aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 723092 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1470 on: April 08, 2025, 02:31:33 pm »
New OXCE v8.2 is up.

2025-04-08
QoL:
 - Remember "show only eligible" status: https://openxcom.org/forum/index.php?topic=12582.0
 - Configurable width of the loot UI: https://openxcom.org/forum/index.php?topic=12588.0
 - Select next soldier by proximity, part 2: https://openxcom.org/forum/index.php?topic=12290.msg170989#msg170989
 - Color facing indicators by faction: https://openxcom.org/forum/index.php?topic=12533.0
 - R-click enemy icon to select a spotter with most TU%: https://openxcom.org/forum/index.php?topic=12335.0
 - Sort craft by distance to target (Intercept UI): https://openxcom.org/forum/index.php?topic=12458.0
 - Option to go to the nearest xcom base: https://openxcom.org/forum/index.php?topic=12483.0
 - Select soldier from Experience Overview UI: https://openxcom.org/forum/index.php?topic=12492.0

Android QoL:
 - Base Touch buttons (RMB/MMB/Ctrl/Alt/Shift alternative on Android): https://openxcom.org/forum/index.php?topic=12574.0
 - Easier sell/buy/transfer on Android: https://openxcom.org/forum/index.php?topic=12478.0
 - Soldier inventory screen improvements (Android): https://openxcom.org/forum/index.php?topic=11827.0
 - Inventory M-click alternative (Android): https://openxcom.org/forum/index.php?topic=12017.0

Features:
 - Research Diary: https://openxcom.org/forum/index.php?topic=12355.0
 - Handle negative refund value differently: https://openxcom.org/forum/index.php?topic=12550.0
 - Upgrading a facility should account for refunds: https://openxcom.org/forum/index.php?topic=12484.0
 - BREAKING CHANGE: Updated default value of `extendedExperienceAwardSystem` to match OXC: https://openxcom.org/forum/index.php?topic=4230.msg154823#msg154823
 - Added Greek translation (from Transifex)

Modding:
 - Added option for master mod version in game title: https://openxcom.org/forum/index.php?topic=12567.0
 - Show UFO preview at base defense: https://openxcom.org/forum/index.php?topic=12524.msg170837#msg170837
 - Added support for useless grenades: https://openxcom.org/forum/index.php?topic=12559.0
 - Add new option to override spawn chance in weapon by action (e.g. ranged vs melee): https://openxcom.org/forum/index.php?topic=12537.0
 - Submodding "composite" data fields by their individual components: https://openxcom.org/forum/index.php?topic=12317.0
 - Make interface elements not reset when updated: https://openxcom.org/forum/index.php?topic=12317.msg170607#msg170607
 - "Force spawn" mod option: https://openxcom.org/forum/index.php?topic=12504.0
 - Ammo priority for automatic weapon loading: https://openxcom.org/forum/index.php?topic=12500.0

Scripting:

OXCE Bugfixes:
 - Don't allow saving while the game is busy (to prevent save corruption): https://openxcom.org/forum/index.php?topic=12348.0
 - Report invalid mission site spawn zone error more clearly
 - Report invalid alien base spawn zone error more clearly

From OXC:
 - Correct soldier IDs: https://openxcom.org/forum/index.php?topic=12553.0
 - Fix TFTD palette in the base defense UI: https://github.com/OpenXcom/OpenXcom/commit/31c72c8870a8990a02404e3a368d2f22c7f18506
 - Fix stamina training: https://github.com/OpenXcom/OpenXcom/commit/d8800efdcced960371e68af0659333fc9339910b
 - Preserve non-existing options (Prevents OXC forks from wiping each other's options): https://github.com/MeridianOXC/OpenXcom/commit/4cbc0c10c0428210bd04f03cf7e425f2b97d989d

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

Auto-update is available on Windows.

Ruleset validator was updated to v0.9.39.
Ruleset reference wiki was updated.
« Last Edit: April 08, 2025, 02:35:32 pm by Meridian »

Offline Cooper

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1471 on: April 09, 2025, 04:54:24 pm »
Awesome, looking forward to try this out in the weekend   :D

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1472 on: April 12, 2025, 03:20:48 pm »
One rule change make aliens attack each others, when I finish it then scripts will be able to dynamically change this behavior.

