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Messages - CanadianBeaver

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76
Troubleshooting / Re: Crash on Alien Base Mission
« on: September 03, 2016, 11:44:20 pm »
Remove your mods one by one and check. This problem in one of your mods.

77
This is some trash that sneak in one of my old merges:
https://github.com/Yankes/OpenXcom/blame/OpenXcomExtended/src/Battlescape/Inventory.cpp#L298
https://github.com/Yankes/OpenXcom/blame/SoldersColors/src/Battlescape/Inventory.cpp#L264

Current version of OXC do not have it. I think this is safe to drop.

I am afraid that situation is same in your OXCE...

78
Offtopic / Re: Introduce yourself
« on: September 03, 2016, 04:37:43 pm »
As for a ruleset editor, what I think would be great is the ability to collapse sections and items, along with pre-populating entries.

Did you try geany?

79
Suggestions / Re: Realod configuration and images during game
« on: September 03, 2016, 06:44:26 am »
I would like, the changes made in files to be apply without restart the program. Ideal - without dialogues, just by keyboard shortcut.

80
Suggestions / Re: Realod configuration and images during game
« on: September 03, 2016, 05:37:06 am »
Just exit to the main menu, go in options and turn a mod off and on again, the game will reload.

And where is the profit? it is much slow instead of exit and restart...

PS: you forgot about to abandon the game

81
Suggestions / Realod configuration and images during game
« on: September 03, 2016, 05:15:45 am »
I would like to propose the feature for mod developers. Let the game reloads the .rul files, images and sounds without exiting. it can be run by hotkey.

For example, mod developer has changed something in .rul file or images and game will reload these changing without exiting/restart.

82
Released Mods / Re: [FULL MOD] Awesome Guns (The new release is out today)
« on: September 03, 2016, 04:33:28 am »
Excuse my stupid question, is this Grand release works on Nightlies or still the last stable version needed?

Sputnik, thank you for your "stupid" question. Be aware, that this question is not stupid and I realize importance of this question.

Spoiler:
How you know, the Awesome Guns modifications has been developed and tested for the OpenXcom 1.0 game that is perfectly done, works great and has predictable behaviour. The main ideas of Awesome Guns modifications are: improving the visualization without compromises and highest stability in limits of the original game plot.

Unfortunately, the realization of these ideas for OpenXcom nightly is not easy. Awesome Guns modification is a project powered by a very small team and depends on people volunteering time. The time is an expensive resource and spending it for unstable and each-week-changed version of the OpenXcom game is not a good idea. I do not say, that Awesome Guns modification does not work on nightly version. Also, I do not say, that Awesome Guns modification have not been tested on nightly version. I say that Awesome Guns modification has been tested much better for OpenXcom 1.0 version and Awesome Guns modification cannot realize all their potential on nightly version. For example, the melee attack on stable version offers 10 frames instead of nightly that offers just 4 frames, therefore the reaper, silacoid and chrysalid attacks look much better on 1.0 version. Although the nightly version offers some new features in manufacturing and combats, it is not enough for losing the stability and persistency.

Will you be happy if I tell you that The Awesome Guns modification works on nightly version, except the new cities on the globe?

83
Suggestions / Difference of the numbers on the items in the inventory screen
« on: September 02, 2016, 08:16:51 pm »
I think the drawing of numbers in the OpenXcom 1.0 is better that in OXCE, is not it?
Number looks softy in the original game. In the OXCE is too strong and black.

84
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 07:26:53 pm »
Yes, I will make game folders correctly. Thank you.

85
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 07:03:48 pm »
I copied files from Data31.zip and... O may GOD... Finally, it has worked... Please congratulate me.

But some text is missing. Also I saw during the game something like STR_XXX.

And, the movement speed of soldiers is OK.

Thank you guys

86
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 06:50:22 pm »
The data folder is OK. It is my invention. This folder doesn't have files. I keep here the user and config folder and run the game by command:

"/home/martin/X-Com/Nightly/openxcom" -data "/home/martin/X-Com/Nightly" -user "/home/martin/X-Com/Nightly/data/user" -config "/home/martin/X-Com/Nightly/data/config"

Should I rename it?

87
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 06:13:18 pm »
This message means you don't have data files installed, or they are on a wrong path.
Please use the data files attached here: https://openxcom.org/forum/index.php/topic,2915.0.html
(archive called Data31.zip)

I run it from the same folder as nightly with same params -data -config -user

88
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 06:08:37 pm »
If that one doesn't work for you, Meridian trying to make a Debian package is not going to help you, as apparently your libraries are different enough that trying to guess what compiled version will work for you is pretty much impossible.

I wonder, why Mozzila do not trying to guess my library's version when updating FireFox?

89
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 05:55:54 pm »
Yes, I did. It does not work too.


90
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 05:48:20 pm »
Can you build the OXCE or OXCE+ for Debian 8? Your builds for unbuntu do not work on Debian.

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