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Messages - Neo23

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1
OpenXcom Extended / Re: Neo's wishlist
« on: August 25, 2017, 03:46:11 pm »
Wow, this is even better what I had imagined. Thank you, I am really appreciate your work!

2
OpenXcom Extended / Re: Neo's wishlist
« on: August 22, 2017, 03:19:04 pm »
I hate null reference errors. I am glad you figured out what the problem was. Looking forward for the next release and thank you very much.

P.S. I have a little additional request for interface popup sounds. My UFO alarm sound is played every time I click on the UFO to look at it for informations, but this is a bit weird. Looking at UFOs at the globe I am hearing for each one a alarm signal and "Warning, new enemy contact detected!" voiceover. Can you maybe implement a flag to only play the sound once for the first time a new UFO get spotted and the event window pops up? My original intention for the UFO event window sound was to only warn of new contacts on detection.

3
I didn't noticed this option was active. You are right, after I turned it off, 7 out of 7 tries crashed the game.

4
Tested your save file and it crashed in 4 out of 5 tests. The fifth time it worked.
I created some test saves, one for UFO and one for TFTD. They crashed both the first time, but not every time after I load them up.
I attach these two save files. Maybe you can use them to compare some data. Crashes are unfortunately random and not 100% sure reproducible.

5
OpenXcom Extended / Re: Neo's wishlist
« on: August 20, 2017, 05:08:25 pm »
Quote
How can you have de localisation?
I've added new strings after each update to my personal translation. For vanilla strings I use the regular OXC translations + some modified ones. I am a bit worried that OXCE+ do not support multiple languages anymore? I really loved the 100% vanilla compatibility to OXC until now.

Quote
that alone tells me you have mixed OXCE+ data files with something else...
Every new update I copied the new version to my last version and just override everything to update. So there is indeed some OXC stuff in there (like the translation files).
Mod file and ruleset structures are up to date with the nightlies so that was never a problem until now. I've even integrated the new commendations code from scratch and translated the strings again, because of the new changes.
I am testing this now with only the latest OXCE+ and US localisation without mods to be sure. Although mods do not seem to be the problem. As I wrote in my edit in previous post, the random crash even occur without mods.

Edit: OK, tested using the new OXCE+ 3.9a in a blank new folder without older extended or OXC parts, no mods and just copied the needed X-Com data files over. Language is set to US. Started directly via the EXE.
My very first quick battle test crashed the game like before. Second try (same map and settings) I could run 6 quick battles without issues and the seventh test crashed the game again. So this must be something with OXCE+ or my original game data, but I never had this problem before and this happend in both UFO and TFTD.

Quote
Also, can you attach a screenshot what these three directories contain?
Sure, screenshot attached.

6
OpenXcom Extended / Re: Neo's wishlist
« on: August 19, 2017, 12:05:07 am »
I am quite happy with the new version, but there seems to be a problem. After updating and translating / implementing some of the new features, I encountered some random crashes.

I've done several test plays, every time a new game, but three times now the game crashes on clicking the OK button just before starting a mission on geoscape (arrived at landing/crash site and about to enter the briefing). This happened two times in UFO and one time in TFTD. It is not easy reproducible and complete random.
After some more tests on quick battle I can confirm the crash on quick battles too. Most of the time the briefing and map loaded just fine, but only sometimes the crash occur. Same map, same ships, same aliens, same soldiers and same equipment for every test. Game localisation is set to de.

I have the new "longer briefing music" feature active and use OGG music files for all tracks. After the first crash I turned it off and everything worked again, but it worked too after turning the feature back on again. Because of this random behavior I can not say for sure it is this feature causing the problem, but seems to be briefing related.

