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Messages - wolfreal

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76
XPiratez / Re: No Donation - No Salvation! Also: Future Plans!
« on: February 08, 2019, 03:49:06 pm »
Dear Dioxine, I send you a few bucks, just thanks for this great mod.

77
OXCE Suggestions DONE / Re: Time to clean up user options
« on: February 08, 2019, 02:43:42 am »
Thanks for the feedback everyone.
Here's the updated proposal.

Turn off and remove:
---------------
Maximized Night Display - use NO
Less-Spoilers Tech Tree Viewer - use NO

Turn on and remove:
---------------
Martial training at any time - use YES
Display if weapon is two-handed - use YES
Show 2-handed indicator in inventory - use YES
Extra bleeding indicator - use YES
High Stun indicator - use YES
Show item weight in inventory - use YES
Friendly craft escort - use YES
Single-handed weapon unloading - use YES

Rework and remove:
---------------
Automatic Night Vision - if xcom units generate enough light that the screen is not pure black, don't do anything... if "pure black", turn NV on automatically
Remove wounded soldiers from training - remove them, but remember if they want to return to training after recovery (automatically)
Display map borders on the Minimap - turned off by default, turn on by pressing ALT

Convert into a mod option (instead of user option):
---------------
Statistical Bullet Saving - default NO
Draw enemy radar circles - change to 0 (never draw), 1 (draw if hyperdetected), 2 (always draw) => default 1

Hidden (in options.cfg), modder can fix (it's not possible to convert this into a mod option, that's why it unfortunately needs to stay here):
---------------
Start-Up Text Mode - default 0 # 0 = vanilla, 1 = remove dos4gw and soundblaster text, 2 = remove all text

Keep (as user option on the GUI):
---------------
UFO landing alert - default NO
Wounded fight if base attacked - default NO
Play Briefing music longer - default NO
Select Night Vision color - default 8
Auto-Sell Manager - default NO

Well. My humble 2 cents.

I do get the difference and switch normally between maximized Night vision and not maximized. And I do not use automatic NV, I always turn it on and off with the space key (Not toggling, turning it on and off). But I will accept the decisions made by all.

I like a lot the Remove wounded soldiers rework.

I do use map borders.... Ok for me if they appears with alt.

I will miss statistical bullet saving, but as a mod options seems like the correct decision.

I love auto sell manager.

I would like a "Wounded fight if they are above %" option. But is up to the developers (Yankes and Meridia in this case. I do not know if those changes are going to be translated to OXC)

78
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 07, 2019, 08:28:32 pm »
That's a very interesting piece of information. I regret to admit I have never heard of Maracaibo before.

I'm not sure what change you mean, I can't recall any changes in the code... I only pointed out that longitude 2307 doesn't exist, since it only goes up to 360, so I assumed it was a typo of some kind.

Wow, I return and see a discussion about the location of my hometown  ;D

79
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 16, 2018, 11:27:14 pm »
Nothing ever gets ditched except for rare cases of egregious design mistake - as it was with Hired Mercs before and Sanbags recently. Sometimes old stuff gets replaced/expanded, which can cause a grind too; a million voices screamed and fell silent when I removed the option to make prostitutes out of all female slaves :)

What? You can make courtesan from slave maids, no?

80
Released Mods / Re: [UFO] Improved Geoscape Icons
« on: November 08, 2018, 11:39:59 pm »
Wow, great!.

81
OXCE Builds & Ports / Re: [Info] Linux build farm
« on: November 06, 2018, 08:28:19 am »
Normally, no. I was just dreaming about having an AUR package.  :P

The only thing that can get annoying are dependencies. But nothing serious 

82
OXCE Builds & Ports / Re: [Info] Linux build farm
« on: November 05, 2018, 03:13:09 am »
Arch :)

83
XPiratez / Re: Custom inventories, gear slots and OXCE limitations
« on: October 14, 2018, 02:29:09 am »
People are actually using the ushankas now? Unless your downing ships on the poles, your just not hitting cold that often in the early stages of the game where your lack of outfit tech actually makes cold mean something. Heat tends to last longer since heavy nonpower armor tends to have heat problems.

I do. I used then in the early game, when reaching chainmail, for cold missions.

84
OXCE Support / Re: Question about Sample.cat and sample2.cat
« on: October 08, 2018, 05:33:45 am »
That was actually what I did. I searched the original copy, reinstalled in openbox, copy the files, and applied the patch from the strategycore page.

Thanks!.

85
OXCE Support / Re: [Solved] Question about Sample.cat and sample2.cat
« on: October 04, 2018, 06:06:19 pm »
That is very sad. I have the same copy from 1997....

Well, I will look again

Thanks!

PD.

Thanks again. I found the problem. Reinstalled and get files again.


86
XPiratez / Re: [MOD] Tanks and Cars Plus (Update 8)
« on: October 04, 2018, 07:47:04 am »
another one. See attached. The same, looking in the bootypedia.




87
XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2018, 02:30:43 am »
Thanks! It works.

88
OXCE Support / [Solved] Question about Sample.cat and sample2.cat
« on: October 04, 2018, 02:07:45 am »
Hi

After updating to OXCE5.1, executable started to ask me for sample.cat and sample2.cat on my sound folder of UFO. The thing is, I do not have those files in my UFO copy, and in my TFTD copy, I have only sample.cat, and not sample2.

TFTD is working flawlessly, but UFO is crashing every time for this reason. I copy TFTD Sample.cat to the UFO folder, and made another copy called Sample2.cat. The problem is solved but I don't get why it ask for a file I had never had.

Does I have a bad copy? Or it is something different?

89
XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2018, 01:49:46 am »
Bug with OXCE 5.1 and piratez last version

Research TROLLIUM make it crash.

Code: [Select]
[INFO] SDL_mixer initialized successfully.
[03-10-2018_17-47-42] [INFO] Loading data...
[03-10-2018_17-47-42] [INFO] Scanning standard mods in 'standard'...
[03-10-2018_17-47-42] [INFO] Scanning user mods in 'C:\Users\alfredo.nunes\Documents\Personales\Xcom\Dioxine_XPiratez\user\mods'...
[03-10-2018_17-47-42] [INFO] reservedSpace for: piratez is: 4
[03-10-2018_17-47-42] [INFO] reservedSpace for: xcom1 updated to: 4
[03-10-2018_17-47-42] [INFO] reservedSpace for: xcom2 updated to: 4
[03-10-2018_17-47-42] [INFO] Mapping resource files...
[03-10-2018_17-47-44] [INFO] Resources files mapped successfully.
[03-10-2018_17-47-44] [INFO] Loading rulesets...
[03-10-2018_17-47-47] [ERROR] Unknown research TROLLIUM

90
Work In Progress / Re: Embedded PyPy driving OpenXcom's GUI.
« on: October 02, 2018, 08:21:26 pm »
I guess that can make an interesting option for extending the GUI.

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