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Topics - BlackLibrary

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Suggestions / StatStrings
« on: December 19, 2014, 12:21:17 am »
StatStrings should just modify the name of a purchased soldier.  Thats it.  Should not superimpose over a name on just certain screens.  I use statstrings during recruiting, but after that...he's Jacob StrongArms, Jake Tesla, or Rookie.  His name is mine after that.


Troubleshooting / How to troubleshoot
« on: September 23, 2014, 12:08:46 pm »
Any recommends or best practices for troubleshooting issues?  Just post up what you've learned so far so that others can gleem from your elite skillz.

Open Feedback / Latest nightly build...when its the 4th one today???
« on: April 13, 2014, 03:07:26 am »
<vent>What the heck is going on?  You folks are going berserk on the builds and its scary.  I want to test, but its a waste to test midstream of 4+ builds done in one day.  Especially with the vague and or, dare I say it, painful, comments you leave for the rest of us to consume.  Do what you do, but you can at least put 10 cents worth of comments up for folks to know whats changed. 

Its not a latest nightly.  Its a bug fest.</vent> - built 2014-04-12 21:16

Warboy, Sat Apr 12 23:13:11 2014
hahahahahha enjoy the difference this makes. - built 2014-04-12 20:24

SupSuper, Sat Apr 12 22:21:07 2014
Please don't crash please don't crash please don't crash - built 2014-04-12 20:10

Warboy, Sat Apr 12 22:07:31 2014
fix kneel button. - built 2014-04-12 19:35

Warboy, Sat Apr 12 21:32:10 2014
hail C++ser - built 2014-04-12 19:09

SupSuper, Sat Apr 12 21:04:55 2014
Fixed serious textlist crash (thanks to LouisdeFuines for testing)

SupSuper, Sat Apr 12 20:26:24 2014
Linux users don't like spaces. :P - built 2014-04-12 17:59

Daniel, Sat Apr 12 19:56:37 2014
Merge pull request #810 from cfailde/undefined_reference

Fix compilation on linux
Carlos Failde, Sat Apr 12 19:41:29 2014
Fix compilation on linux - built 2014-04-12 16:17

Warboy, Sat Apr 12 18:13:59 2014
fix a few textlist issues - built 2014-04-12 14:17

Warboy, Sat Apr 12 16:14:57 2014
cap encumberance - built 2014-04-12 13:16

Warboy, Sat Apr 12 15:13:12 2014
fix English - built 2014-04-12 12:39

Warboy, Sat Apr 12 14:36:25 2014
add missing energy recovery values - built 2014-04-12 12:08

Warboy, Sat Apr 12 14:04:05 2014
may as well keep that consistent - built 2014-04-12 12:04

Warboy, Sat Apr 12 14:01:37 2014
further fix for base res

don't allow it to go below the minimum. - built 2014-04-12 11:50

Warboy, Sat Apr 12 13:46:58 2014
fix for screen res issue - built 2014-04-12 11:46

Warboy, Sat Apr 12 13:43:17 2014
get the AI to store a vector of reachable tiles

and use that to skip pathfinding where applicable:
decreases AI think time expontentially, also avoids the AI hang
when they run out of energy because now Dijkstra is aware of it

Warboy, Sat Apr 12 13:23:32 2014
make Dijkstra method account for energy - built 2014-04-12 09:14

Warboy, Sat Apr 12 11:12:23 2014
my bad, soldiers don't have unitRules - built 2014-04-12 08:50

Warboy, Sat Apr 12 10:47:18 2014
add energy recovery stat to units

Warboy, Sat Apr 12 10:46:35 2014
reorder some things in the ruleset - built 2014-04-12 06:32

SupSuper, Sat Apr 12 08:29:06 2014
Ported popular XcomUtil/Extender mods (thanks MKSheppard), can serve as examples for the community.

SupSuper, Sat Apr 12 08:22:55 2014
Fixed TextList and ruleset loading bugs. - built 2014-04-12 02:11

SupSuper, Sat Apr 12 04:06:21 2014
- Fixed edge scroll / drag scroll conflict.
- Organized Advanced Options screen.
- Code cleanup.

Offtopic / The true origin of XCOM
« on: March 15, 2014, 08:05:00 pm »
Just woke up from years of sleep on XCOM.  Checked out an interview with this Gollop fellow and BAM!  Steam had a great article on OpenXCom and tada!  Life has been grand.

While watching an interview with Gollop he gave some insight that i had never heard or seen.  The UFO tv series that was in the UK. 

Started watching them and so much of XCOM as we know it is in there.  (Of course its very dated...but hell...what can you expect).

Figure I'd share what I've seen on Youtube for those who (like myself) aren't familair with it.

Apparently this is the inspiration that turned laser squad to XCOM.

Open Feedback / Feedback: Camera Moves when firing weapon
« on: March 06, 2014, 11:03:01 pm »
There is a change in the latest exe where the camera moves while firing weapon.  I'm not liking it too much.  Especially when testing the HMG machine just doesn't look right.  Is there a reason this was changed?  Seemed like it was fine before when camera stayed on target, and not the messenger.

Hmm:  Is the camera moving due to reaction fire?

As my dad used to say...Don't fear the gun, fear the bullets!

Work In Progress / Waypoints: Boolean or Integer
« on: February 20, 2014, 07:42:29 am »
Noticed that the waypoint system is only a boolean flag.  I read in a long forgotten post that waypoint field was changed from boolean to integer.  However, I'm not finding it in the ruleset reference anywhere stating how one can set the number of way points. 

For reference:

Work In Progress / Overiding weapon fields with ammo fields: Firesound
« on: February 16, 2014, 12:29:03 pm »
When I attempted to override a weapons fire sound with an ammos fire sound, it did not seem to work.  It stayed with the fire sound for the weapon.  This is different than the hit sound field.  That does get replaced by the ammo's hit sound. 

Am I missing something? 

I tried emptying the value of the fire sound in the weapon item itself with no success, either.

Work In Progress / Dawn City terrain Beta release
« on: February 14, 2014, 04:17:51 am »
I've been checking out old mods from way back and came across this one for Dawn City.

I think I've read others using Dawn City.  Not sure...

1.  Curious to know if its safe to drop this wholesale in OpenXcom...or does it require some nuancing to be able to add in?  It appears safe from what i can see, and I plan on testing it out...but since others may have experienced it for far longer in the new enviro, I'm curious.

2.  The post I found is a beta version, 5.1.  Is there a later version that any one is aware of? If so, can someone post a link to it or attach it?

Work In Progress / Help correct my aim: Creating a Research Tree Mod
« on: February 12, 2014, 01:36:42 am »
See code below.  Just playing around after creating some weapon mods, and wondered is it possible to create a pure non-item associated research mod.  Well clearly, after testing, I'm missing something.  Looked through others, and no luck.  So posting to John Q (that means you!).
Whats wrong with the below.  Looking to create a mod for a new research topic.  Completing it should open a reference in the ufopaedia for reading.  I'll experiment from there.  Please correct my aim!  is the issue because I must have an actual item with and ID for STR_SOLYENT_GREEN?

If you know, please correct my text so I can see a working example.  Thanks!

Code: [Select]
    cost: 5
    points: 10
    type_id: 4
  - type: en-GB
      STR_SOLYENT_GREEN: "Solyent Green found in laboratory"
      STR_SOLYENT_GREEN_UFOPEDIA: " found out what it is.  It also tastes GREAT!!!"
  - type: en-US
      STR_SOLYENT_GREEN: "Solyent Green"
      STR_SOLYENT_GREEN_UFOPEDIA: " found out what it is.  It also tastes GREAT!!!"

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