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Messages - Cooper

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1
OXCE Support / Re: recommendedUserOptions
« on: November 30, 2024, 10:11:45 pm »
Yeah that worked, thanks!

2
Crashed UFOs are causing a game crash!

So the game crashes when I try to enable debug mode when there is a UFO crash site on the planet.
I tried to disable my mod, but did not help.
The crash happens no matter if I am viewing the side of the planet with the crash site or not, and no matter the UFO type. Enabling debug mode after crash site has despawned is no problem.

Code: [Select]
[30-11-2024_21-07-05] [INFO] OpenXcom Version: Extended 7.15.0 git 2024-11-01 11:57
[30-11-2024_21-07-05] [INFO] Platform: Linux
[30-11-2024_21-07-05] [INFO] Data folder is:
[30-11-2024_21-07-05] [INFO] Data search is:
[30-11-2024_21-07-05] [INFO] - /home/user/.local/share/openxcom/
[30-11-2024_21-07-05] [INFO] - /usr/share/cinnamon/openxcom/
[30-11-2024_21-07-05] [INFO] - /usr/share/gnome/openxcom/
[30-11-2024_21-07-05] [INFO] - /home/user/.local/share/flatpak/exports/share/openxcom/
[30-11-2024_21-07-05] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[30-11-2024_21-07-05] [INFO] - /usr/local/share/openxcom/
[30-11-2024_21-07-05] [INFO] - /usr/share/openxcom/
[30-11-2024_21-07-05] [INFO] - /var/lib/snapd/desktop/openxcom/
[30-11-2024_21-07-05] [INFO] - /tmp/.mount_oxce_gv3Ziux/usr/bin/
[30-11-2024_21-07-05] [INFO] - /tmp/.mount_oxce_gv3Ziux/usr/bin//../share/openxcom/
[30-11-2024_21-07-05] [INFO] - ./
[30-11-2024_21-07-05] [INFO] User folder is: /home/user/.local/share/openxcom/
[30-11-2024_21-07-05] [INFO] Config folder is: /home/user/.config/openxcom/
[30-11-2024_21-07-05] [INFO] Options loaded successfully.
[30-11-2024_21-07-05] [INFO] SDL initialized successfully.
[30-11-2024_21-07-05] [INFO] SDL_mixer initialized successfully.
[30-11-2024_21-07-05] [INFO] Attempted locale: C.UTF-8
[30-11-2024_21-07-05] [INFO] Detected locale: C.UTF-8
[30-11-2024_21-07-05] [INFO] Attempting to set display to 1366x697x8...
[30-11-2024_21-07-05] [INFO] Display set to 1366x697x8.
[30-11-2024_21-07-05] [INFO] Loading data...
[30-11-2024_21-07-05] [INFO] Scanning standard mods in '/tmp/.mount_oxce_gv3Ziux/usr/bin//../share/openxcom/'...
[30-11-2024_21-07-05] [INFO] Scanning user mods in '/home/user/.local/share/openxcom/'...
[30-11-2024_21-07-05] [INFO] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[30-11-2024_21-07-05] [INFO] Active mods:
[30-11-2024_21-07-05] [INFO] - xcom1 v7.15.0
[30-11-2024_21-07-05] [INFO] - XcomUtil_Statstrings v1.0
[30-11-2024_21-07-07] [INFO] Loading begins...
[30-11-2024_21-07-07] [INFO] Pre-loading rulesets...
[30-11-2024_21-07-07] [INFO] Loading vanilla resources...
[30-11-2024_21-07-07] [INFO] Loading rulesets...
[30-11-2024_21-07-07] [INFO] Loading rulesets done.
[30-11-2024_21-07-07] [INFO] Loading fonts... Font.dat
[30-11-2024_21-07-08] [INFO] Lazy loading: 0
[30-11-2024_21-07-08] [INFO] Loading extra resources from ruleset...
[30-11-2024_21-07-08] [INFO] Loading custom palettes from ruleset...
[30-11-2024_21-07-08] [INFO] Making palette backups...
[30-11-2024_21-07-08] [INFO] After load.
[30-11-2024_21-07-08] [INFO] Loading ended.
[30-11-2024_21-07-08] [INFO] Data loaded successfully.
[30-11-2024_21-07-08] [INFO] Loading language...
[30-11-2024_21-07-08] [INFO] Language loaded successfully.
[30-11-2024_21-07-08] [INFO] OpenXcom started successfully!
[30-11-2024_21-07-08] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[30-11-2024_21-07-43] [WARN] No free channels available
[30-11-2024_21-07-43] [WARN] No free channels available
[30-11-2024_21-07-43] [WARN] No free channels available
[30-11-2024_21-07-45] [FATAL] A fatal error has occurred: Segmentation fault.
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::CrossPlatform::stackTrace(void*)+0x3d) [0x56250a5993cd]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x3fa) [0x56250a599dba]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(signalLogger(int)+0x45) [0x56250a3474d5]
[30-11-2024_21-07-45] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7f6408952090]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::Target::getLongitude() const+0x4) [0x56250ac01694]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::Globe::drawFlights()+0x2aa) [0x56250a75709a]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::Globe::draw()+0x7d) [0x56250a75b1dd]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)+0x10f) [0x56250a6dca2f]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(OpenXcom::Game::run()+0x1b7) [0x56250a5bdaf7]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(main+0x160) [0x56250a310430]
[30-11-2024_21-07-45] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f6408933083]
[30-11-2024_21-07-45] [FATAL] ./oxce_git_2024_11_01_1157-x86_64.AppImage(_start+0x2e) [0x56250a31843e]
[30-11-2024_21-07-47] [FATAL] OpenXcom has crashed: Segmentation fault.
Log file: /home/user/.local/share/openxcom/openxcom.log
If this error was unexpected, please report it on the OpenXcom forum (OXCE board).
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)


