aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 615836 times)

Offline amokk_gw

  • Sergeant
  • **
  • Posts: 41
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1305 on: November 29, 2023, 10:22:54 pm »
Is there a way to disable reaction fire for a soldier or the whole squad for a mission or permanently? Draining the timeunits is quite tedious.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1306 on: November 29, 2023, 10:31:09 pm »
Is there a way to disable reaction fire for a soldier or the whole squad for a mission or permanently? Draining the timeunits is quite tedious.

https://openxcom.org/forum/index.php/topic,11340.msg161750.html#msg161750
« Last Edit: February 16, 2024, 11:34:03 pm by Meridian »

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3375
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1307 on: December 05, 2023, 11:54:24 pm »
Small heads up, I reverted recent change of `personalLight` for aliens as it had some minor glitches and break completely XPZ.
Now I added as replacement `personalLightHostile` and `personalLightNeutral` for permanent light on aliens or civilians.

Offline Alpha Centauri Bear

  • Colonel
  • ****
  • Posts: 466
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1308 on: December 06, 2023, 01:07:14 am »
Does it make it easier detectable at night?

Offline psavola

  • Commander
  • *****
  • Posts: 873
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1309 on: December 06, 2023, 05:28:54 am »
Does it make it easier detectable at night?

At least the original personal light did. I noticed this in XCF with tanks for example. They have a bright personal light, making it impossible to use them in night-time missions when the enemies have weapons that could hurt them (would attract all the enemy fire) unless you disable it at the start of every mission. I dread those who don't know of this feature and the special hotkey to disable it (no way to know it otherwise).

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3375
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1310 on: December 12, 2023, 02:20:46 am »
Experiments and hack for creations specific weapon

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1311 on: December 16, 2023, 04:20:18 pm »
New OXCE v7.10 is up.

2023-12-16
QoL:
- Allow manufacture queueing (no reserved space): https://openxcom.org/forum/index.php/topic,11149.0.html
- Popup window on alien base detection: https://openxcom.org/forum/index.php/topic,11456.0.html
- Filter avatars by gender: https://openxcom.org/forum/index.php/topic,11341.0.html

Features:
- Default visibility behavior updated, changes in behavior:
* Scripts can now override unit max visibility range
* Calculation of distance is now based on voxel trajectory length approximation
* Smoke effectiveness is now based on unit max visibility range (instead of global max)
* Fire affects heat vision

- More debug logging for mission scripts processing: https://openxcom.org/forum/index.php/topic,11530.0.html
- Improve noLOS penalty calculation a bit: https://openxcom.org/forum/index.php/topic,11512.0.html

Modding:
- Soldiers and vehicles as modifiable craft stats (by WarStalkeR): https://github.com/MeridianOXC/OpenXcom/pull/126
- Stat/armor growth per difficulty in abs. values: https://openxcom.org/forum/index.php/topic,11462.0.html
- Support of `personalLight` also for hostiles and neutrals: https://openxcom.org/forum/index.php/topic,6586.msg159413.html#msg159413
- Bottom-align for geoscape event descriptions: https://openxcom.org/forum/index.php/topic,11375.0.html
- Option to override item used for self destruct: https://openxcom.org/forum/index.php/topic,11521.0.html
- Self-destruct can spawn items and units: https://openxcom.org/forum/index.php/topic,11522.0.html
- Added `maxDifficulty` in mission scripts
- added `spriteEnabled` flag to allow bigger facilities behaviour of drawing sprite over shape (by WarStalkeR): https://github.com/MeridianOXC/OpenXcom/pull/127
- Allow aliens to be recovered like civilians (using `civilianRecoveryType`)

Scripting:
- Visibility script enhancements: https://openxcom.org/forum/index.php/topic,11637.0.html

Bugfixes:
- Clear message when canceling a skill action: https://openxcom.org/forum/index.php/topic,11510.0.html
- Fix craft inventory containing incompatible items: https://openxcom.org/forum/index.php/topic,11364.0.html
- Manual promotion fix: https://openxcom.org/forum/index.php/topic,11517.0.html
- Stop key scrolling on end turn: https://openxcom.org/forum/index.php/topic,11483.0.html
- Fix handling of disabled arrow buttons: https://openxcom.org/forum/index.php/topic,11289.0.html
- Make sure to always check the evac trigger: https://openxcom.org/forum/index.php/topic,11547.0.html
- Don't count surrendered as alive between stages: https://openxcom.org/forum/index.php/topic,11572.0.html
- Fixed integer overflow in manufacturing: https://openxcom.org/forum/index.php/topic,11560.0.html
- Do full checkup on craft manufacture: https://openxcom.org/forum/index.php/topic,11584.0.html
- Stop escorting transports after a mission: https://openxcom.org/forum/index.php/topic,11601.0.html
- Disable unintended airborne transfer side effects: https://openxcom.org/forum/index.php/topic,11598.0.html
- Ironman game is NOT saved automatically when you press Alt+F4 in Windows: https://openxcom.org/forum/index.php/topic,11404.0.html
- Fix bug when you end turn with summoned unit

From OXC:
- Alien Sub Construction needs item
- Fix bug with all units' voxels flipped relative Y axis (by jnarical): https://github.com/OpenXcom/OpenXcom/pull/1423
- Fix earth pole region error
- Updated Windows installer Steam detection
- Removed Data Patch from the Windows installer

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

Auto-update is available on Windows.

