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Messages - Ran

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1
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 29, 2020, 08:13:34 pm »
Thanks, this works! :)

I played one month on Genius, harvested 4 UFOs and completed a Terror mission without running into an obvious bug.

However as you said the low-stat soldiers in single battles persist, also the handob for grenades is a rifle.
chronic-fatigue-Midori and the normal-stat guy on the right are carrying 2 grenades, the guy behind her one normal and one smoke grenade.

2
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 28, 2020, 09:36:22 pm »
My apologies about the night vision, I should have checked in OXCE without enabled mods.  :-[
Toggling works fine with Scroll Lock and man it's dark at night!

I noticed in 1.05 soldiers are STR_SOLDIER whereas in 1.06 they are STR_SOLDIER_SCOUT, STR_SOLDIER_SNIPER or STR_SOLDIER__COMMANDO  I guess that may be part of the problem?

I replaced the zero values of soldiers with ones from a freshly started 1.05 savegame and it seems to work fine. Using OXCE 6.8.3 and multimod 1.06 now.

3
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 09:13:02 pm »
I'm glad the soldier stats bug is reproducible. I hadn't played OXC for more than 5 years, I thought I had messed something up during installation. ::)

There appear to be two unrelated bugs affecting soldier stats and one regarding palette shift for night missions:

1)The initial soldier bug only appears in 1.06.
I started a dozend new games and it seems you randomly get between zero and 5 normal soldiers, the rest are duds. Sacking the zero-stats soldiers and hiring new ones fixes the problem, they all have normal stats.

2) If you run a random battle, you get a lot of soldiers with non-zero but very low 1-digit stats.
But also the zero-digit ones and a few normal ones.
This also happens with 1.05 and both OXCE 6.7.2 (2020_10_24) and 6.8.3.

3) Terrain palette shift bug
There's something wrong with the palette shift for night missions. Like Bug 2) it seems independent from the mod and OXCE versions Iv'e tried. Upon starting a new battle the correct palette briefly flashes up, then the terrain turns greenish. See here, together with one of mankind's finest warriors...

Still I like this mod a lot, hope cevaralien fixes the bugs!

4
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 02:44:23 am »
Starting a new game almost all of my soldiers have all stats at zero, health is 1.
One or two have normal stats though, what's going on here?

I mean I know XCOM personnel is notoriously incompetent but these guys literally can't move a finger. :-\

I tried both OXCE 6.7.2 (2020_10_24) and the current 6.8.3 with your multimod 1.06.
Unaltered fresh install without any other mods.
Logs show no error except the transparency stuff. Also it says mod version is 1.05, this was likely not updated.

5
Offtopic / Re: Introduce yourself
« on: December 05, 2020, 07:45:04 pm »
Haha wow, I haven't been here for more than 5 years, unbelievable and absolutely amazing you guys are still doing this.

You probably don't remember me, I was an early OXC tester and bug hunter since 2013 while it was barely functional, inventor of the Fusion Torch to cut up the Skyranger and I did some awful sprites for the very first versions of Dioxine's Piratez.

Awesome to see some of that stuff is still in use but it's nothing compared to what you developed in the mean time. Unfortunately I have little time, zero programming skills and my art is abysmal so here's not much I can contribute but I'll try to stick around a bit and see what I can do.
Anyway just wanted to say thanks for all your work, this is my favorite game of all time and now it's better than ever before. ;D

Also damn, it's almost exactly 25 years, a quarter of a century since I got the original game for Christmas. Where did all that time go?

6
Offtopic / Re: Dirty traitors.
« on: March 12, 2015, 10:00:54 pm »
Is it true thst Russia never defects?

7
I made as Soylent Green mod a while ago to make dead Raiders a bit more useful but it's not really fun as long as you can't eat it yourself, meaning use medikit on the soldier carrying it.

8
It's good to see you're back, Dioxine!  :)
Haven't been here myself for a while...

Question: would it be possible to implement matching hair colors for the girls with the newest nightly? My apologies if that has already be done, haven't yet had the time to test the latest version.

9
Is Dioxine still around?
Would be a shame to let this great mod go to waste.

10
Resources / Re: [Graphics]Alternative Explosion Sprites
« on: October 24, 2014, 02:35:23 am »
Are you sure that additional explosion sprites are supported already?

See my thread here, I also made some sprites, but all I could do was replace the original one. I'd be delighted if we could add additional ones but so far I have not heard that it's possible yet.
https://openxcom.org/forum/index.php?topic=2927.0
https://openxcom.org/forum/index.php?topic=2151.0

11
Open Feedback / Re: Openxcom.com mod site is not working
« on: October 18, 2014, 12:44:49 am »
Fucking CloudFlare!

Please get rid of this 'service' - it's doing more harm than good by blocking entire IP ranges for no apparent reasons.

12
Released Mods / Re: [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: October 07, 2014, 12:37:42 am »
Sorry I didn't reply sooner, I was sure I had uploaded a complete working demonstration of the replaced colors already. :-[

You'll find the TestGun Mod in the first post now, including an attached savegame. It is basically a magnum with many types of ammo, each one representing a different color form of plasma and laser hit and bullet sprites. It was done some months ago, I hope it still works with the current builds.

13
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
« on: September 16, 2014, 02:05:44 am »
Yeah!
No more Ferdinand-Tanks lacking an anti-infantry weapon  ::)

14
Programming / Re: Explosion Graphics
« on: September 12, 2014, 01:36:04 am »
Yes please - I have requested custom explosion sprites several times. :)
I had already created 2 alternative ones from an existing sprite, not knowing I could only replace the original one but not add new sprites.
https://openxcom.org/forum/index.php?topic=2151.0



15
OpenXcom Extended / Re: OpenXcom Extended
« on: September 11, 2014, 01:06:54 am »
Great idea, thank you for giving us new opportunities. :)
I'd love to see more functions un-hardcoded so they could be customized.

I only have 2 small requests which I think are reasonable.:

1) Enable to use medipack on yourself (would allow special food / drugs / potions without the need of having somebody else feed them to you).

2) Enable custom explosion sprites in the same way as hit sprites

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