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Messages - Argo

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1
Troubleshooting / Re: Mission generator bug?
« on: April 02, 2017, 09:22:30 pm »
Ok, good :). Thank you for your fast response. Have a variable scenario is not a bad idea after all, but at this point i have a small request if is possible to realize it, add a small option to have a intact grounded ufo with a full complement of aliens.

Again thank for the work made until now. :)

2
Troubleshooting / Mission generator bug?
« on: April 02, 2017, 05:33:48 pm »
Hi, i have seen a strange thing in the "new battle" section in the main options (mission generator)....When i select a normal mission with a large scout ufo, sometime at the the start of the game the elerium core is already destroyed . This thing do not happen always, but randomly....
This is a wanted feature or a mission bug?

I am using the night built (openxcom_git_master_2017_04_02_0910). no mod installed.

3
Troubleshooting / Video problem with graphic filters in full screen
« on: November 16, 2016, 08:02:19 pm »
Hi, when i use graphic filter the game become unusable in full screen mode. I can see only 1/4 of the video so i can not select all game option. (In battlescape the main game options are always out of main screen at any resolutions).
Any solution? or it is bug?

All works fine in window mode or in full screen with no graphic filters (only exception HQX....)
I have posted a picture of my problem my screen resolution is full hd 1920x1080

My config: Mother board Asus M5A88 evo, Cpu Ath 7500, geforce 9800 gt, 4 giga ram...... Screen: TV lg 32" hdmi connection......windows 7 64bits

4
Help / Re: Weapon wayponts
« on: April 10, 2016, 02:16:34 pm »
Hi, thank you, for the the fast reply and the for the code change, i have tested it...and it seems to work well.  :)

I have a another question: it works too with alien AI or it is still not supported yet.....?

5
Help / Weapon wayponts
« on: April 09, 2016, 09:27:12 pm »
Hi all,
is possible to create a weapon with "waypoint" tag set to true with 3 waypoints max instead 9 like normal blaster bomb?

6
Programming / Re: Strange visual bug
« on: March 20, 2015, 05:57:33 pm »
Hi warboy  :), now i am using a night build under windows 7 64bit. "openxcom_git_master_2015_03_17_2139".

7
Programming / Re: Strange visual bug
« on: March 20, 2015, 03:47:19 pm »
Sorry, I forgot one thing. I saw that this bug only happens when you use a pistol (gun powder).
It does not happen when using a rifle.

8
Programming / Strange visual bug
« on: March 14, 2015, 11:37:30 am »
I have found a strange visual bug.....the weapons seem disappear only when a unit walk in south-west direction and behind there is a wall (The weapons are in the hands of a unit  :P).
This problem seems more visible in alien base tileset.
If a unit walk in a another direction or there is not a wall behind is all ok.
Is normal this?

9
hi,
awesome mods  :D

Today i have found a strange bug into the main campain using gazers and cover alien mod.....if i capture a gazer or cover commander or leader i can not research alien origins or matian solution.  :'(

Is a mod problem? or it is a engine problem? (it does not read complitely the research dependecies)

I have tested all, with the latest night build  (cover and gazer mods both enabled) ....reaserching with classic aliens commanders or leaders works fine (sectoid snakeman and so on).

10
Released Mods / Re: Gauss Weapons 1.0
« on: May 02, 2014, 11:48:36 am »
Thx for your fast fix, now all works well.  :)

11
Released Mods / Re: Gauss Weapons 1.0
« on: April 30, 2014, 09:35:57 pm »
Yes , i have some mods, but i have disabled all for now :P (only exception for gauss mod) and i still have the game crash after the "gauss cannon" research is complete.

12
Released Mods / Re: Gauss Weapons 1.0
« on: April 30, 2014, 05:45:44 pm »
Nice mod, thank you :)

I have found a problem into the main campain, I have an engine crash when the "gauss cannon" reseach is complete.  I have no problems with the pistol, rifle, heavy and sniper research.

PS im playing with "openxcom_git_master_2014_04_30_0545"

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