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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 548062 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1410 on: June 06, 2024, 12:31:18 pm »
correct

judging by the screenshot of a rookie, I assume he's after promotions, not commendations

Offline aziza

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1411 on: June 06, 2024, 01:09:33 pm »
judging by the screenshot of a rookie, I assume he's after promotions
yup

Offline minimen

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1412 on: June 23, 2024, 09:56:07 am »
..
I'd like to provide some feedback to help improve the user experience. I've been playing Xpiratez on Android, and while the story is great, the most frustrating part is equipping the squad before a mission. On Android, I can't use the hotkeys like unequipping a particular item. Instead, I have to scroll through the "ground screen," find an empty space, and manually drag the item to the ground.

Offline 75338

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1413 on: June 23, 2024, 11:05:39 pm »
Playing OXCE FMP and just had my first Base Defense, now all my hangars and craft are gone - this is intended behaviour??

Holy heck...

Nvm, this is not an OXCE or FMP issue, just something I'd never seen before in ~30 years of playing this off and on. https://www.ufopaedia.org/index.php?title=Base_Facilities_(EU)

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.
« Last Edit: June 24, 2024, 01:17:57 am by 75338 »

Offline jnarical

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1414 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 #1415 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 #1416 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 #1417 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!

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1418 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 #1419 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 #1420 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 #1421 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 #1422 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 #1423 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).

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1424 on: August 31, 2024, 12:26:03 pm »
.