Ruleset validator was not updated... I'll do it later.
Wiki ruleset reference was not updated... I'll do it later.
Translations were not updated... I'll do it later.

Offline 0xEBJC

  • Colonel
  • ****
  • Posts: 180
  • Y'all are awesome! Thankful for this community.
    • View Profile
    • My Projects
Re: OXCE (OpenXcom Extended) main thread
« Reply #1312 on: December 18, 2023, 06:50:57 am »
@Meridian & Dev Team, thanks for the updates! some great new features :)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1313 on: January 09, 2024, 11:10:15 am »
New OXCE v7.11.0 is up.

2024-01-09
QoL:
- Base info UI changes: https://openxcom.org/forum/index.php/topic,11722.0.html
- Option to display craft's ETA: https://openxcom.org/forum/index.php/topic,11733.0.html
- Ability to hide research topics: https://openxcom.org/forum/index.php/topic,11639.0.html
- Improved research/production/prisoner overview: https://openxcom.org/forum/index.php/topic,11646.msg160563.html#msg160563
- Option to show ammo clip size info in the pedia: https://openxcom.org/forum/index.php/topic,11593.0.html
- Ability to sort Funding Countries list: https://openxcom.org/forum/index.php/topic,11113.0.html
- Support mouse X1/X2 buttons for SoldierInfo UI: https://openxcom.org/forum/index.php/topic,11409.0.html

Features:
- Redesigned Controls and Advanced menu: https://openxcom.org/forum/index.php/topic,11749.0.html
- Breaking change: Changed craft maxStorageSpace default to 99999.0
- Breaking change: Changed craft maxItems default to 999999
- Ctrl+K kill command uses DP_MELEE instead of DT_AP (less cyberdisc boom)
- Sanity check on load (unit status): https://github.com/OpenXcom/OpenXcom/issues/1432

Modding:
- Support for rectangle-shaped base facilities: https://openxcom.org/forum/index.php/topic,11611.0.html
- maxItems and maxStorageSpace as modifiable craft stats: https://openxcom.org/forum/index.php/topic,11658.0.html
- More retaliation variants: https://openxcom.org/forum/index.php/topic,11429.0.html
- Regions and countries providing "base services": https://openxcom.org/forum/index.php/topic,10846.0.html
- Hit sound per UFO (for missile base hit): https://openxcom.org/forum/index.php/topic,11432.0.html
- Image background per UFO (for missile base hit): https://openxcom.org/forum/index.php/topic,11432.0.html
- Ufopedia item articles: element placement override: https://openxcom.org/forum/index.php/topic,6717.0.html
- Hidden movement background change frequency option: https://openxcom.org/forum/index.php/topic,11669.0.html
- Ability to define the item needed for research: https://openxcom.org/forum/index.php/topic,8653.0.html
- Ability to mod craft's default display altitude: https://openxcom.org/forum/index.php/topic,8588.0.html
- Ability to reset soldier rank after transformation: https://openxcom.org/forum/index.php/topic,8477.0.html
- Breaking change: Removed obsolete alien race `retaliationMission` attribute: https://openxcom.org/forum/index.php/topic,9496.msg137252.html#msg137252

Scripting:

Bugfixes:
- Fix coloring issue in the craft crew table
- Many fixes for soldiers and vehicles as modifiable craft stats (and added `maxHWPUnitsLimit`): https://openxcom.org/forum/index.php/topic,11695.msg160313.html#msg160313

From OXC:
- Added UFO and TFTD data patches directly into the download package + Removed UFO patch from the Android installer
- Fix ufopaedia scrolling on multi-line article titles: https://github.com/OpenXcom/OpenXcom/issues/1424

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

Auto-update is available on Windows.

Ruleset validator was updated.
Wiki ruleset reference was updated.

Offline mutantlord

  • Colonel
  • ****
  • Posts: 136
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1314 on: January 09, 2024, 05:32:23 pm »
V7.11.0.. a bit of a mouthful,why not 8.0 instead? ;D

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1315 on: January 09, 2024, 10:36:46 pm »

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3375
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1316 on: January 20, 2024, 06:57:21 pm »
In OXCE 7.11.2 I added script hook that alow changing how vapor particles moves (speed + acceleration) that allow lot more variability
in types of weapon attacks.
As hack you can even fake additional "hit" effects moving some particles closer to end of trajectory and spreed them from that point.
(rifle do something like this in example video)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1317 on: January 22, 2024, 11:15:26 pm »
wow, that looks cool
I like the blaster launcher most :)

Offline Regulain

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1318 on: January 24, 2024, 04:41:34 pm »
Is it possible for me to modify what the debug cheats do? like I want it to give me $1m not $999m or instead of every item/creature only specific ones?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9144
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1319 on: January 24, 2024, 04:48:20 pm »
Is it possible for me to modify what the debug cheats do? like I want it to give me $1m not $999m or instead of every item/creature only specific ones?

Currently not possible.

(but I thought about it already, it is also impractical for me to receive all items, especially because most mods have enforced storage limits and I am forced to sell them immediately)