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Messages - vladdrak

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1
OXCE Support / Re: opengl+steam overlay issue
« on: January 09, 2022, 06:47:48 pm »
legend! thank you!

2
launching oxce through steam (-useOpenGL true) forces a display filter on startup. problem is that disabling the filter also terminates the steam overlay. can this be fixed? or is there a command line argument to deny any filter on startup?

thx in advance!

3
Offtopic / Re: What do you think of...
« on: August 26, 2019, 03:11:34 pm »
"What I hated about the game, was inability to build more bases and inability to send several teams to several simultaneous missions (did DLCs fix that too?)"

No, only one base throughout the whole game, but by the end of it you'll have full coverage, and i think you are unlocking every bonus the game offers with the different starting locations, given you push every research and build the necessary satellites. The whole base system is so much different from the original game, having multiple instances of it would probably render it nonsensical. Also you get only one Skyranger, thus no several simultaneous missions, and for a good reason: the game typically offers up 3 abduction missions at any given time, each with a different reward on completion (and varying difficulty at times). You are deciding which one to engage based on the reward that lures you the most, suffering the repercussions of neglecting the remaining 2 missions (increasing panic -> reduced funds from those regions). This system is less sandboxy than that is of the original's, but it also means it's more streamlined, elegant and elaborate.

4
Offtopic / What do you think of...
« on: August 18, 2019, 01:01:31 am »
UFO: {Aftermath, Aftershock, Afterlight, Extraterrestrials, Alien Invasion}, Xenonauts, Enemy Within, War of the Chosen?

How do you like them?
Which one do you abhor?
Why?
Ever wanted to rant about them? Make a best-to-worst list?
Now's the time!

5
Work In Progress / Xenomorphs for The X-Com Files
« on: August 14, 2019, 02:44:51 pm »
We all know it needs to happen at some point.

6
Work In Progress / [MAYDAY] trying to make 2 mods compatible, but
« on: February 23, 2016, 01:26:24 pm »
questions, questions..

so last year i asked SolariusScorch if Svanh's Cultists mod could be used with his Final Mod Pack. he said:
Quote
Probably not, since it uses 3 item levels in unit deployments ( the alienDeployments section), while Final Mod Pack uses 5. If you want to make them compatible, you'll have to add two item sets to every unit in the Cult mod - a bit of work, but not much.

now looking at alienDeployments i find this:

Quote
alienDeployments:
  - type: STR_CULT
    data:
      - alienRank: 7
        lowQty: 5
        highQty: 7
        dQty: 6
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_GRENADE
            - STR_HC_HE_AMMO
      - alienRank: 6
        lowQty: 5
        highQty: 7
        dQty: 6
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_AUTO_CANNON
            - STR_AC_AP_AMMO
            - STR_AC_AP_AMMO
            - STR_GRENADE
            - STR_AC_AP_AMMO
      - alienRank: 5
        lowQty: 3
        highQty: 5
        dQty: 4
        percentageOutsideUfo: 90
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_AUTO_CANNON
            - STR_AC_HE_AMMO
            - STR_AC_IN_AMMO
            - STR_GRENADE
            - STR_AC_HE_AMMO
      - alienRank: 4
        lowQty: 3
        highQty: 5
        dQty: 3
        percentageOutsideUfo: 80
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 3
        lowQty: 2
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 2
        lowQty: 3
        highQty: 6
        dQty: 5
        percentageOutsideUfo: 90
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 1
        lowQty: 1
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 0
        lowQty: 0
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP

so i guess i could just add 2 new weapons/ammo strings to each set and i should be good to go, right? in Final Mod Pack's items_FMP.rul there are custom goodies such as STR_MAGNUM and STR_AK47, etc. will i have to reference anything or i could just use the strings like any default one?
btw according to https://www.ufopaedia.org/index.php?title=Alien_Rank there are 7 ranks, while CULT.rul has 8, so i'd assume alienRanks is also expandable. is that correct?

thanks in advance!

7
Suggestions / Re: [SUGGESTION] Option to choose a music set?
« on: February 22, 2016, 11:56:26 am »
could you check if it works when you place your music in a subfolder of your mods named SOUND (eg .../mod/mySuperDuperMusic/SOUNDS ), i thought that did the trick for me.

success! :D
thx for your help!

8
Suggestions / Re: [SUGGESTION] Option to choose a music set?
« on: February 21, 2016, 09:55:17 pm »
If i understand the workings correctly, you might want to put it at the bottom (later ones overrule earlier ones). And just to be sure .. you activated the mod by setting it to YES?

odd. thought it was the other way around, but i might confuse it with some other game's mod management.
now i tried the music being at the bottom. still the same. yes, i set it to YES, i'm using several mods actually.

Quote
There might also some other issues at play, for starters ... which version of openxcom do you use?

latest nightly.

and just to be sure.. you sure you're not having your music in the SOUND folder (as well)? :P
thanks for trying to help btw.

9
Suggestions / Re: [SUGGESTION] Option to choose a music set?
« on: February 20, 2016, 02:40:35 am »
hm it doesn't seem to want to work for me. i put the mod top, format is set to auto by default and even tried the respective format as well, but no go.

10
Suggestions / [SUGGESTION] Option to choose a music set?
« on: February 20, 2016, 01:09:01 am »
Since we already have what.. 3-4 music sets (for Defense at least), it would be great if we could just load the one we want in-game, rather than delete-copy-paste in the file manager. On the UI-side I can't see why 1-2 buttons wouldn't do the job, and it wouldn't be a coder's hell either.

11
Open Feedback / is there a command line solution to insta-launch TFTD?
« on: January 09, 2016, 07:21:12 pm »
like "-game tftd" or something like that? thx in advance!

12
Open Feedback / Re: noob question
« on: May 22, 2015, 07:27:45 pm »
that's awesome! thank you!

13
Open Feedback / noob question
« on: May 22, 2015, 06:43:24 pm »
hi! i've been playing xenonauts for quite some time now and i'm just getting myself into (open)xcom. in xenonauts you can send as much interceptors onto a ufo as you want. can you do the same in (open)xcom? if not, will it be available as an option in the future? i was looking for LPs to see how others handle larger ships, but no luck. thx in advance!

14
oh you're right, i just forgot switching to ground level view. newbie here. thanks.

15
Work In Progress / (Question) throwing grenades from in the ship?
« on: May 04, 2014, 12:56:42 pm »
hi! i've been watching a playthrough and what i'd like to know is how i could throw a grenade right out of the ship w/o having to take a single move down the ramp? i just went through a handful of mods and checked the advanced options too, but no find.

@ 11:00
https://www.youtube.com/watch?v=rmWUy9glPtU

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