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Messages - Ethereal

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1
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 23, 2019, 06:04:02 pm »
Thank you for the work and update.

2
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 20, 2019, 07:25:12 am »
https://lxnt.wtf/oxem/#/Extended

O_o No information, no list of changes ... Such top-secret information?

3
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 19, 2019, 03:46:56 pm »
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.

It's all together.

1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5  = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)

Well, yes, plus the crew’s lunch time, a delay in sanitary need ... yes, yes, yes. :D All this is strange.

4
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 16, 2019, 06:26:21 pm »
Something I can not understand - and in the display of the ship’s readiness status, does the "refuel \ repair Rate" count or is it a display of total readiness taking into account repair, reloading and refueling?

5
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 15, 2019, 04:11:35 pm »
I am not a programmer. But apparently there is an offset when playing a sound in the file "cat", in the folder "\ openxcom \ UFO \ sound". If you take the files "cat" from here https://openxcom.org/forum/index.php/topic,2727.msg28562.html#msg28562 , then the sound will be strange, although this is the way out. But there the file size is smaller than from my version of the UFO, and some sounds may not suffice (did not check completely).
It is possible, as an option, to integrate this mod https://openxcom.org/forum/index.php/topic,2044.msg19770.html#msg19770 into OXCE and forget about this problem.

6
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 15, 2019, 01:07:47 pm »
Meridian, do I have to dig at myself in order to identify the problem of sounds, or will there be a bug fix in the next version of OXCE?

7
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 13, 2019, 06:36:21 pm »
Can you share the CAT file that is causing the problem?
(or the entire content of your SOUND directory and your options.cfg file)

Yes I can. And ".log" in the appendage. Strangely, a lot of things have been written in ".log", but everything works exactly as intended. And about the sound is nothing.

8
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 13, 2019, 03:46:27 pm »
What did you do with the sound in the latest version? After the upgrade has changed the sound of death of Sectoids and shock plasma. I didn't do anything myself. I really do not like these changes and please return the sound settings to their original state.

P.S. In general, I found the original sounds in the "wav" format and the situation ceased to seem the End of the World.

P.P.S. Apparently the problem is reading."cat" file.

9
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 12:18:28 pm »
Perhaps we should follow the example XPiratez. They also have their soldier names and registered in the folder modification.

Quote
Russian.nam - a certain kind of soldiers is hired only among Russians (there is another kind hired in Japan)

You're using my modification as a Supplement to yours. I have nothing against it.

P.S. Being determines consciousness. I Russian and the only country where I was - Japan. Cute Keiko... Her music... Words can't describe it.

10
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 08:10:13 am »
yergnoor, Very happy to read this. I will take note of the information and try to implement this knowledge in the next update. It will not be available before the OXCE update. Thank you for the work done.

I'm getting a '\mods\Ethereal/soldiers.rul : bad file' error.

Update OXCE.

11
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 05:05:12 am »
yergnoor Thank you very much, comrade. I don't have an Android and I can't test it.

12
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: February 24, 2019, 11:40:37 am »
The fact is that HWPs can be small - 1x1. Not only 2x2. This is taken into account?

It would be more correct to do:

order:
1. 2x2 HWPs
2. 2x2 Soldiers
3. 1x1 HWPs
4. 1x1 Soldiers

13
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: February 24, 2019, 07:40:21 am »
In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?

14
OpenXcom Extended / Re: [Suggestion] soldierType item restriction
« on: February 14, 2019, 08:34:10 am »
I support the idea in any form of implementation. And it is better to have both one and the other for flexibility.

15
OpenXcom Extended / Re: [DONE] Time to clean up user options
« on: February 11, 2019, 03:17:22 pm »
* Play Briefing music longer - default NO

Well, why did the music prevent you? Leave her alone please.

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