This is the error log:
Code: [Select]
[18-08-2017_22-00-34] [INFO] Data folder is:
[18-08-2017_22-00-34] [INFO] Data search is:
[18-08-2017_22-00-34] [INFO] - C:\Users\Administrator\Documents\OpenXcom\
[18-08-2017_22-00-34] [INFO] - C:\Games\UFOs\UFO2_Remastered
[18-08-2017_22-00-34] [INFO] - C:\Games\UFOs\UFO2_Remastered
[18-08-2017_22-00-34] [INFO] User folder is: C:\Games\UFOs\UFO2_Remastered\user\
[18-08-2017_22-00-34] [INFO] Config folder is: C:\Games\UFOs\UFO2_Remastered\user\
[18-08-2017_22-00-34] [INFO] Options loaded successfully.
[18-08-2017_22-00-34] [INFO] SDL initialized successfully.
[18-08-2017_22-00-34] [INFO] SDL_mixer initialized successfully.
[18-08-2017_22-00-34] [INFO] requested file not found: openxcom.png
[18-08-2017_22-00-34] [INFO] Attempting to set display to 1920x1080x32...
[18-08-2017_22-00-35] [INFO] Display set to 1920x1080x32.
[18-08-2017_22-00-35] [INFO] Loading data...
[18-08-2017_22-00-35] [INFO] Scanning standard mods in 'standard'...
[18-08-2017_22-00-35] [INFO] Scanning user mods in 'C:\Games\UFOs\UFO2_Remastered\user\mods'...
[18-08-2017_22-00-35] [INFO] Mapping resource files...
[18-08-2017_22-00-36] [INFO] Resources files mapped successfully.
[18-08-2017_22-00-37] [INFO] Loading fonts... Font.dat
[18-08-2017_22-00-37] [INFO] Loading extra resources from ruleset...
[18-08-2017_22-00-44] [INFO] Loading custom palettes from ruleset...
[18-08-2017_22-00-44] [INFO] Data loaded successfully.
[18-08-2017_22-00-44] [INFO] Loading language...
[18-08-2017_22-00-44] [INFO] Language loaded successfully.
[18-08-2017_22-00-44] [INFO] OpenXcom started successfully!
[18-08-2017_22-00-44] [INFO] Playing flx, 320x200, 200 frames
[18-08-2017_22-00-47] [INFO] SDL_mixer initialized successfully.
[18-08-2017_22-00-47] [INFO] SDL_mixer initialized successfully.
[18-08-2017_22-02-15] [INFO] Attempting to set display to 1920x1080x32...
[18-08-2017_22-02-15] [INFO] Display set to 1920x1080x32.
[18-08-2017_22-02-26] [INFO] Attempting to set display to 1920x1080x32...
[18-08-2017_22-02-26] [INFO] Display set to 1920x1080x32.
[18-08-2017_22-05-46] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[18-08-2017_22-08-06] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.

The error states I am missing some resources, but I changed nothing and added no new content to both mods (UFO and TFTD) except updated commendations to the new format, but these seem to be working so far. Just updated OXCE+ (installed everything to all mods, so no missing data files). They worked both for years and I played several times through them, but this never happened before. Can this be some rare case scenario with the new longer briefing music code?

Maybe you can investigate if there is something wrong in the code. Thanks for your time.

Edit: I build a complete vanilla test environment with only OXCE+ 3.9a and the longer briefing music option enabled / disabled. Random crashes are there too. Seems to be OXCE+ has some error somewhere. Happens more often on the TFTD "Atlantis" map for testing.
Although even without longer briefing music enabled, but feeling less frequent. Well, random is random. I hope you can find something. I am out of ideas.

7
OpenXcom Extended / Re: Neo's wishlist
« on: August 12, 2017, 11:36:31 pm »
You are truly amazing. Awesome work as always, Meridian. Thank you, Yankes and the OXCom staff so much for all your support. Thanks to you guys the great original games live on and are better than ever. I really love X-Com and modding.
I see you even changed your mind about moving base facilities around. With the new cost money option, I even think of using this feature instead of just deactivate it.
Are the new features available at the next OXCE+ update or already in current release? (I guess next release, because of the patch notes not mentioning this features yet.)

Again, thank you very much and keep up the good work!

P.S. How is TFTD text color support going? Eagerly waiting to use OXCE+ for this game and my TFTD-Remastered Mod too. No rush, just asking about your schedule.

8
1 and 2 are on my todo list.
3 is not.
4 is, but not sure if doable (without changing too much).

I am not very active right now... it might take a while to implement it.

Thank you, I am very happy to hear that. And do not worry, just take your time.


That would be much appreciated. I want pilots, but many of my crafts are strictly interceptors, so no point in allowing them to land. Also I don't feel like making all these maps.

+1 I would like that feature too.

9
Sure. I can not find the code to link a specific post, so I quote myself. (page 83, first post)

Meridian, maybe you like some new features I was thinking about and can add them to OXCE+.

