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Messages - Meridian

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1
OXCE Bugs / Re: Kills awarded for no kills - Bug or feature?
« on: Today at 06:18:58 pm »
I will investigate the history and test too... but I'm afraid it was always this way as Delian says.

2
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: Today at 04:42:55 pm »
That's in the OXC suggestions board, I don't really read that.

But ok, I can have a look.

3
Help / Re: baseDefenseMapFromLocation example.
« on: Today at 04:35:34 pm »
quick battle doesn't have a globe, and thus also no globe location... thus segmentation error

newest oxce version has something, which could probably help, but I didn't test it with this use case... I will look at it later

for now, use normal game, not quick battle

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: Today at 12:16:26 pm »
When will you add a counter for lost armored vehicles to statistics? This is the third year of conversations, but there is no result.

I am not aware of any conversation or suggestion.

Can you link the conversation thread or the suggestion thread?

5
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: Today at 11:29:34 am »
no hostility needed.

no hostility, just frustration

before every battlescape, there is a setup period, i don't know if it has a fancy name or not..

just set up a high explosive on a soldier to a value of 1.
then disarm it.
start mission.
observe in battlscape the status of the high explosive.

is it armed?

are you seriously asking ME if it is armed?
that's what I am asking YOU to provide

there should be no question marks in a bug report

if no.  then you do not see the bug.
if yes. then you see the bug.

for me it is not armed

6
Help / Re: baseDefenseMapFromLocation example.
« on: May 27, 2024, 11:10:30 am »
40k mod is using it, afaik

7
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 26, 2024, 09:36:53 pm »
Dude, either you can give me clear instructions how to reproduce a bug or you cannot.

If you cannot, I have no reason to look at it.

8
original had a bug that it reverted to Beginner difficulty after the first mission: https://www.ufopaedia.org/index.php?title=Known_Bugs#Difficulty_Bug

if you want the original experience, play on Beginner

otherwise it's the same

9
OXCE Bugs / Re: ItemTrigger question
« on: May 25, 2024, 11:45:48 am »

10
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 25, 2024, 11:16:19 am »
You have 26 high explosives:
- 5 primed with setting 0 (end of player turn 1)
- 5 primed with setting 1 (end of alien turn 1)
- 1 primed with setting 2 (end of player turn 2)
- 15 unprimed

They all explode correctly.

Video proof for the high explosive with setting 2 attached.

11
Open Feedback / Re: Streaming software issues?
« on: May 25, 2024, 10:56:38 am »
you can use normal "display/screen/window capture mode" to record openxcom "with or without asterisk"
you can use "game capture mode" to record openxcom "with asterisk"

No clue why.

simply because that's how capture software works... doesn't matter if it's OBS, Bandicam, or any other

12
what does it mean by 1/2

"1/2 display" = 2x zoom

is there a way to change the savedgame location and all others to the installed game directory rather the Windows user account?

when installing the game, select the option "portable installation"

about these other lingo files like \openxcom\common\Language\FontBig_jp.png... i tried to delete these files, it almost crashed the windows, i had to use task manager to end task, why do i need to keep the files that i dont need?

sorry, but just because you think they are not needed, doesn't make it true

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 22, 2024, 07:39:28 pm »
You need OpenXcom Extended to run XcomFiles.

OpenXcom will not work.

14
Open Feedback / Re: Openxcom port for 3DO R.E.A.L.
« on: May 22, 2024, 06:13:50 pm »
OpenXcom is not Xcom.

If you look at the unmodded OpenXcom RAM consumption it's probably somewhere around 100 MB.
X-files will be somewhere around 1000+ MB.
The console has 2 MB.

And even if the hardware would be from this century, I don't think any software requirements are met... does the console support SDL? is there a C++17 compiler for this console?

15
Open Feedback / Re: Openxcom port for 3DO R.E.A.L.
« on: May 22, 2024, 06:03:54 pm »

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