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1473 on: April 12, 2025, 08:49:10 pm »
New nighty version OXCE 8.2.1 available.
Changes are:
* Boost night vision in smoke, now effect should be more predictable as now it not consider day vision when calculating smoke blocking
* Change when sniping is enabled, biggest change is that multi shot weapons will make you spotted if you do not kill unit in first shoot.
* Now scripts can alter spotting when attack damage unit, now script can block spotting for some weapons or enable it for explosive one.
* Change meaning of `-1` in item use costs, previously in some context mean "use default" now always mean negative cost, to reset to default use `~`.
* Add configs that can alter how AI react to other units (see post before).
Code: [Select]
ai:
  targetWeightThreatThreshold: 50
  targetWeightAsHostile: 100
  targetWeightAsHostileCivilians: 50 #when alien consider civilian
  targetWeightAsFriendly: -200
  targetWeightAsNeutral: -100
armor:
  - ai:
      targetWeightAsFriendly: ~ #use global value
      targetWeightAsFriendly: ~ #use global value
      targetWeightAsFriendly: ~ #use global value
      targetWeightAsFriendly: ~ #use global value

Offline zRrr

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1474 on: April 17, 2025, 04:21:26 am »
Yankes, I think commit b752a37175724457721302bea1f03003d774f232 removed sniper/spotter feature that when multiple bullets/AoE vs large unit kill spotter in a single action, spotter does not spot shooter. Maybe it is now possible to implement it with scripts for shotguns and aoe vs large, but I don't see such possibility for autofire.

Also in the same commit, call to _unit->resetTurnsSince(); in src/Battlescape/UnitDieBState.cpp resets _turnsSinceStunned to 255, for newly stunned units.

Online Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1475 on: April 21, 2025, 02:40:51 am »
Right, its looked like "simple" solution but number of corner cases climb up to much. I probably will need rethink it or revert partially to original code.


For second, this was oversight, it will be fixed.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1476 on: April 21, 2025, 09:25:52 am »
Yankes, I think commit b752a37175724457721302bea1f03003d774f232 removed sniper/spotter feature that when multiple bullets/AoE vs large unit kill spotter in a single action, spotter does not spot shooter. Maybe it is now possible to implement it with scripts for shotguns and aoe vs large, but I don't see such possibility for autofire.

We've discussed this with a few modders on Matrix and the feedback was ok.
The benefit of gained functionality (e.g. scripts for silent weapons) seems bigger than the lost functionality.
AOE killing a reaper with a Rocket Launcher is not very stealthy and should probably expose you (mostly).

Currently, we're undecided if more options are needed.

We'll probably wait (several months) for actual feedback from playing/playtesting and reconsider afterwards.

Also in the same commit, call to _unit->resetTurnsSince(); in src/Battlescape/UnitDieBState.cpp resets _turnsSinceStunned to 255, for newly stunned units.

Fixed in OXCE 8.2.4
« Last Edit: April 21, 2025, 09:27:45 am by Meridian »

Offline jnarical

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1477 on: April 21, 2025, 11:48:32 am »
How this feature will impact base vanilla xcom1/2 gameplay? I mean, are there any visible effects without dedicated support from modders?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1478 on: April 21, 2025, 11:50:42 am »
How this feature will impact base vanilla xcom1/2 gameplay? I mean, are there any visible effects without dedicated support from modders?

This is a mod-activated feature only.

It has no impact on vanilla xcom1/2 gameplay.

Offline jnarical

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1479 on: April 22, 2025, 05:49:45 pm »
Quote from: murkhach@centrum.cz

This should be done thru PR on GitHub

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1480 on: April 22, 2025, 06:18:30 pm »
This should be done thru PR on GitHub

This should NOT be done via PR on GitHub... there are clear instructions here: https://openxcom.org/forum/index.php?topic=11631.0

Offline jnarical

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1481 on: April 22, 2025, 06:24:32 pm »
This should NOT be done via PR on GitHub... there are clear instructions here: https://openxcom.org/forum/index.php?topic=11631.0
Oh boy… he suggested code, not described a feature. Maybe I’m not right here, I read forum with mobile app “on the go”, sometimes while riding my EUC… not the clearest way to read things… read his post and didn’t get what it was about.

Offline murkhach@centrum.cz

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1482 on: April 22, 2025, 06:47:43 pm »
OK the suggestion was moved to proper thread  https://openxcom.org/forum/index.php?topic=12608.0 (thank you)
  I'll add more description to it

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1483 on: April 22, 2025, 08:39:03 pm »
I will just repeat that modding feature requests are accepted only from modders.
(and requests for private mods are not accepted at all)

I'll keep the thread under NEW for 3 months.

If no modder shows interest, it will be moved to Archive.