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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 564029 times)

Offline jnarical

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1410 on: June 24, 2024, 02:54:24 pm »
Apparently one single not terrain-damaging explosion at 1:18:30 in this video was enough to cause the loss of all three hangars: https://www.twitch.tv/videos/2179774439?t=01h18m24s

Alternatively, coulda been me shooting off a Multi-Launcher (again, no visible terrain damage) at the Access Lift. Heh.
Yep, you gotta be careful in base defence missions.

Offline yergnoor

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1411 on: June 24, 2024, 06:27:08 pm »
Yep, you gotta be careful in base defence missions.
On YouTube, one of the comments recently described a strange outcome of a base defense mission, when after using heavy weapons... the Access Lift module disappeared.  At the same time, 3 hangars lost contact with all other modules of the base.  But there was no more information and it is unclear how this could happen, because the Access Lift should be indestructible.  True, the base was changed by a mod, maybe that’s the problem.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1412 on: June 24, 2024, 08:41:48 pm »
I swear I haven't done anything to make the access lift destructible... :)

Offline 4chanedgelord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1413 on: July 24, 2024, 12:21:05 am »
Hello  :)
I'd like to use oxce on my android device with mods, everything works so far! Except one issue, the latest compiled version for android is v7.12 from February, the mod I'd like to try next requires v7.12.5 however. I'd very much appreciate if someone could compile the latest version for android or can point me in the direction how to do it myself on an android device. Thank you for your time!

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1414 on: July 27, 2024, 05:23:44 pm »
New OXCE v7.13 is up.

2024-07-26
QoL:
- n/a

Features:
- Improved support for directly zipped folders (Note: there are some small known issues, will be fixed in OXCE v7.14)

Modding:
- Soldier bonuses can now alter also `visibilityAtDay`, `psiVision` and `heatVision`: https://openxcom.org/forum/index.php?topic=7405.msg164839#msg164839
- Added `buyPriceCoefficient`: https://openxcom.org/forum/index.php?topic=11862.0
- Movement cost rounding options: https://openxcom.org/forum/index.php?topic=11930.msg163392#msg163392
- Allow very big values for fatal wounds (before it was limited to 100)
- Ability to use `customItemPreviewIndex` for normal items too: https://openxcom.org/forum/index.php?topic=12122.0

Scripting:
- y-script: Expose sell and buy cost (per item) to scripts; Example: https://openxcom.org/forum/index.php?topic=11862.msg164037#msg164037
- y-script: Expose game difficulty in geoscape scripts
- y-script: Loop for all active items
- y-script: Loop for all active units

Bugfixes:
- Fix infinite loop in manufacture screen: https://openxcom.org/forum/index.php?topic=12008.0
- Fix SoldierDiary KIA and MIA
- Fix ammo recovery bug in multi stage missions: https://openxcom.org/forum/index.php?topic=11820.0

From OXC:
- Add relative data path: https://github.com/OpenXcom/OpenXcom/commit/db2d8275f522d1f7f2f10fe2ca4316924b89a746
- Fix DATADIR compile option: https://github.com/OpenXcom/OpenXcom/commit/81bb168e2eaa41e62567530f53610855fef7f3e4
- Add command line option to display openxcom version: https://github.com/OpenXcom/OpenXcom/commit/498868b71c80a32bda98ecc468cd346c4d7796d9
- Add better checking for empty/incomplete data dirs: multiple commits and merges

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 Sander Bouwhuis

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1415 on: July 27, 2024, 06:28:34 pm »
Thanks Meridian, you are a legend.  8)

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1416 on: July 27, 2024, 07:56:27 pm »
Thanks for the update.

- Soldier bonuses can now alter also `visibilityAtDay`, `psiVision` and `heatVision`:

Oh, I've been waiting for this for a long time! Thank you so much!

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1417 on: July 28, 2024, 05:35:00 pm »
If fatal wound values over 100 are relevant, then the unit has to have an absurd amount of HP.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1418 on: July 28, 2024, 05:46:57 pm »
This was added to allow weapons that can have delayed kills, as old limit was arbitrary boosting it to max hp value have sense.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1419 on: August 24, 2024, 01:52:22 am »
I pushed new OXCE 7.13.8, where focus was on new script capabilities:
https://github.com/MeridianOXC/OpenXcom/commits/fbcc460088ce102a23513a14775016b6c2454de4

One of highlights is:
* Graphic script hooks can check for special keys (like when you press `ALT` units change color)
* Graphic script hooks can now check if NV is enabled
* You can now easy iterate through all items of "editable" unit
* Script can define custom compile `const` values that are not limited in number like `var`
* You can get item `getAmmoQuantityMax`
* You can get map x,y,z size
* In stats bonuses you can access "normalized" stas, useful if mods have units stats 100+ and you can easy overflow higher powers in polynomial (values of stats are divided by 100).

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1420 on: August 31, 2024, 12:27:51 pm »
New OXCE v7.14 is up.