1. Definable sounds for events on geoscape. Would be nice to add a sound effect on UFO detection like in the intro cutscene "Warning, warning... UFO detected!".
Play definable sounds for events which may be nice to have:
- UFO detected
- Research complete
- Production complete (workshop and facilities separate)
- Goods have arrived
- Mission event alert, like terror missions (be able to give every different mission type its own sound would be cool)

Most could be achieved through custom vars like "Event_SFX_UFO: 154" and missions get something like "BriefingAlertSound: 155" in alienDeployments.
undefined = feature deactivated/unused


2. Some menu backgrounds are still not moddable via ruleset and you need to replace original graphics files. And it always bothers me that the HWP ufopedia background can not be customised. I would really like to make proper backgrounds for every tank, my doggies and other units. Adding  "image_id: SOMEHWPBACKGROUND_CPAL.SPK" support for this kind of pedia entries (type 3) would be cool.


3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).


4. The mission briefing music play most of the time only for 2-4 seconds until you hit OK. This is a little sad, especially with custom music. Would be cool if the briefing music would continue playing until you have equip your soldiers and start the mission. As optional feature of course.

In the beginning there were some misunderstandings. The following posts clarified them.

10
He means to use pilots for interceptors, but disallowing these ships for mission landing. This was something that bothered me too. I do not want do design maps for all crafts, especially interceptors, but be able to use pilots on all of them. Is excluding the craft from the mission type the only way to disallow a piloted craft to land on missions? Maybe a boolean option in crafts.rul would be better. Like: allowLanding: false

P.S. Thanks for a new version released.

P.S.S. Do you sill consider implementing some of my feature ideas on post 1230? Just asking, if not it is ok, just wanted to know. Hope dies the last.

11
OpenXcom Extended / Re: Bug: game wont close properly
« on: March 30, 2017, 02:39:28 pm »
I do not had this problem so far.
Windows 7 - 64 Bit, OXCE+ 3.7a

12
Exactly. A played sound effect on opening one of the different event popup windows. An definable alert sound basically (actually, my intention was to implement voiceovers in case this feature got realised).
I wish my english was better, so I could describe more accurately what I actually want to say. Sorry about confusions. (One of the reasons my mods are only for some friends for now, I am too bad at writing complex research texts in english.)

13
Yes, just the background picture. No sprites in foreground, just normal text with the stats like always. You can already add those, if wanted, to the background (like craft weapon pictures for example).

14
About 1: Just as cosmetic feature to bring more live to the geoscape and because it's cool.

About 2: I think you misunderstood me. I do not meant to show the actual HWP sprite in pedia, but just be able to change the type 3 "background". Like every craft has its own background picture. So that every HWP can have its own background too. No battlescape sprites.

About 3: I do not meant to offend you, I am sorry if it sounded like that. I only think an option would be good. It is not very well hidden because of all the shortcuts with CTRL and well... i have watched every X-Com related Video on your channel, so pirates too and others have seen this shortcut too, I am sure of it. This feature is just a matter of taste, I think. And we all have our own.

About 4: I was afraid it could be not that easy. In the original there are two executables for battlescape and geoscape, but I hope it can be done in OXC somehow. Would be really good to use briefing music properly.

Even when you do not want to implement this or it can't be done, I am very happy with OXCE+ and keep up the good work!


@ ohartenstein23: This idea sounds pretty cool and would add to base "gameplay" (I actually like micromanagement and complex functions).

15
Meridian, maybe you like some new features I was thinking about and can add them to OXCE+.

1. Definable sounds for events on geoscape. Would be nice to add a sound effect on UFO detection like in the intro cutscene "Warning, warning... UFO detected!".
Play definable sounds for events which may be nice to have:
- UFO detected
- Research complete
- Production complete (workshop and facilities separate)
- Goods have arrived
- Mission event alert, like terror missions (be able to give every different mission type its own sound would be cool)

Most could be achieved through custom vars like "Event_SFX_UFO: 154" and missions get something like "BriefingAlertSound: 155" in alienDeployments.
undefined = feature deactivated/unused


2. Some menu backgrounds are still not moddable via ruleset and you need to replace original graphics files. And it always bothers me that the HWP ufopedia background can not be customised. I would really like to make proper backgrounds for every tank, my doggies and other units. Adding  "image_id: SOMEHWPBACKGROUND_CPAL.SPK" support for this kind of pedia entries (type 3) would be cool.


3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).


4. The mission briefing music play most of the time only for 2-4 seconds until you hit OK. This is a little sad, especially with custom music. Would be cool if the briefing music would continue playing until you have equip your soldiers and start the mission. As optional feature of course.

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