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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 587245 times)

Offline Regulain

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1320 on: January 24, 2024, 08:24:12 pm »
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)

If only it was as simple as having a text document listing all creatures/items with true/false next to them so you can turn them on and off as you please. But thats a massive task
One thing that could be done is create more commands like ctrl+shift 1 could give you just vehicle related stuff.

Besides getting a bunch of stuff you don't want, they come in 2's so you have to spend extra time sorting out what you want and don't want, heaven forbid you activate this after opening up multiple bases, now you gotta go through all the bases.

Now that I tihnk about it, I'm suprised there isn't an instant manufacture cheat. Then again the game would probably break if you used it while something is set to craft infinitely.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1321 on: January 24, 2024, 09:29:31 pm »
If only it was as simple as having a text document listing all creatures/items with true/false next to them so you can turn them on and off as you please. But thats a massive task

nah, it's ok, I can do that, gimme 2 weeks to find some time

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1322 on: January 24, 2024, 10:51:21 pm »
There is some programs that are designed to edit save files, would they be better for this task?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1323 on: January 24, 2024, 11:36:13 pm »
depends on what he actually wants to do

if he wants to cheat, then yes, it's perfectly reasonable to use a save editor.... it's one action, done rarely, so can take a bit longer (several seconds up to a minute)

if he wants to "debug", or perform many repetitive tests (like I very often do), then having hotkeys is much better... many actions, done often, must take less than a second

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1324 on: January 25, 2024, 12:05:07 am »
Maybe we should add console like in Quake? :D
At least we could reuse lot of function registration from y-script.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1325 on: January 25, 2024, 08:31:59 pm »
If that console had autocomplete, I'd be using it every day :) no joke

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1326 on: January 25, 2024, 11:03:51 pm »
@Meridian et al.

Sorry for the off-topic. I get an error message about an expired certificate when I try to access to the OXCE Nightly website at: https://lxnt.wtf/oxem/#/Extended

Before I could continue on Firefox, but not anymore.

This is the error message:
Quote
Websites prove their identity via certificates, which are valid for a set time period. The certificate for lxnt.wtf expired on 2024-01-22.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1327 on: January 25, 2024, 11:06:51 pm »
It is usually resolved within a few days.

PS: I can continue in Firefox

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1328 on: February 06, 2024, 04:49:56 pm »
How does the game determine how long it takes to transfer stuff from one base to another? Quickly looking I didn't find a ruleset for this but maybe I just couldn't find the right thing.

In XCF I noted that apparently it takes 15 hours to do base-to-base transfers, no matter the distance between the bases. In contrast, fly-transfer of crafts can be faster or slower, depending on the speed and distance (and how fast the craft can refuel).

This make me wonder if the modders would be interested in a ruleset/option where the transfer times could vary based on distance or other factors (e.g. craft speeds or how cumbersome a particular item is to transfer via courier services - especially useful if the modder wanted to make "big" item transfer slower).
« Last Edit: February 06, 2024, 04:52:50 pm by psavola »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1329 on: February 06, 2024, 05:10:37 pm »

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1330 on: February 07, 2024, 07:56:28 pm »
It is usually resolved within a few days.
Yes, it did. I was able to download "Extended-7.11.4-23daf1cbd-2024-02-05-win64.7z".

But I just tried to access again and now the problem is the site cannot be found.

Offline DSeyka

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1331 on: February 11, 2024, 09:11:46 am »
Indeed, lxnt.wtf has been down for at least several days as of right now.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1332 on: February 16, 2024, 10:08:12 pm »
it's back

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1333 on: February 24, 2024, 11:35:27 am »
test

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1334 on: February 24, 2024, 11:35:48 am »
New OXCE v7.12.0 is up.

2024-02-24
QoL:
- R-click in SoldiersState: https://openxcom.org/forum/index.php/topic,11808.0.html
- Experimental: weapon safety switch (for reactions): https://openxcom.org/forum/index.php/topic,11340.msg161750.html#msg161750
- Longer quick search in TTV: https://openxcom.org/forum/index.php/topic,11796.msg161647.html#msg161647
- Show reason(s) why facility cannot be dismantled: https://openxcom.org/forum/index.php/topic,11152.msg161592.html#msg161592
- Direct soldier transformation: https://openxcom.org/forum/index.php/topic,10002.msg161488.html#msg161488
- MMB to open Pedia on "What can I wear?" UI: https://openxcom.org/forum/index.php/topic,11250.0.html
- Experimental: arrow browsing without hidden articles: https://openxcom.org/forum/index.php/topic,10374.msg161299.html#msg161299
- Ability to hide Pedia articles (by players): https://openxcom.org/forum/index.php/topic,10374.msg161299.html#msg161299
- Option to follow the wing leader or not: https://openxcom.org/forum/index.php/topic,10534.msg161166.html#msg161166

Android:
- Support for saves and notes deletion on mobile: https://openxcom.org/forum/index.php/topic,11789.0.html
- Support for infinite production on mobile: https://openxcom.org/forum/index.php/topic,11788.0.html

Features:
- Smarter Equip mod (for xcom1 and xcom2): https://openxcom.org/forum/index.php/topic,7868.msg161834.html#msg161834
- Preferred reaction weapon priority: https://openxcom.org/forum/index.php/topic,10627.0.html
- Amiga thinking... https://openxcom.org/forum/index.php/topic,10710.msg161509.html#msg161509
- New Battle: ability to select globe texture: https://openxcom.org/forum/index.php/topic,11370.msg161151.html#msg161151
- Added new type of node that allows to ignore ruleset: FIXME

Modding:
- Bigger Facility Preview for Ufopaedia (by WarStalkeR): https://openxcom.org/forum/index.php/topic,11819.msg161957.html#msg161957
- Inventory auto-placement priorities/rules: https://openxcom.org/forum/index.php/topic,7868.msg161833.html#msg161833
- Allowed soldier groups per craft: https://openxcom.org/forum/index.php/topic,10678.msg161784.html#msg161784
- Experimental: chryssalid inherits zombie's faction: https://openxcom.org/forum/index.php/topic,11259.msg161586.html#msg161586
- Experimental: allow zombifying hostiles (by player): https://openxcom.org/forum/index.php/topic,11259.msg161586.html#msg161586
- Experimental: mind control hostiles into neutrals: https://openxcom.org/forum/index.php/topic,11221.msg161585.html#msg161585
- Experimental: Support for grenades exploding before battle: https://openxcom.org/forum/index.php/topic,11765.0.html
- Ability to disable Pedia articles (by modders): https://openxcom.org/forum/index.php/topic,11766.msg161280.html#msg161280
- Ability to override item in item pedia articles: https://openxcom.org/forum/index.php/topic,11766.msg161280.html#msg161280
- Ability for geoscape events to spawn craft: https://openxcom.org/forum/index.php/topic,11201.0.html
- Mapscript commands filter by craft (group): https://openxcom.org/forum/index.php/topic,10713.msg161170.html#msg161170
- Base defense facilities with own ammo storage and rearm rate: https://openxcom.org/forum/index.php/topic,11760.0.html
- Don't mark xcom base(s) for retals without scouting phase: https://openxcom.org/forum/index.php/topic,11429.msg161096.html#msg161096

Scripting:
- y-script: Expose weapon vapor particles: FIXME

Bugfixes:
- Fixed height for motion scanner markers: https://openxcom.org/forum/index.php/topic,11577.0.html
- Fixed crash when transferring currently opened craft: https://openxcom.org/forum/index.php/topic,11807.0.html

From OXC:
- Added Windows Installer translations

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.
« Last Edit: February 25, 2024, 09:30:53 am by Meridian »