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Messages - krautbernd

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1006
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 26, 2018, 12:27:46 am »
To buy the minigun clip you only need to complete STR_MINIGUN research, not MINIGUN_BUY - to buy the light minigun ammo you need to be able to the minigun. Is this intended?

1007
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 25, 2018, 10:18:57 pm »
For what it's worth, i also prefer to having it bundled with the download.

1008
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 25, 2018, 08:46:36 pm »
This happens if the mission was in the spawn list before you finished the research. "Terminating" a faction doesn't remove missions in the queue. It shouldn't reappear though.

On a related note, STR_ALERT_BLACK_LOTUS_SHRINE has no associated entry in the yml.

1009
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 25, 2018, 04:22:57 am »
Can you check the sprites for the auto-sniper ammo? I think they are mixed up, possible with the psg-1.

EDIT:
Hmm, looks like they have been this way since some versions back. Still, the clips look kind of wrong -  the one for the PSG is the same as the tritanium one for the autosniper, only with an A on it and a blueish tint, while the normal auto-sniper clip looks way different.

1010
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 25, 2018, 02:53:43 am »
BTW, have you thought about rebalancing the helicopter vs. the Osprey? The major advantage the Osprey has in real life over conventional helicopters is speed and range. Speedwise it's ok (between the helicopter and the Dragonfly), but the range is the opposite of what i would expect, seeing how the Osprey is also capable of aerial refueling.

1011
OXCE Suggestions DONE / Re: [Suggestion] UI improvement
« on: November 24, 2018, 07:36:59 pm »
Ups, my bad. I actually tried right clicking+modifiers (including shift), but i think i got confused as to the order of items on the individual pages  :P

Indeed, this works as intended.

BTW, i have not been able to find a documentation for all added/changed features, including stuff like this. Is this feature actually documented anywhere? I've probably missed something obvious and apologize in advance for asking dumb questions like this.

1012
OXCE Suggestions DONE / Re: [Suggestion] UI improvement
« on: November 24, 2018, 05:52:48 pm »
Right-clicking only works during deployment. If you access it during the battle it indeed closes the inventory screen.

1013
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 23, 2018, 09:58:28 pm »
Clips it is then. I'll go ahead and rename them accordingly as long as 0.9.7 isn't out yet.

--- posts merged ---

Just happened upon this one:
STR_AUTO_SHOTGUN_AA_SHELLS in manufacture_XCOMFILES.rul contains two instances of requiresBaseFunc: [WORKS]

Edit:
The light cannon AA ammunition requires the explosives license when it doesn't do HE damage. The AA-BS version doesn't need the license.

1014
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 23, 2018, 04:23:55 pm »
There are some inconsistencies concerning vanilla and new ammunition naming in case of the AC and HC - "normal" ammunition is simply called "ammo", while new ammunition (tritanium&BS) is termed "clips" (man, i'm having a  hard time with singular and plural there). Shouldn't they all be clips? For that matter, shouldn't the LC ammo also be clips? Or are they all ammunition? I'm a bit confused right now.

1015
This is an extremely minor gripe, but the rectangle in the background image for ufopedia articles (items/weapons) used to display the BIGOB image is 2 pixels wider than the actual BIGOB image. This is fine for vanilla xcom, but some mods (x-com files for example) use it to display NPCs or other items that don't fit into that space especially well. They aren't centered or appear cut off.

While some of this is fixable by modifying the background image (see attached images), this leads to the weight indicator being drawn over the rectangle.

Would it be possible to either define a seperate background image to be used per entry and/or override the default placement of elements in ufopedia entries? Case in point, this probably concerns

_txtWeight = new Text(88, 8, 104, 55);
_image = new Surface(32, 48, 157, 5);
_game->getMod()->getSurface("BACK08.SCR")->blit(_bg);

in ArticleStateItem.cpp

Would it be possible to implement a *.rul based override for these?


1016
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 22, 2018, 08:48:00 pm »
TBH i think either is fine. I rewrote the article for my own enjoyment and i don't want to "pressure" you into changing stuff that you're ok with. It's your mod. In the end it's bogus science anyway :P
This might indded be better suited for a seperate lore article/report, given the constraints of ufopedia articles in general.

Again, what might need to be changed (or at least clarified) is that researching alien alloys does not unlock alloy manufacturing. The article states that the material "can be reproduced" (which is verbatim from the original Ufopedia entry), but in contrast to vanilla XCOM it doesn't unlock alloy manufacturing.


BTW, does the mod replace or modify palettes used in the ufopedia articles? Right now i am trying to modify the background image (BACK08.SCR), and i've noticed that the color of the buttons and the upper left box (which contains the name) is subtely different when compared to vanilla openxcom:


This is probably a dumb question, i still have to figure out how openxcom handles this whole "indexed images"-thing.

1017
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 22, 2018, 03:27:32 pm »
Still, I'd much rather add a new article than modify the old one... The main reason is to have mercy on translators... :)
I can totally understand that, i just thought i'd share some of the stuff i come up with. I have a background in material science and tried to find some "real-world" analogue that would fit the description of alien alloys (both in-universe as well as what's been reported in alleged UFO cases). Seeing how tritanium has it's origin in titanium alloys being used in high-tech and aerospace applications (as in, it's titanium but better), i thought it would be fitting to base it on those - similar to how alien engineering mentions that alien devices used by cults use common electronic parts, but according to very different rules of logic.

You might want to modify the article regardless, as it mentions that alloys can be reproduced and reformed - which isn't possible until you research alloy engineering and munitions.

1018
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 21, 2018, 10:26:28 pm »
I know that Tritanium is a sci-fi staple (in Star Trek for example) - but is it an actual material in the x-com universe? The entry mentions tritanium-class, like it is a pre-existing alloy, but alien alloys seem to be the only example in-universe. If tritanium (or tritanium-like materials) are already known, why do we need to research alien alloys to manufacture and engineer them? Why is the material called Tritanium when there's a whole class of Tritanium-like materials?


The "shape memory and self-healing properties"-part is a nod to the material found in the alleged Roswell incident, which was decribed to have similar properties - extremely durable, light and that it would always resume it's original shape after being deformed.

1019
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 21, 2018, 10:12:54 pm »
Researching alloys doesn't unlock alloy manufacturing, revised the text accordingly:

Quote
"Alien craft are constructed from special alloys with unique properties. We have dubbed this new material 'Tritanium', as it is structurally similar to commercially available titanium alloys. It is unique in that it exhibits shape memory and superelasticity effects while being more durable than any other material known to science. Simply put, it is a self-healing superalloy. It is extremely light and resistant to damage, and can be molded by electro-magnetic methods. We can now rework existing samples, but more research is needed before we can reproduce the material ourselves.

I'd like to add a passage about precise shaping, but i'm running out of space. Maybe replace "We can now rework existing samples" by "We can now rework existing samples to a limited extent"? Nope, too long.

1020
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 21, 2018, 09:36:50 pm »
Minesweeper doesn't count. ;D

 :(

On a totally unrelated note, i took a stab at rewriting the alien alloys ufopedia entry, since the "tritanium-class of materials"-part felt kind of arbitrary:

Quote
"Alien craft are constructed from special alloys with unique properties. We have dubbed this new material 'Tritanium', as it is structurally similar to commercially available titanium alloys. It is unique in that it exhibits shape memory and superelasticity effects while being more durable than any other material known to science. Simply put, it is a self-healing superalloy. It is extremely light and resistant to damage, and can be molded by electro-magnetic methods. This material can be reproduced and used in many kinds of manufacturing processes."

Any thoughts?

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