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Messages - Absle

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1
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: October 22, 2018, 06:20:08 pm »
I've been playing on an older version of the OXCE Android port for a while and it occurred to me that it's probably about time to upgrade. I was just wondering if right clicking or control clicking had been added in any form yet? As much as I love the port, the lack of those features has been my biggest gripe.

2
The X-Com Files / Re: The X-Com Files - 0.9.2b alpha: Workers Unite!
« on: July 06, 2018, 05:16:14 pm »
Hey Solarius, I really love your other mod FMP and just discovered the X-Com Files today. I'm excited to try it out, but while I'm doing that I was wondering if there was a compare-and-contrast with FMP somewhere? Obviously this mod adds a lot more gameplay elements than FMP, which was more about just piling in cool content and finding a way to balance it all, but I really enjoy the shear amount of content FMP has. Does X-Com Files, in it's current alpha state, have a lot of the same stuff FMP has in it (e.g. weapon/ship/equipment variety, gauss weapons, more sensible tech tree, etc.) How would you compare them in general?

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 26, 2018, 09:55:56 pm »
What soldier stat dictates the accuracy of the grenade launcher? Is it throwing or firing accuracy? I tried looking through the files to figure it out for myself, but I couldn't figure out where to look or if that sort of thing would even be visible from the outside.

Also, tangentially related, has anyone found a good use for incendiary grenades? I usually ignore them, but I consistently see them in grenade-related mods so I figured someone must have found a use for them.

4
OXCE Support / Re: Where do I install mods for OXCE+ ?
« on: January 30, 2018, 07:56:02 am »
Oh yeah, I forgot about that default path. As for creating a batch file, I wouldn't do it unless you are somewhat familiar with using the command prompt.  Basically all you need to do is create a text file containing the command you'd type into the CMD prompt to pass arguments to the game. For example, if you were to run the CMD prompt from the directory where your .exe is located, you could tell it to read a user file in that same directory with the command
Code: [Select]
.\OpenXcomEx -user ".\user"

Actually, it's not working. I keep getting a segmentation fault and an openxcom.log that doesn't seem to have much useful in it.

Spoiler:
[30-01-2018_00-46-48]   [INFO]   Data folder is:
[30-01-2018_00-46-48]   [INFO]   Data search is:
[30-01-2018_00-46-48]   [INFO]   - D:\Users\<MYUSERNAME>\Documents\OpenXcom\
[30-01-2018_00-46-48]   [INFO]   - C:\Program Files (x86)\OpenXcom
[30-01-2018_00-46-48]   [INFO]   - C:\Program Files (x86)\OpenXcom
[30-01-2018_00-46-48]   [INFO]   User folder is: C:\Program Files (x86)\OpenXcom\user\
[30-01-2018_00-46-48]   [INFO]   Config folder is: C:\Program Files (x86)\OpenXcom\user\
[30-01-2018_00-46-48]   [INFO]   Options loaded successfully.
[30-01-2018_00-46-48]   [INFO]   SDL initialized successfully.
[30-01-2018_00-46-48]   [INFO]   SDL_mixer initialized successfully.
[30-01-2018_00-46-48]   [INFO]   requested file not found: openxcom.png
[30-01-2018_00-46-48]   [INFO]   Attempting to set display to 1920x1080x8...
[30-01-2018_00-46-48]   [INFO]   Display set to 1920x1080x8.
[30-01-2018_00-46-48]   [INFO]   Loading data...
[30-01-2018_00-46-48]   [INFO]   Scanning standard mods in 'standard'...
[30-01-2018_00-46-48]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\OpenXcom\user\mods'...
[30-01-2018_00-46-48]   [INFO]   Mapping resource files...
[30-01-2018_00-46-48]   [INFO]   Resources files mapped successfully.
[30-01-2018_00-46-49]   [INFO]   Loading fonts... Font.dat
[30-01-2018_00-46-49]   [INFO]   Loading extra resources from ruleset...
[30-01-2018_00-46-50]   [INFO]   Loading custom palettes from ruleset...
[30-01-2018_00-46-50]   [INFO]   Data loaded successfully.
[30-01-2018_00-46-50]   [INFO]   Loading language...
[30-01-2018_00-46-50]   [INFO]   Language loaded successfully.
[30-01-2018_00-46-50]   [INFO]   OpenXcom started successfully!
[30-01-2018_00-46-50]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[30-01-2018_00-46-55]   [INFO]   Attempting to set display to 1920x1080x8...
[30-01-2018_00-46-55]   [INFO]   Display set to 1920x1080x8.
[30-01-2018_00-46-57]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[30-01-2018_00-47-13]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

I can't figure it out. I tried just putting the mod folder in the various file locations in mentions in the log, but none of that worked either. Very frustrating that this isn't more straightforward, surely it must be intended that I be able to mod using OXCE+? And why is it still not making the ../Documents/OpenXcom folder that is always referenced?

5
OXCE Support / Re: Where do I install mods for OXCE+ ?
« on: January 30, 2018, 06:14:13 am »
I found a solution.

I'm still curious about what a "proper" way of doing this is and what exactly is going on with my installation, and I'm especially curious what the batch file fix would look like, but for posterity the fix I found was in:
C:\Users\<USERNAME>\AppData\Local\VirtualStore\Program Files (x86)\OpenXcom\user\mods
Just placing my mod folder in there at least added it to my mod load list in-game, I'm about to see if it actually loads and works correctly.

