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Messages - LeftoverRemains

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1
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 19, 2024, 09:05:25 pm »
Oh lol... before, when I clicked on the first few I thought they were all gonna be .exe files or similar. That's why I was confused. Thank you again.

2
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 18, 2024, 09:40:29 am »
Error page fixed in the meantime.


Thank you, although now I'm really turned around and unable to find the .Apk files vs only seeing the list of .exe files on the older builds page

3
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 05, 2024, 12:18:48 pm »
Is there a place to get older builds of the OXCE android apk, when I click the link for older android builds, it sends me to an error page.

I ask this due to Vigilo Confido not seeming to work on 7.14 for android , it keeps asking for xcoms directory and then crashes and resets.

4
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: September 26, 2024, 12:22:30 am »
Oh ok, now I know, good thing I asked first.

How often do non-windows versions get updated?

5
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: September 25, 2024, 05:04:41 am »
I was curious, if I wanted to update the android version to be 7.14.1+, would I be able to just copy/paste into the android xcom directory folder using the nightly builds for PC?

Also, unlike the PC version of the options menu. I can't seem to find the "check for updates" tab in the android version.

6
OXCE Suggestions DONE / Re: [DONE][Suggestion] Amiga thinking...
« on: September 11, 2024, 11:27:19 am »
Awesome!! Thank you so much!

7
It's a feature, not an issue.

Also, it is ProgresBar.cpp, not Bar.cpp.

I didn't mean an issue with the code, I meant trying to resolve my issue on my end, and what I came across as to what I thought I should be tinkering with, but thank you for the redirection.

You guys have done an amazing job bringing this game to modern consoles, and androids.

8
OXCE Support / Re: Is there a way to turn off the
« on: September 06, 2024, 08:18:50 pm »
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_THINKING: ""

interfaces:
  - type: battlescape
    elements:
      - id: thinkingProgressBar
        color: 0
        color2: 0
        border: 0 # 0 is ignored, in that case color+4 is used

Based on your info about if border:0 , then border: color + 4, I was able to pinpoint what I believe is the issue for the bar remaining visible on 0, OpenXcom/src/interface/bar.cpp the line that adds the color value to the bar removes it's transparency, if I were to set the color: -4 then the progress bar appears, but the border is removed.

9
OXCE Support / Re: Is there a way to turn off the
« on: September 05, 2024, 11:03:57 pm »
Ok, so I just did that : (standard/xcom1/interfaces.rul) -> color, color 2, and border are all 0 , yet the border box is still showing as a grey rectangle

As for the above bar name, when I set the (common/language/OXCE/en-US.yml) -> STR_Thinking to "" it shows the variable name above the bar as STR_Thinking, however, if i set it to " " then it becomes a hidden title.

Is there another file I need to change a setting in?

Also if I update OpenXcom in the future would I have to set the values in the files again?

10
I was curious, is there a way to turn off the "thinking" bar during enemy turns? I noticed its been there since at least 7.12.

11
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: September 01, 2024, 12:22:37 pm »
This mod is absolutely amazing, straight up feels like a retro Xcom:EW ... i haven't gotten far, but I've always wondered what it would be like if there were classes in the original game, and this proves how awesome it is. Xcom Files, your mod, and every mod I've played amazes me with what can be done with this engine, and the amazing ideas that can be made. Also gives so much replay-ability to this 30 year old game.

That being said, to be true to the X-coms of the 2010s, would it be possible to have a mod menu option where you can only initially buy rookies, and you have to research or build a certain building to allow for the listed classes to then be bought?...

For instance, starting rookies have random based stats but after first kill they then gain their class with skills, class name change, and stat increases, such as: more health, strength, or accuracy bonus or lower certain skills based on their new class? Or even restricting items or weapons to class specific (perhaps another mod menu option)?

Keep up the amazing work!!

Looking forward to what V1.0 has to offer.

-LR

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