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Messages - SupSuper

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1
Offtopic / Re: MIDI files player that sounds just like in game?
« on: September 08, 2024, 01:11:14 pm »
You can always mute the sound effects in OpenXcom, or turn off sound in DOSBox.

2
The crash indicates outdated OXC data somewhere. Make sure you've done a clean install and don't have any old mods or "data" left in the install folders.

3
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 22, 2024, 07:24:59 pm »
Guys, this is getting way off-topic. I sympathize with your situation, but this is not the place for it. If you wanna chat further, take it to DMs.

4
We tried mod.io integration some years ago, but there was no interest in it, you can see it here: https://openxcom.org/forum/index.php/topic,6556.msg141181.html#msg141181

If there's more interest we'll look into it again.

5
Suggestions / Re: Roland MIDI support
« on: October 19, 2022, 03:20:40 am »
If you can code it, sure. Though you'll have to add the fixed ROLAND.CAT to the data patch.

6
I've opened a bug on sdl12-compat for you: https://github.com/libsdl-org/sdl12-compat/issues/215
Can you post your system info? (Fedora version, SDL2 version, etc)

7
Troubleshooting / Re: midi support?
« on: July 01, 2022, 05:36:16 pm »
Does your X-COM version have MIDIs? Some only have Adlib support.

8
Virus scanner?

9
None of the Advanced Options are vanilla. Some UI enhancements are enabled by default for convenience (and so people stop asking where they are :P) but they shouldn't impact difficulty.

So:
* storage limit for recovered items - original was YES - it was limited and lost, right?
* live alien sale - I think it was allowed ofc, right? so, YES
* Sneaky AI???
* allow psi-capture was OFF?
* allow psi-strength improvement was.... ON?
* override line of fire was OFF?
All of these would be OFF in vanilla.

In addition I think there were one more hurdle in UFO1 which can not be turned on - item limit was 80 right?
This can be enabled via Mods.

10
Suggestions / Re: Rotated alien Ships
« on: May 31, 2022, 10:50:15 am »
There's also an updated version by hellrazor: https://openxcom.mod.io/ufo-vanilla-variants

11
Offtopic / Re: Sabre Team (Swat game based on Xcom)
« on: May 27, 2022, 11:50:35 am »
It might've been influenced by Laser Squad, since Krisalis was involved in its PC port.

12
Work In Progress / Re: XCOM PS1 music renaming
« on: April 08, 2022, 10:40:53 pm »
A new game always starts with the first music track, it's randomized afterwards.

You can find the old PSX mods here: https://openxcom.org/forum/index.php/topic,6155.0.html

13
There are only Tasoth Soldiers and Squad Leaders. There's no other rank.

14
Troubleshooting / Re: Video Settings Help
« on: March 27, 2022, 07:00:16 am »
Your best option is to find the combination of Video Resolution and Geoscape / Battlescape Scale settings you're most comfortable with.

15
Released Mods / Re: New Mod Portal!
« on: September 24, 2021, 01:54:41 pm »
This bring me to one question, I was reading this form and I realized it's been a couple of years now and many mods haven't been re-posted, is there any thoughts on uploading all the old mods, giving credit to the original authors and allowing them to take over the mod release if requested, and possibly going through and editing the latest versions released to align with the 2.0 format and do any beta testing to weed out crashes?
This has been suggested a few times but people usually lose interest once they realize what a huge effort it is to update, test and republish all the mods.

I recommend starting small, if you still use an old mod that isn't on the portal, update it and share it with the community. Some authors might still reply if you PM them, if not credit the original author and respect their wishes, don't reupload any deleted or obsoleted mods. If they return you can give them back the mod, as mod.io allows multiple admins per mod.

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