6
OXCE Support / Re: Where do I install mods for OXCE+ ?
« on: January 30, 2018, 06:06:57 am »
By default, OXCE+ should create the new mods folder in Documents folder on the C:\ drive for Windows IIRC, so I'd check there for the newly created folder.  If you want to change which folder it uses for the mods, you need to create a batch (.bat) file to run the .exe with command line arguments.  Before you do that, I'd check the drive C first.

There's no openxcom or mods folder in any of the C:/ drive documents folders, but I'm not surprised because I moved my user files over to the hard drive the first day I installed windows on this computer. How would I do the batch file fix?

7
OXCE Support / [Solved] Where do I install mods for OXCE+ ?
« on: January 30, 2018, 04:41:03 am »
Sorry if this information is elsewhere, but I can't figure it out for the life of me. All of the mod installation guides I've found reference an ../Documents/OpenXcom/mods folder to put my mods into, but when I did so it didn't see any of them. I then read that if that folder is missing (wasn't for me, but I thought maybe it was broken somehow) that running the game would create a new one; well I deleted the folder that was there, but it didn't create a new one after running it. I did a complete re-install of OXCE+, clearing out the old OpenXcom folder in the Program Files (x86) folder and created a new one, copied the OXCE+ files into it and then the OG files, but running the game again still didn't create a new one.

Possibly worth mentioning: I have two drives on my computer. One is my SSD, which is the C:/ drive and where the program files are being installed, but my Documents folder is on the hard drive, which is the D:/ drive. I suspect that could be part of the problem, but I wouldn't know how to fix it.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 11, 2017, 04:02:52 am »
Open your options.cfg, make sure that it says:

Code: [Select]
  debug: true
Run the game, press Ctrl+ D. Now you're in debug mode and everything is open.


Hey, thanks! This is what I'm gonna do, but out of pure curiosity where are the entries stored in the files? I can find the images associated with them easily enough, but where does the actual text come from?

--- posts merged - Solarius Scorch ---

Ehm, actually I just got home and I'm trying this now and it doesn't seem to be working. The line in options.cfg definitely has,
debug: true
on it, but pressing Ctrl+D on both the main menu and in a new game just after messily setting up the first base doesn't seem to be doing anything. Tried both right and left Ctrl buttons.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 10, 2017, 05:09:31 pm »
Is there anyway to read the ufopedia entries from the mod's files? I just beat my first run, but I most definitely did not get all of the research topics and I'm curious to read what I missed.

10
As far as I know, adventurer and scout only come through recruiting.  So hiring more gals helps. :)

There's a lot of different stuff in this version, I haven't played in a while. Most of it is good, I feel like the mixed clothing mechanics to make bandages and pirate clothing, plus not being able to buy more adventurer clothing, is kind of needlessly restrictive IMO, but I'm still loving it. You'd think you'd get mixed clothing from at least every two corpses, if not -every- corpse. Most of them ARE wearing clothing after all.

11
Also, where can I get mixed clothing? I've done several missions and haven't gotten any at all.

12
they should all be at the same indentation level, so the first letter of "string" should line up with the first letter in "psiStrength" for example

https://i.imgur.com/89z30Rm.png

Okay, I figured out the formatting on my own last night and I was able to get this to run, but I'm still having a few problems. I haven't rigorously checked to see if everything is working, but some things are blatantly not working so it casts a shadow over the rest of it. Basically the "Sct" and "Snpr" tags are still showing up despite me deleting them, and the "w" tag shows up twice if it's there at all. I still have a copy of the original file in the folder with it, saved as XcomUtil_Statstringsdef.rul. I assumed that the game would only look at the file named exactly XcomUtil_Statstrings.rul, but now I'm guessing that it just looks at all .rul files in the folder. Haven't gotten a chance to test it this morning though.

13
https://i.imgur.com/SI87vRc.png

Okay, used notepad++ (been meaning to get it anyways), set it to YAML and now I have this. Looks like it should work, but I'm still getting the exact same error.

14
Whenever I save this statstring below as XcomUtil_Statstrings.rul and turn on the XcomUtil Statstring mod,

Code: [Select]
# Based on XcomUtil by Scott Jones and BladeFireLight

# See https://www.ufopaedia.org/index.php?title=Statstrings

# These are the default statStrings from XcomUtil.

# Melee has been added as a value that can be reported by statstrings.  Use "melee:" as the criteria.
 
statStrings:
 
- string: "x"
    psiStrength: [~, 30]
 
- string: "P"
    psiStrength: [80, ~]
 
- string: "p"
    psiStrength: [60, 79]
 
- string: "K"
    psiSkill: [60, ~]
 
- string: "k"
    psiSkill: [30, 59]
 
- string: "b"
    bravery: [60, ~]
 
- string: "c"
    bravery: [~, 10]
 
- string: "w"
    strength: [~, 25]
 
- string: "M"
    firing: [70, ~]
 
- string: "m"
    firing: [60, 69]
 
- string: "R"
    reactions: [60, ~]
 
- string: "r"
    reactions: [50, 59]
 
- string: "H"    strength: [50, ~] 
- string: "h"    strength: [40,49] 
- string: "F"    melee: [70, ~] 
- string: "f"    melee: [50,69] 
- string: "!"    throwing: [50, ~] 

and turn on the XcomUtil Statstring mod, I get an "end of map not found on line 12 column 8" or something (the error message won't let me copy it or interact with any other window or it will clothes itself. Upon copying and pasting that here, I can see that my entries are somehow formatted differently but it doesn't show up as any different in notepad so I have no idea how to fix it. Maybe it looks better in some other environment, but the default statstring .rul file makes no sense in terms of formatting in notepad. Help? Thanks in advance!

15
Awesome, I'll give it a try, thanks for all the help!

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