://openxcom.org/forum/index.php/topic,9556.0.html
 - Save file formatting less verbose in selected cases (functionally same, no performance gain or loss, smaller file size, easier to read by humans)

Features:
 - AI: aliens are now capable of running during escape battle action (if running enabled by armor, and 50% probability)
 - AI: aliens (leeroys only) are now capable of running during aggro if they have a lot of energy (40% of stamina or more)
 - Added support for checking required OXC engine (e.g. OXC, OXCE, FtA, etc.) - `requiredExtendedEngine` in metadata.yml
 - Removed `enforcedExtendedVersion` attribute in metadata.yml (`requiredExtendedVersion` attribute now enforces!)

Modding:
 - Ability to change tile move cost per armor: https://openxcom.org/forum/index.php/topic,6586.msg145137.html#msg145137
 - New movement type Sneaking = force walking even if you can fly (using Alt modifier): see link above
 - Ability to change cost of moving item in the inventory: https://openxcom.org/forum/index.php/topic,6586.msg145244.html#msg145244
 - Custom object counters for completed research: https://openxcom.org/forum/index.php/topic,10318.msg146284.html#msg146284
 - Craft preview: ability to reveal/not reveal the whole map: https://openxcom.org/forum/index.php/topic,10370.msg147475.html#msg147475
 - Ufopedia: unhardcoded colors for Text and TextImage articles: https://openxcom.org/forum/index.php/topic,10484.0.html
 - Ufopedia: draw armor sprite on the background: https://openxcom.org/forum/index.php/topic,10425.0.html

Scripting:
 - Ability to change movement type during battle: https://openxcom.org/forum/index.php/topic,6586.msg145244.html#msg145244
 - Ability to set negative health by script (i.e. overkill): https://openxcom.org/forum/index.php/topic,10535.msg146195.html#msg146195

Bugfixes:
 - (possible breaking change in scripts) Fixed broken fire extinguisher: https://openxcom.org/forum/index.php/topic,10522.msg145855.html#msg145855
 - Fixed trying to delete/process a research project twice: https://openxcom.org/forum/index.php/topic,10504.msg145545.html#msg145545
 - Craft preview: bugfix for crash when craft landed and craft deployed are different
 - Craft preview: bugfix: allowed to dismantle the access lift, if it's the last facility in the base: https://openxcom.org/forum/index.php/topic,6413.msg144635.html#msg144635
 - Craft preview: bugfix: check existence of the battlescape map for preview: https://openxcom.org/forum/index.php/topic,10370.msg145652.html#msg145652
 - Fixed AI using unusable weapons during xcom base defense: https://openxcom.org/forum/index.php/topic,4058.msg145954.html#msg145954
 - Civilians shouldn't destroy xcom bases (see above)
 - Fixed storage check corner case: https://openxcom.org/forum/index.php/topic,10595.0.html
 - Fixed startup checks when sound is muted: https://openxcom.org/forum/index.php/topic,10541.0.html
 - PromotionsState screen now includes in-transit soldiers if promoted (by karadoc): https://github.com/MeridianOXC/OpenXcom/commit/050b86483422e18eb861fc8c98f63df215290e12
 - lowAccuracyHitCounter fix (by Delian): https://github.com/OpenXcom/OpenXcom/commit/761a978cbbe52752ee9a2f1a46cc065fef46e587

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

Ruleset validator was updated.
Wiki ruleset reference was updated.
Auto-update will be available on Windows in 2-3 weeks.

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 334
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1164 on: July 15, 2022, 05:14:34 pm »
New OXCE v7.6 is up.
Thank you very much !

Offline Ethereal

  • Commander
  • *****
  • Posts: 559
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1165 on: July 16, 2022, 04:20:07 pm »
New OXCE v7.6 is up.

Thank you for your work and update.

Offline Ethereal

  • Commander
  • *****
  • Posts: 559
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1166 on: July 19, 2022, 07:03:07 am »
Is there a way to disable the vanilla psionics calculation formula? Just turn it off so that the probability of a successful psi attack is 100% and is reduced only by the "psiDefence" parameter in armor, and increased only by the "accuracyXXX..." parameter in items.

Online Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2967
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1167 on: July 19, 2022, 10:05:05 am »
Yes, y-script hook `tryPsiAttackItem`, it is responsible for default algorithm, override `psi_attack_success` to any value you want (value `100` is 100%).

Offline Ethereal

  • Commander
  • *****
  • Posts: 559
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1168 on: July 19, 2022, 10:37:50 am »
Yes, y-script hook `tryPsiAttackItem`, it is responsible for default algorithm, override `psi_attack_success` to any value you want (value `100` is 100%).

I am very weak in scripting, but I found this -

Code: [Select]
    tryPsiAttackUnit:
      - offset: 23   # for Scripted Items - Automatic Success
        code: |
          var int battle_type;
          var ptr RuleItem item_rule;
          var int energy_max;
         
          item.getRuleItem item_rule;

          item_rule.getBattleType battle_type;
         
          if eq battle_type 9; # scripted psi amp
            if or eq battle_action 13 eq battle_action 14;
              debug_log "PsiAttack with scripted item. Automatic success!";
              set psi_attack_success 1;
            end;
          end;
          return psi_attack_success;

Can this be used as a template for "tryPsiAttackItem"?

In addition, it is necessary that the psi-defense also depends solely on the "psiDefence" indicator in the armor.
« Last Edit: July 19, 2022, 10:40:13 am by Ethereal »

Online Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2967
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1169 on: July 20, 2022, 12:14:27 pm »
It could be, there are some differences between this too hooks, but basic scripts should be compatible between them, best is look in "verbose logging" to see what parameters are available in both cases, btw it should show too default script for `tryPsiAttackItem` that is responsible for attack algorithm.

Use this as template:
Code: [Select]
var int r;
set psi_attack_success 0; #override original value!!
random.randomRange r 0 55;
add psi_attack_success attack_strength;
add psi_attack_success r;
sub psi_attack_success defense_strength;
sub psi_attack_success distance_strength_reduction;
return psi_attack_success;