aliens

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 - Sputnik

Pages: [1]
1
Released Mods / Re: [FULL MOD] Awesome Guns (The new release is out today)
« on: September 02, 2016, 11:37:46 pm »
Excuse my stupid question, is this Grand release works on Nightlies or still the last stable version needed?

2
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 22, 2016, 08:49:26 am »
Thank you so much for keeping up with your awesome mod!
But still, could you please make a stand-alone mod with cities compatible to noghtlies?

3
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 10, 2016, 05:02:14 pm »
Oh, that would be so nice of you to "rework" the city-part of the mod! I hope it would not be a big problem, because without it the globe looks so sad and incomplete.
Thanx again for operative reply!

4
OpenXcom Extended (OXCE) / Re: [EXE] OpenXcom Extended
« on: August 10, 2016, 04:57:59 pm »
Yes, of course, everything is copied and installed correctly. Latest build openxcom_git_master_2016_08_07. It's working just fine since morning.

I downloaded the latest version of openxcomextended for Win from openxcom.com/mod/openxcom-extended.
After that I placed the .exe file to my OpenXcom folder, launched it and got the error message.
What did I do wrong?

Oh, now I see.. I need 2016-01-02 version of the OpenXcom to play OpenXcomEx... Thanks for pointing it out.

5
OpenXcom Extended (OXCE) / Re: [EXE] OpenXcom Extended
« on: August 10, 2016, 04:39:05 pm »
Greetings! Could anyone explain the "ERROR: bad conversion" message when I try to launch the OpenXcomEx, please? Playing latest Nightly version. No global modpack is activated...

6
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 10, 2016, 01:19:13 pm »
I should say theese guns looks really AWESOME!!! because they looks like cool replica out of original amrs. Still, I will check this mod only after the original vanilla game finished but it looks really promising.
And yeah, the topic is formated and written in such way it's a pleasure to read.
Thank you for the mod!

BTW! Is there any possibility to install just your AWESOMEGUNS.CITIES mod on the recent nightly, since I can't find the DATA/Ruleset folder... But I want new cities on the globe so bad!
Please, could you help me? I put the mod into separate folder as for the Nigtlies required, followed by the instruction on UFOpaedia, but the mod just don't work.

Aaand, now I tried the FULL MOD on recent Nightlies and it work just fine (as far as I can say from the beginning) but there are no new cities on the globe still... :(

8
That would be cool. Esp. for noobs like me. I endorse it.

9
Suggestions / Re: Direction keys
« on: August 17, 2015, 10:55:22 pm »
Yeah, that would be awesome. Everytime I want to use them in UFOpedia.

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2015, 06:13:29 pm »
Answered that man in PM. In Russian.

11
Programming / Re: Nightly Updater (Download Now Available)
« on: August 09, 2015, 01:17:31 pm »
Pardon me, but I don't get it. How should it actually work, anyone?
Yesterday I bought UFO Defence on Steam, set up OpenXCom Nightly version.
Now today I'm trying to update OpenXCom, but the updater is telling me that the game is not found.
I've extracted it to every possible folder but there was always the same result. MODS dir, UFO dir, Openxcom core dir...
WAIDW? :) Please?
WIN7, all latest frameworks...

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2015, 12:08:20 pm »
Dziękuję, Solarius Scorch!
Well then, will set up manually.
But I still think this mod strongly need some switchers, though. 70 mods is not a joke, deffinetly. I've studied the list carefully, and there are some mods that makes me so much distracted. But the wast majority sounds way too cool to miss them.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2015, 11:02:05 am »
Hey, everyone!  ;)
A brief question - is there any possibility to switch on and off particular mods out of that compilation?
I was hoping to do that in the game, mod menu, but there was only one line with the whole MegaMod set.
That is a fantastic one compilation, without any douts, but some features are too much for me, not a good experienced Earth defender at all :)
I just want to have some graphic changes/improvements for the very beginning at OpenXcom. I tried to set up every single mod manually, but some of them are not updated anymore, since included into Final Mod Pack. And I failed and got my game broken due to some mods incompatibility.  And yes, after a while, I would deffinetly want to try new options. So I don't want to dig out all the mods separately again. Just want to put a switch ON next time at the options I prefer.

I tried to find something looks like a config file in the mod dir, but there was none.
So, would anyone kindly help me with a tip or a page of that thread, where I can find the solution of my problem.
Thank you.

Not a native Eng speaker, sorry for mistakes.

Pages: [1]