2024-08-31
QoL:
- Friendly unit custom markers (Alt+C): https://openxcom.org/forum/index.php?topic=11869.0
  + shortcut for facing indicator changed from Alt to Ctrl+Alt: https://openxcom.org/forum/index.php?topic=11869.msg165499#msg165499
- Open inventory of the soldier under the cursor (if possible): https://openxcom.org/forum/index.php?topic=12037.0
- Option for 8+ craft in the interception window: https://openxcom.org/forum/index.php?topic=10842.0
- Pre-mission inventory day/night indicator: https://openxcom.org/forum/index.php?topic=12060.0
- Option to always show accuracy on crosshair: https://openxcom.org/forum/index.php?topic=11962.0
- Shift + Build facility: https://openxcom.org/forum/index.php?topic=11960.0
- Add currently worn armor to armor selection UI: https://openxcom.org/forum/index.php?topic=10861.0
- Shift to select prev/next unit without centering on it: https://openxcom.org/forum/index.php?topic=11977.0
- Center on landing UFO: https://openxcom.org/forum/index.php?topic=12006.0
- Craft list reordering (RMB and Shift+RMB): https://openxcom.org/forum/index.php?topic=11903.0
- Ground inventory paging display: https://openxcom.org/forum/index.php?topic=12141.0
- Option to show unit slot in the inventory UI: https://openxcom.org/forum/index.php?topic=12009.0

Features:
- Geoscape autosave frequency and slots: https://openxcom.org/forum/index.php?topic=11956.0
- Unify removal from psi/gym training: https://openxcom.org/forum/index.php?topic=11834.0
- Choice of Crash/Landing-Site in New Battle: https://openxcom.org/forum/index.php?topic=11858.0
- Don't waste excess fuel: https://openxcom.org/forum/index.php?topic=12137.0
- Draw only one facing/direction indicator for large units: https://openxcom.org/forum/index.php?topic=12040.msg165493#msg165493
- Load a specific save by command line: https://openxcom.org/forum/index.php?topic=12061.0
- Option to display score instead of funds in geoscape: https://openxcom.org/forum/index.php?topic=11963.0
- Show UFO flight paths in debug mode

Modding:
- Support for HWPs without fixed ammo + automated recovery of non-fixed ammo: https://openxcom.org/forum/index.php?topic=11843.0
- Spawning weapons with loaded ammo: https://openxcom.org/forum/index.php?topic=10782.0
- Cutscenes on geoscape events: https://openxcom.org/forum/index.php?topic=11265.0
- Teach AI use proxy grenades: https://openxcom.org/forum/index.php?topic=11912.0
- UFO "re-spawned" when mission site expires: https://openxcom.org/forum/index.php?topic=11923.0
- Option to force percentageOutsideUfo on all missions: https://openxcom.org/forum/index.php?topic=11946.0
- Negative events - remove items from storage: https://openxcom.org/forum/index.php?topic=10761.0
- Zero-cost auto-researched topics support 'reenables': https://openxcom.org/forum/index.php?topic=12071.0
- Global templates for new game/battle: https://openxcom.org/forum/index.php?topic=11995.0
- Option to hide the (initial) weapon pile: https://openxcom.org/forum/index.php?topic=11595.0
- Support for transfer times in manufacturing: https://openxcom.org/forum/index.php?topic=11992.0
- Custom briefing for base defense missions: https://openxcom.org/forum/index.php?topic=11830.0
- Option to infiltrate a random country in a region: https://openxcom.org/forum/index.php?topic=12091.0
- requiredMaxStats for soldier transformations: https://openxcom.org/forum/index.php?topic=11859.0
- Random soldier recruitment bonuses: https://openxcom.org/forum/index.php?topic=11828.0
- Prevent accidentally selling quest items: https://openxcom.org/forum/index.php?topic=7857.0

Scripting: https://openxcom.org/forum/index.php?topic=6586.msg165842#msg165842
* Graphic script hooks can check for special keys (like when you press `ALT` units change color): https://openxcom.org/forum/index.php?topic=12151.0
* Graphic script hooks can now check if NV is enabled
* You can now easy iterate through all items of "editable" unit
* Script can define custom compile `const` values that are not limited in number like `var`
* You can get item `getAmmoQuantityMax`
* You can get map x,y,z size
* In stats bonuses you can access "scaled" stas, useful if mods have units stats 100+ and you can easy overflow higher powers in polynomial (values of stats are divided by 100).

Bugfixes:
- Make swiching OpenGL more reliable: https://openxcom.org/forum/index.php?topic=12123.0
- Fixed AI fetching grenades from inventory: https://openxcom.org/forum/index.php?topic=11912.msg165629#msg165629
- Fixed some Debriefing/Recovery corner cases: https://openxcom.org/forum/index.php?topic=12030.0
- Fix bug when loading old zip format

From OXC:
- Fixed AI not able to throw grenades on empty tiles: https://openxcom.org/forum/index.php?topic=12145.0
- Windows XP 32bit github build (to be tested)
- Linux AppImage github build (to be tested)

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: August 31, 2024, 12:38:06 pm by Meridian »

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1421 on: September 04, 2024, 06:18:25 pm »
- Linux AppImage github build (to be tested)

This has been tested (thanks to pedroterzero) successfully, and is now ready for public use.

Download link is available in the main OXCE download thread.


Offline ontherun

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1422 on: September 04, 2024, 07:28:51 pm »
This has been tested (thanks to pedroterzero) successfully, and is now ready for public use.

Download link is available in the main OXCE download thread.

HurrĂ ! finally no more dependencies hell! Thanks :)

Offline pedroterzero

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1423 on: September 07, 2024, 12:45:52 pm »
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?

Offline yergnoor

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1424 on: September 07, 2024, 01:09:54 pm »
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?
Perhaps you mean those posts that were highlighted in a separate topic - https://openxcom.org/forum/index.php?topic=12188.0 ?  There they will be more accessible and will not get lost among messages on another topic.