Edit: Updated logfile output to attempt without sandboxing OXCE

3
OXCE Support / recommendedUserOptions
« on: November 28, 2024, 11:59:49 pm »
How does recommendedUserOptions work exactly?  :)

Does it work only the first time a mod is activated?

I tried adding a few recommendedUserOptions in my mod, then disabling and enabling it again, with no results.

4
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: November 22, 2024, 11:57:18 pm »
Improved UFO tile graphics 8)

5
Got the same issue in my mod. Would love to be able to fix this if anyone knows how, even if its minor.

6
Help / Making mods work in different operating systems
« on: February 21, 2024, 12:04:29 am »
What does modders have to remember to make mods work in different operating systems? My research concluded with this:

Windows: Nothing special

Linux: Linux see difference between uppercase/lowercase in file names, so make no mistakes here

Mac: Use 8bit png images, do not use gif


Anything I missed?

7
Resources / Re: image editors / graphics programs
« on: February 20, 2024, 11:59:56 pm »
I recently started using GIMP. I'm on Linux, and I never liked any of the other options in the original post. After using GIMP things are just so much easier.

The advice from jStuffer worked for me:
Quote
I've found that you can reuse a palette from existing valid graphic files. Just open a good image in GIMP, delete/hide the original layer, resize as needed and paste into it your own graphics; the palette should remain from the previous image and apply to your new layer.
This has produced working sprites for me.

8
OXCE Support / Is OXCE code ignored in OXC?
« on: February 14, 2024, 11:57:39 am »
I want to keep my megamod compatible with both OXC and OXCE as long as possible, however I also want to start playing with all the fun OXCE stuff. Is there a chance of the game crashing or any other nasty stuff when running a mod with some OXCE code in OXC? Or is the OXCE code simply ignored in OXC?

I tested it before asking of course and it seems to be just ignoring it, but I don't know if this is true for all code / installations / systems.

9
OXCE Support / Re: tuSnap: -100 not working in OXCE
« on: January 20, 2024, 10:28:59 pm »
Thanks for amazing suggestions! I'll look in to it. So many new possibilities with OXCE   :D

10
OXCE Support / tuSnap: -100 not working in OXCE
« on: January 20, 2024, 07:22:21 pm »
In my mod I have an item that require -100 time units to use. I call it "Time Looper", and it gives the soldier extra time units when using it. (it has very expensive ammo, so its not OP).

This worked great in OXC, but in OXCE only the throw option is there. Snap shot seems to be possible only when the required time units are not below 0. Is there a way around this? I really love this item and how it adds to the mod!

11
Help / Re: Spawning a small unit from a big unit
« on: January 20, 2024, 06:38:56 pm »
Hey!
Yes you are right. I have finally installed OXCE, and the bug is gone! So its an OXC issue.

12
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 19, 2024, 10:09:44 pm »
Thanks!  :D

I've been working with the mod again for a while now actually, and it has come sooo long since back when you played it. Was pretty unfinished back then, and the end game was not even playable. If you are interested you can see the changelog here: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527

13
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 17, 2024, 09:39:27 pm »
Old changelogs can be found here. If the link does not work, search for "UFO: Alien Takeover (old tread)" and go to page 5.

See the mod portal for more recent changelogs

14
Work In Progress / [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 17, 2024, 09:39:04 pm »
Creating a new topic for my mod as the old one got super messy!

UFO: Alien Takeover is a mod for openXCom that adds new items, weapons, aliens, missions, music, tactics, UFOs, terrains and an expanded and alternative story. It makes the game harder, different, and more focused on close combat. Powerful weapons are scarce, as you play as ordinary citizens. It also makes the game longer and bigger. Research has been changed and in addition to the normal research you get projects like "Explore nearby cities" and "Basic Weapon Training".

In UFO: Alien Takeover you start the game with nothing: you only got kitchen knives, have to beg for money, and the aliens are building a base you cannot take down. This is to show that the aliens are far superior, and to make the player expect a tough challenge: because the game is the most fun when you expect it to be difficult, in my opinion.

The mod is quite close to being complete.  Minor things like a couple late game UFOpaedia articles not being too amazing are present. End game could need more balancing, but it should be pretty decent now. It is 100% playable and have been tested a lot for bugs.

Read the readme-file before playing.

Download and see more pictures in the mod portal: https://mod.io/g/openxcom/m/ufo-alien-takeover!

15
Help / Re: Spawning a small unit from a big unit
« on: January 15, 2024, 07:59:35 pm »
This is what happens to me. It does not seem to understand that it is not a 2x2 unit anymore.. This then confuses the 1x1 unit, and its not able to walk in certain directions.

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