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Messages - yergnoor

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1
Released Mods / Re: Kronos 913 mod 2.0
« on: August 25, 2023, 07:00:10 am »
Checked the Russian-language text of the mod. The results are in the file.

2
Image Resources/Bayraktar? Are you sure that it is AwesomeGuns mod? never added something like `Bayraktar` :-)
I'm sorry, apparently the data from some other mod got into the log. Now I carefully double-checked everything again and the list of errors turned out to be much smaller. Most likely, I forgot to delete the log file last time, I thought that after turning on another mod and turning off the old log, it would clear itself, but apparently this does not work that way. In general, he got confused and misled you. I'm sorry.
Spoiler:
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 2
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 3
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 4
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 5
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 6
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 7
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 8
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 9
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 10
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 11
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 12
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 13
[20-08-2023_07-40-21]   [WARN]   Mixed area types (point vs non-point), region: STR_PACIFIC, zone: 3, area: 2
[20-08-2023_07-40-23]   [WARN]   Image Resources/AwesomeGuns/Weapons/LASER/Bigob4.gif (from SDL) has incorrect transparent color index 255 (instead of 0).

3
Released Mods / Re: Kronos 913 mod 2.0
« on: August 19, 2023, 06:08:57 pm »
Yes it is clear. Now everything works.

But I wonder if it is possible to make some other skills based on the power of psi, but different from those that were in the original game? For example, pyrokinesis. So that the target of the attack is engulfed in flames, causing damage depending on the psi-strength of the fighter and with a chance to set fire to the enemy. In addition, the attack is not blocked by armor, since it is psychic.

Just a little fantasy.

4
Released Mods / Re: Kronos 913 mod 2.0
« on: August 19, 2023, 06:18:07 am »
In the Android version of OXCE, the icons are displayed. Scanning works, but Super Skills apparently has not been activated yet.

5
Help / Re: any mod installation instructions?
« on: August 12, 2023, 03:42:47 pm »
You need to click on the big button located above the list of mods

6
Of everything proposed, I would only support the free choice of any of the world map territories. But not through showing the globe, but just choosing one of the territories listed in terrains.rul.
In normal mode everything would work the same way as now, but next to the selection of terrain would be added a button (I think there is a place there), which would switch to a free choice of terrains from terrains.rul.
Still, the main purpose of quick battle is to test missions in different conditions, but since there are missions in the mods in which the terrain for battle can not be selected, it is better to give this opportunity.

7
Released Mods / Re: Kronos 913 mod 2.0
« on: July 13, 2023, 02:41:00 pm »
I noticed that there are usually 10 downloads for each version of the mod
Are there any statistics on downloads on the mod portal?
I today gave a small review of this mod on the Russian site, where users download versions of OpenXcom on Android. But the link was given to the mod portal, so if anyone is interested, they will download it from there.

8
Released Mods / Re: Kronos 913 mod 2.0
« on: July 13, 2023, 12:08:58 pm »
Checked the Russian texts of the mod. Found a couple of typos and a couple of places where it would be better to change the text a bit.

9
Released Mods / Re: Kronos 913 mod 2.0
« on: June 25, 2023, 04:50:24 pm »
I checked his file and found four changes. Three of them are quite reasonable.

I did not check the text myself, but I noticed another typo.
All results are in the file.
P.S. I myself thought it was too early to check, I would wait for a few more updates.

10
Can you try this link:
https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/2.1
I confirm that this version of the mod runs fine on OXCE 7.9 at the standard mod error checking level (oxceModValidationLevel: 2), even without using Meridian's compatibility patch.
Although there are a number of warnings in the log, they are apparently not dangerous enough to prevent starting.
Spoiler:
[02-05-2023_07-02-11]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95

[02-05-2023_07-02-12]   [WARN]   Image Resources/Bayraktar/floorob_B_CORPSE.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/BIGOBS03.gif (from SDL) has incorrect transparent color index 4 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/SuperRifle.gif (from SDL) has incorrect transparent color index 255 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/Bayraktar/bigob_B_CORPSE.png (from lodepng) has incorrect transparent color index 13 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/AlienGrenadeRifle.gif (from SDL) has incorrect transparent color index 255 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/StunGrenade.gif (from SDL) has incorrect transparent color index 255 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/PlasmaGrenade.gif (from SDL) has incorrect transparent color index 255 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/RifleGrenade.gif (from SDL) has incorrect transparent color index 255 (instead of 0).
[02-05-2023_07-02-12]   [WARN]   Image Resources/AcidGrenade.gif (from SDL) has incorrect transparent color index 255 (instead of 0).


[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 2
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 3
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 4
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 5
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 6
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 7
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 8
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 9
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 10
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 11
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 12
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_ARCTIC, zone: 3, area: 13
[02-05-2023_07-02-50]   [WARN]   Mixed area types (point vs non-point), region: STR_PACIFIC, zone: 3, area: 2


[02-05-2023_07-02-52]   [WARN]   Image Resources/AwesomeGuns/Weapons/LASER/Bigob4.gif (from SDL) has incorrect transparent color index 255 (instead of 0).

11
It would be great if somebody can check the currently AwesomeGuns mod on latest OpenXcom: https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/2.0
I got the mod from this link, does it point to the alpha version?
If so, is there a correct link to the mod with the fixes?

12
Yes, with the compatibility patch the latest version of the mod on OXCE 7.9 runs fine. Although the log gives quite a lot of warnings [WARN].
That time I checked the work of the mod without the patch, because I understood what was written as a request to check whether the mod itself in the new version was adapted to work with OXCE.
If I had to check with the patch, I must have misunderstood because of the Google translation. In this case, I apologize.

13
The new version can be downloaded from the mod portal - https://mod.io/g/openxcom/m/reavers-harmony-megamod

Perhaps it would be worthwhile to add this link to the first post, I think it is not there. But apparently most people know about the place and find the necessary mods there is not a problem.

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
« on: March 14, 2023, 11:00:36 am »
Today I downloaded the latest version of this mod (0.22.2) and when trying to run it found that the Russian-language text in the game is not displayed, instead it shows the internal codes of strings.

When checking the file mod found the cause - the wrong name of the file with the Russian localization. When I changed the file name from "ru-RU.yml" to "ru.yml", then the text output in the game came back to normal.

Perhaps the reason is that I play on Android and the computer version of the game designation of the language "ru-RU" is acceptable.

15
What Meridian says is true mainly for base living quarters. Unwanted objects are not difficult to remove. Corrections to the text of the mod will be minimal.

But the Men in Black will be a bit tricky. They have a lot of missions, prescribed in different files mod. Need to find them all and remove.
But that's not all. The Men in Black must have some place in the exploration tree FMP. And it's quite possible that without encountering these enemies once, without researching them and their equipment, you may not be able to access any other meaningful research.

When creating a large mod, each part of the mod is assigned a role. And sometimes simply removing something will leave too big a hole in the gameplay.

But I can't say unequivocally. In the Final Mod Pack I played a long time ago and one of the very old versions. I don't remember the details of the research.

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