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Messages - Caleb13

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1
OXCE Builds & Ports / Mouse cursor broken after re-running the game
« on: March 26, 2022, 03:34:38 pm »
Hi, I tried playing TFTD with OCXE 7.5.3 on Samsung Galaxy Tab S7+ (part number SM-T970) which runs Android 12 (core 4.19.113-2322000). I play with a mouse connected via power delivery USB hub, so I enabled the Extended Mouse Mode and Show Cursor options. They work wonderfully until you close the game. When you re-run it, the ingame cursor becomes broken - it doesn't follow the mouse movents anymore and instead only jumps to positions you click/tap on. The only way to fix it is to reboot the entire tablet. The "use app cache" options in the launcher have no effect, it breaks regardless of their settings. If you need some logs to better debug this, please let me know.

BTW, after I first installed OXCE, I also had to reboot the tablet (like NNTeslaNN mentioned), otherwise the game didn't work properly. The main game was unplayable becase no USOs appeared for months and the Mission Generator was throwing missing file errors.

2
Open Feedback / Is there way to edit soldier stats in Mission Generator?
« on: September 16, 2021, 07:44:04 pm »
Pretty much what the title says, I found no way to increase soldier stats in the Mission Generator/Battle mode. Specifically, I want to increase their MC skill at least to 90, so they can use MC disruptor even on tougher enemies like Biodrones. Thanks.

3
OXC, even the latest openxcom_git_master_2021_06_11_1618 nightly behaves differently than vanilla.

4
For nostalgia, I played an alien base raid in vanilla TFTD executable (with DOSbox) and I noticed that secondary explosions are handled differently. It's most apparent in the first part of the raid with the explosive railings that are 1 level above the exit lift. In vanilla, if you shoot a DPL rocket at them, only the big explosion is shown. But in OXC, every destroyed railing plays its own small explosion animation (which can take quite a while). Is that indended behavior? And is the damage from these secondary explosions handled the same way in vanilla and OXC?

5
Actually, there is a good reason to use medkits on aliens even when the Alien Bleeding option is disabled: to finish off unconscious aliens without need to use explosives (i.e. without destroying valuable equipment on the ground). You revive them with stimulant and then finish them with vibroblades (or whatever). That's very handy during TFTD colony raids, because part 2 can last 20 turns or more. Lobstermen frequently fall unconscious when shot and then randomly wake up in areas you've already checked and cleared. Thus you suddenly have a dangerous enemy behind your back (pincers attack can kill even through Magnetic Ion Armor). But what is even worse, such lone enemies are hard to find, essentially you need to comb the entire colony all over again.

Well, I always play with Alien Bleeding enabled anyway, I just found this medkit behavior counter-intuitive.  :-\

6
Programming / Medkits work on aliens only with Alien Bleeding enabled?
« on: October 27, 2016, 04:58:40 pm »
Hi all, I've noticed that TFTD medikits can be used on aliens (unconscious or not) only when Alien Bleeding option is enabled. It this the intended behavior? I don't remember how it worked in the original TFTD, but according to UFOpedia, it was always possible in EU:

https://www.ufopaedia.org/index.php/Unconscious

7
Programming / Re: Large units spawn in small rooms
« on: September 05, 2016, 11:17:39 pm »
I checked the original map files - in both cases the bug is present on the vanilla TFTD

I see. Oh well, nevermind, then. I've recently installed new_civilian's TFTD combo patch:

https://openxcom.org/forum/index.php/topic,4128.0.html

It fixes some node problems, so maybe it will affect this "bug", too.

8
Released Mods / Re: [TFTD] Combo Patch v1.7 (updated September, 5th)
« on: September 05, 2016, 10:46:10 pm »
Awesome, thanks for compiling it together! The pyramid fix doesn't work for me, however. I'm attaching a screenshot, it's the corner with the cursor in it. Oh well, it's no big deal, aliens almost never hide in these small pyramids in OpenXCOM.

BTW, you really shouldn't have credited me. I did nothing after all, it was you who made this pack possible.

9
Released Mods / Re: [TFTD] Combo Patch v1.6 (updated August, 26th)
« on: September 03, 2016, 10:08:26 pm »
Ah, very nice, I've been looking for something like this for quite some time. However, I've noticed that your pack doesn't contain several map fixes Warboy posted (among other places) here:

https://openxcom.org/bugs/openxcom/issues/1251

Will you include them in some future release? Also, your pack is missing fix for impassable top left corner inside the 7x7 pyramid room (first part of artefact site mission).

10
Programming / Biodrones don't explode when killed by melee weapons?
« on: September 01, 2016, 11:26:44 pm »
I've just noticed that biodrones don't explode when killed by melee weapons. Is this bug or feature? I vaguely remember they exploded in the DOS version.  :-\

I'm attaching a save where you can test it. I have a MC'd biodrone that you can move in front of aquatoid with thermic lance (the aquatiod will reaction-fire, usually killing the bidorone). Or you can MC a triscene in the back and chew the biodrone up. If you use other aliens to shoot the biodrone, it will explode as usual.

11
Programming / Large units spawn in small rooms
« on: August 31, 2016, 11:12:35 pm »
I know the original game did this too, but large units (2x2 tiles) sometimes spawn inside small rooms in OpenXCOM. Sometimes it's not a problem, sometimes it's rather annoying. I'm attaching two saves:

1. Hallucinoid blocked the lift for several turns before it finally moved away and I could kill it.
2. Triscene appeared in a ship cabin. This one was super annoying, because I spent about half an hour checking all the cabins.

It would be nice if this was fixed... eventually.

12
Programming / Re: map bug
« on: August 24, 2016, 10:09:43 pm »
Speaking of such tileset bugs, are there some "complete and universally accepted" tileset fixes for EU and TFTD? I've downloaded several over the years, but they all fixed something and left other stuff broken.

13
Programming / Re: Sand tiles blink when unit walks nearby
« on: August 22, 2016, 11:02:18 pm »
BTW, Warboy's tile fixes will crash all August 2016 nighlies if you start a mission with Triton in it. The game reports "Triton.map has 20x20 tiles, 10x20 is expected".

I understand tileset fixes are not developers' priority, I just mention it here in case anyone else runs into the problem.

14
Programming / Aquanauts stunned by underwater "smoke"?
« on: August 22, 2016, 10:52:55 pm »
IDK if this is bug or feature, so... if aquanauts inhale smoke on land mission, they can become uncounscious. The problem is, the same happens underwater too, which frankly doesn't make much sense, because they're wearing helmets. Wearing armor helps however, both Ion Armor and Mag. Ion Armor seem to prevent  the stunning effect. You can see it in the attached save, it's from the 2016/08/20 nightly.

15
Troubleshooting / Re: TFTD bug on 2-part missions
« on: July 15, 2016, 07:48:31 pm »
Speaking of Artefact site missions, I've noticed that they always appear at the first day of every month in OpenXCOM. Is this the intended behavior?

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