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Messages - gerv

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Programming / Re: OpenTFTD Question
« on: November 23, 2014, 12:17:08 am »
Well, it's your gig... but if you commit it, people might also help you finish it :-) Otherwise, do do a news post when it's ready for testing.

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Programming / Re: OpenTFTD Question
« on: November 21, 2014, 03:49:21 pm »
I'd love to test OpenTFTD and report bugs, but I can't find any instructions on how to get it set up. Do I just do exactly the same thing as with UFO - compile the code, copy across the data from a TFTD from GamersGate, and start the game?

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 11, 2014, 10:40:01 am »
As a compromise, why not implement the clip consolidation feature, where you don't use up every clip which has had one shot fired out of it, but instead can consolidate the remaining shots into clips so you only lose clips for as many shots as you fired?

That would mean you would have to make laser clips quite a bit less often.

But yes, to me it doesn't make game-world sense for lasers to require Elerium, or even to have clips. Laser is an existing earth technology, and only requires power.

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2014, 09:45:04 pm »
Solaris Scorch: ping me an email at gerv at gerv dot net if you want to chat about getting the FInal Mod Pack into source control. I promise you, it will both make development easier, and allow more people to contribute.

One piece of feedback, although I've only really played a little bit - there are far too many starting weapons. It looks like you took every mod and threw the kitchen sink in there. It leads to player bewilderment. I'd reduce it a bit.

Also, did you make the cyberdisks extra tough? I got a Sectoid terror ship and got wiped out single-handedly by two of them...

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 08, 2014, 10:26:27 pm »
Yeah, that will do it, though it's best to remove the old files first to ensure there are no remains clogging up your disc space.

But that's the thing - how do I know which files are from the mod? (This is what I mean about using self-contained directories.)

I'll think about it, but frankly I don't know how to go about that at this point. :)

Github is fairly easy to use. If you need some help, I'd be glad to provide it.

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 08, 2014, 11:11:24 am »
Also, given that this mod is quite complicated and very awesome, would it be heretical to suggest source control and a proper bug tracker, rather than an eternal forum thread? :-)

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 08, 2014, 09:29:43 am »
Slightly off the precise topic, but: how does one install an updated version? Just unzip it on top again?

It would be awesome if OpenXcom had a mod system where mods could be placed in a self-contained folder, and a file defined whether any of the files therein replaced files from the base system. That would make adding and removing (and upgrading) mods much more of a simple process.

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 08, 2014, 12:33:52 am »
Also, the cute little single-square smoke-firing HWP looks like it's going nuts and rotating rapidly on the spot when it drives. I assume there's some mistake with the graphics, like referencing the wrong one or something?

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 07, 2014, 05:18:19 am »
Also:

mv TERRAIN/ufoL83.PCK TERRAIN/UFOL83.PCK

This caused a crash on going to Battlescape. Perhaps it would be a good idea to check the case on all the files? I did an automated check on the paths in the ruleset, and my patch fixes all those. But it seems some files are not referenced so obviously.

Gerv

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 07, 2014, 04:20:50 am »
I'm afraid FMP does not work on case-sensitive filesystems. There are several files which are referenced in the ruleset using a different case to the one used for the file in the filesystem. So OpenXcom refuses to start.

Attached is a patch to fix it; one could, of course, rename the files instead.

Gerv

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