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Messages - JPlayer 101

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OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: March 14, 2021, 12:22:57 pm »
For those "nopes" my guess is you forgot to activate "Alternate Movement methods" under options (see attached image)
Yeah, the trouble was in this (absolutely useless before) setting that I completely forgot about.

Found out what caused the bug. At mission equip start if I click on the new hamburger menu it does this to the graphics (everything got smaller). Then start of mission the screen messes up and soft-locks.
The first time this happened I could swear it took place after the mission already started though.
Few days ago I've reported same bug on Discord server, but my trouble was caused by taking screenshot at inventory screen.

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OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: March 13, 2021, 05:56:30 pm »
It looked like noone was able to give feedback, so even I've decided to take matters into my own hands, launched OXCE first time after long pause and privided some testing.
- shift: ignore spotted enemies/mutual surprise — Works.
- ctrl: running — Looks like no (actually IDK how it supposed to).
- ctrl: strafing — Looks like nope.
- ctrl: force-fire — Yes.
- ctrl+shift: spray targeting — Looks like Nope.
- alt: cursor damage preview — Yes.
- alt: motion scanner arrows — Yes.
- alt: unit facing preview — Yes.
- alt: temporarily turn off camera following projectiles — Yes
- alt: minimap borders preview — Yes.
- RMB: unit turning — Yes
- RMB: door opening — Yes
- RMB: next unit icon click = select previous unit — Yes.
- RMB: weapon click = reaction fire preference (yellow dot) — Yes.
- ctrl+RMB: tank turret turning — No (tank itself turns).
- MMB: unit/alien inventory preview — Yes.
- MMB: weapon/special weapon click = Ufopedia — Yes.

3
Tools / Re: OpenXCom Modding Tools
« on: May 18, 2020, 03:58:24 pm »
I don't know is this topic still alive and author still active, but small suggestion. It will be nice if there shall be a feature to upload image to editor as an background (just like that WMS working), and that image will be resized to cover globe.

4
Suggestions / Spawn multiple objects/soldiers/craft after research.
« on: December 19, 2019, 09:35:07 pm »
There are way to spawn single object after research (spawnedItem), however is it possible to add an option, wich allows to spawn multiple items, soldiers or even crafts after research, like mentioned above spawnedItem, that will use not single object ID, but list of objects as arguments.
For example:
  - name: STR_RESEARCH_NAME
    spawnedItemList:
    - ItemName1
    - ItemName2: N
    - SoldierType: N
    - CraftName

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40k / Re: 40k Bug/crashes/problem´s report
« on: August 03, 2019, 07:50:46 pm »
On Android OXCE found issue that crashes game: Some of Codex (Ufopedia) topics that uses .gif background image format generates application error with text:
 "[FATAL]   A fatal error has occurred: Resources/ORK/UP120.GIF:Unsupported image format   [FATAL]   Unfortunately, no stack trace information is available   [FATAL]   OpenXcom has crashed: Resources/ORK/UP120.GIF:Unsupported image format More details here: /storage/emulated/0/openxcom/openxcom.log If this error was unexpected, please report it to the developers."
With topics that uses other background format, or that uses .gif for other purposes everything is going normally.

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 05, 2019, 08:24:48 pm »
What would you like to see differently for these craft for deployments?
Main trouble with Stormeagle. Lorely Stormeagle has 2 ramps (frontal and back) and 2 doors in the sides of craft. Doing 2 ramps can make ship some unconditional, but adding 2 side doors like the Thunderhawk has will make it much more usable. About starting soldier deployment: soldiers starts in one long row, which make deployment from ship hard, when packed with new recruits it takes 2 turns. That makes easy for enemies to throw single grenade, or launch a missile and make half of squad at better case out of work for a long time.

Thanks for explaining mod files, soon I will start some translating mod to Ukrainian and Russian languages.

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 05, 2019, 06:36:16 pm »
I've played this mod for a long time yet and I would leave some suggestions.
So first of all I have some question about translation of this mod. I would like to have some part in improving accessibility of it, so it will be nice to have some extra strings file with ID's of mod objects, ufopedia topics, subjects, etc.
Second question is about lore. I've wondered to see female Astartes and commissars. If about commissars it can heavily depend on character, about Astartes it is impossible by back(lore).
And all I've said before means I have suggestion: It will be good if there will be additional mod that "turns off" generation of female Astartes and commissars.
Also soldier deployment of Stormraven and Stormeagle is horrible and need fixing. This last means nothing, it is just note "to be fixed".

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Released Mods / Re: Arsenal Expanded
« on: July 30, 2018, 09:41:53 pm »
I do not know how to ask but I have some troubles with this mod on Android version, so I can't research new alien weapons, but i can max laser research, meybe it's some your's rebalanse, but I'd like to hear is it maded specially, or not? I have no installed same working mods, also it's OXCE+ app.

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