Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nattfarinn

Pages: [1]
1
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: November 05, 2018, 12:28:27 pm »
Any chance you will rearrange architecture and make a single folder, toggelable mod out of it? In current "I'll just RAR my whole game" state it's a bit of a pain in the ass to use it on other platforms...

2
Open Feedback / Re: Total conversion mod idea - alternative sequel?
« on: July 13, 2014, 01:09:02 pm »
This has probably been thought of before.

What about a total conversion where X-COM has lost the battle with the aliens after failing the Cydonia assault? It would be the year 2001 or something, and you'd control a group of ragtag resistance fighters. You have to scavenge all equipment and use guerilla tactics to survive. Winning battles in the early game would be pretty much impossible, you'd just grab as much alien gear as you can and retreat.

Something "Ufo: Aftermath" plot-like X-Com conversion? I'm in.

3
Suggestions / Modding scripts support
« on: July 12, 2014, 07:02:43 pm »
Right now the only way to mod the game is use custom Rulesets, and there is no real way to change behaviour of some elements or add any custom ones. Is there any chance to implement script engine and bind game API with it? Maybe add some events here and there (ie. onFire, onHit)?

It would allow people to modify game via mods, without any request to implement feature into OpenXcom.

I've started once my own X-Com engine in Java with LUA support but I've never finished it. I thought it might be a good idea to implement it here.

4
Open Feedback / Re: Total conversion mod idea - alternative sequel?
« on: July 12, 2014, 03:21:18 pm »
I dream of "UFO: X-Com Defense" spinoff about player controlling aliens invading earth. Building alien bases, sending harvesters or terror ships, constantly loosing Scouts in Interceptor dogfights... :P

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 12, 2014, 03:09:39 pm »
Okay, I admit I do not understand, like, at all why everybody wants psi armours. OK, Ethereal robes are a fun idea, but why 80% of suggestions are related to psi?

Come on people, psionics is strong enough as they are now, there's no need to make your psions even more badass. On the other hand, if you think they're too dangerous or annoying when used against you, there's always the option of turning it off. Simple as that. Making specific armours to change it in either direction adds nothing to the game in itself and that's it.

One could say that working on new armour types to mitigate incoming damage is pointless because you can always lower enemy damage instead.

I do partially agree, that nullifying hostile psi is close to turning it off, but keep in mind mods are often intended to be used in "bundles". Such armour could have much more sense when combined with mod that changes psi powers. :)

6
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 08, 2014, 08:49:00 am »
Sorry, because of my bad english it's hard for me to explain and express feelings. :)

I have no issue, it was my opinion as a developer that it is much better (in general) to have as "vanilla" engine as possible with script language as modding base. It's just more flexible for both, core and mod developers. It's not a vote, request or argument for or against anything. :)

As a gamer and huge fan of original X-Com games I am totally fine with OpenXCom as it is right now.

7
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 07, 2014, 11:26:40 pm »
Good idea or bad, I just hate "if-you-don't-like-my-idea-I'll-force-you-via-democracy" stance.

But I'm not fan of such additions to game. I'm not even sure what to think about current Advanced rules inside of OpenXCom. I would rather opt for leaving OpenXCom as much vanilla as possible with strong modding support. Don't get me wrong Warboy, you did great job and you obviously know it. I just think you might did too much :)

8
I just found the reason of Segmentation Faults I've had and and came here to post about it :). Well... Glad to see someone already made a fix for it.

Yup, it's SDL_image fault and it's not considered as a bug but a feature. It's because SDL_image on Mac uses the system "Core Image" processing.

9
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« on: July 07, 2014, 02:35:23 pm »
Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)

I've found what's causing the Segmentation Fault. It looks like OpenXCom has some issues with loading so many images (Piratez.rul extraSprites section). It works fine if I strip extraStripes section to around 1000 lines.

Not sure it's issue with OpenXCom in general or just Mac version of it. Very annoying.

Update: GNU debugger FTW! It's problem with SDL_image on Mac, and it's considered as feature not an issue. It loads PNG images as 32bit regardless of actual palette. It causes problem with memory addressing because OpenXCom expects 8bit palette but gets much more. :)

10
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« on: July 07, 2014, 12:04:08 am »
No idea, sorry. And my mod doesn't change anything in the existing files, so if you're getting this error message even with my rulesets turned off, I'm probably not guilty :) Nightly builds have their odds and ends, try using 1.0, or wait for the next build.
I'm using 1.0 right now, but regarding my problem you're obviously right. During Piratez unpacking I've replaced folders instead of merging them (so I've lost original data from ./Maps and such).

Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)

11
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« on: July 06, 2014, 10:20:54 pm »
Hi,

I have problem with installation.

I get error:

Code: [Select]
terminating with uncaught exception of type YAML::BadFile: yaml-cpp: error at line 0, column 0: bad file
...right after running game

I've installed fresh OpenXCom (latest milestone build: June 13, 2014), copied data files from fresh install of Steam X-Com: Ufo Defense/Enemy Unknown, unpacked Piratez into data (previously renaming original SoldierName folder), added files to Ruleset (but error is the same without them). About half second after game starts (black dos window) game crashes with above message. Any ideas?

Cheers,
Natt.

Pages: [1]