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Topics - alinare

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Troubleshooting / Strange effects
« on: June 12, 2019, 01:09:55 am »
I have been absent for several personal reasons, and I have used all this time, to improve and expand the mod. Now works without problems, with the latest version of Openxcom (19-5-2019), but some strange lines appear surrounding the texts, as can be seen in the images constituting an aesthetic nuisance. I have tried to deactivate the Amiga fonts, but the problem persists.
Is it possible to eliminate these lines ?
Greetings and thanks in advance.

Troubleshooting / New error and CTD in TEW
« on: February 06, 2019, 07:50:24 pm »
I need some help again. I wouldn't want to abuse anyone's patience or be tiresome, but I have tried to solve this error by every means at my disposal, and I no longer know where to continue.
I managed to update the mod thanks to the invaluable help of Meridian and those who responded kindly, but when I try to start a mission, either in the Geoescape or in the battle simulator, another error appears, std:: bad_alloc with the consequent CTD. I can't figure out what it could be, and it also happens when I initiate an interception in the Geoscape.  I still have to correct some more images with the right palette, after modifying or replacing others, but I don't think it's a matter of that, - although I could be wrong, of course - and the attached openlog does not indicate what kind of failure it is. It only qualifies it as an error.  The openlog alerts, for each wrong image, are different. I'm going to reorganize the structure of the mod so that it is not so chaotic, I learned the lesson, but first I would like to let it work because I have managed to update it, if possible. The mod worked normally until a November exe version last year.
Thank you very much in advance.

Troubleshooting / Problems updating my mod
« on: February 02, 2019, 08:14:01 pm »
I am the author of TEW, (The Endless War), and I have an important problem. I'm trying to update my mod, to the latest version of the exe, dated 23-1-2019, which includes random production, which I think I suggested at the time. The thing is, I get errors from the technology tree, the kind that doesn't recognize certain research, and I think I've found the key to the problem. I have all the research sections spread over hundreds of files, instead of just one, so I think the error comes from there. My question is, is there any simple way or program to copy sections of text from several rulesets, in this case, the mass research, and then paste it into a single txt, to create a single ruleset of research?
In the end I have been a victim of my own system, since doing what I propose manually, with more than four thousand folders, makes me very complicated and would take too long.
I'm sorry I haven't been more organized, the truth and the problems that this may have caused to other players, besides myself. Until now I had managed to solve the problems arising from each update, but this one surpasses me, since I can not continue to include the new modifications so incredible that come out periodically.
I hope to have explained myself, given that my English is not very good, which is another of the problems of the mod, although at the moment I would be interested in solving, if possible, this one. Very grateful for any help.

Help / Error running openxcom
« on: October 04, 2018, 12:28:47 am »
I am trying to execute my mod, with the last exe, 5.0 and it gives me this error:
The mod, in question is:
  - type: Air Purifier
    size: 1.2
    costSell: 30000 
  - name: Air Purifier
    cost: 5000
    points: 50
      - Ufo Power Distribution
  - name: Air Purifier
    category: STR_EQUIPMENT
      - Air Purifier
    space: 15
    time: 180
    cost: 25000
      Ferrite: 8
      Powerplant: 1
      Electronics Components: 5
  - id: Air Purifier
    type_id: 7
      - Air Purifier
    image_id: APF.SPK
    text: An air purifier is a system that, as its name suggests, recycles and cleans the air, allowing a better habitability of closed and narrow spaces. This system is very suitable for our bases, commander, due to the fact that its facilities are mostly underground. The air purifier extracts the stale air, recycles it, filters the polluting particles and adds the components that may be necessary to make this air, again breathable. Thus, in this way, in a continuous cycle, the same air reserve is maintained, without having to install additional systems, to produce it or to pump it in the room.
    text_width: 160
  - type: APF.SPK
    singleImage: true
    width: 320
    height: 200
      0: Resources/FinalModPack/UfopediaTechPics/APF.png

I think, that it may be related, with not having identified the object, in the strings. If someone can help me, I will be very grateful. Greetings.

Suggestions / Defective weapons
« on: April 05, 2018, 12:35:02 pm »
Is it possible to simulate, defective weapons, that are jammed, or even explode, randomly, or assigning a percentage, or something like that?

OpenXcom Extended / [Suggestion] Random Production
« on: February 13, 2018, 11:47:06 pm »
Hello everyone:
This has occurred to me, I do not know if it has been raised before. As a hypothetical example:

    category: STR_EXTRACTION
    space: 30
    time: 1000
    cost: 12000
    totalItemtoproduce: 1
      Electronic components: 2
      Plasma Accelerator: 4
      Focusing Crystals: 2

The idea would be, that when something is manufactured, produce an item, randomly, from the list of three objects, presumably random, in the amount specified in totalitetoproduce. The utility, which I see, is to give a little more variety to the collection of treasures, objects, booties, etc.

Work In Progress / I need to locate some texts.
« on: July 26, 2017, 08:31:14 pm »
I do not know if this query, can go in this section, but that some moderator moves it to its corresponding site.
A few months ago, someone posted here a compilation of forty very good texts, which could be freely used in different mods. They were investigations for Ufopedia. Among other topics, mentioned the Neutronium, a new material, or collaboration with an alien race, allied. If someone or the author was so kind to put a link or post it, because I have searched and I have not been able to find it.
Thank you.

Released Mods / The Endless war, A total conversion for Openxcom.
« on: April 05, 2017, 08:39:58 pm »
Hello everyone:
During these years, since 2015, to be exact, I have followed the projects and the wonders of this page. I remained and remained, literally fascinated, by the works of great geniuses, like Dioxine, Solarius Scorch, and some more. I have felt, I think, that he is envious of his creations, so, I, I proposed to do something, that was a tribute to his work, and one of the best strategy games, in my opinion, of all time, xcom Enemy unknown. The endless war, is a total conversion, of the game, or rather, I would say, a reimagination. The mod follows a similar line of argument, that of the original, although the war against the aliens has lengthened too much. Many innocent people are dead, and the war is going on too long. XCOM has had several commanders, who have not known, or have not been able to achieve a victory over the invader. The game starts with the arrival of a new commander, who must turn the tables. Otherwise, you will be forced to resign, losing the game. I'm not going to reveal much more, because I prefer the player to discover it for himself. First of all, point out some things:
- Aircraft, weapons, and aircraft statistics may not be correct or overdone. I am not an expert on these issues.
- I have taken sprites and materials from other mods, such as UFOs, maps or weapons, since I am not good at performing them. I tried to create maps, but I did not get any acceptable results. Anyone who has seen my mod, of the Mongorn race, will know what I am talking about. Opportunism? No, at least it was not my intention, but if someone feels offended, I will apologize, and I will withdraw the mod, if necessary. I do not think I would have been able to adequately reflect the complexity and magnificence of the great ships of the enemy.
- This mod, is influenced and inspired by Piratez of Dioxine. Since I played with this mod wonder, I told myself I had to create something, even if the result was mixed and uncertain.
- I started working on the Endless War, on September 15, 2015. Every day I add something new. For now, the mod is playable and should be able to reach the end. I say should, because I have not tried yet. Working on the mod is absorbent, so I am more time expanding it than trying it.
- All the unpublished material I have included, can be freely used in other mods, so for me, at least. The structure of the mod is in folders, because that way I work better, and it facilitates me a lot, the search for a certain material. There are so many because I have not stopped working on it ever since.
"There are references to Piratez, and to other myths of popular culture.
- Each mod has been individually tested and compatible with each other. Everything should work smoothly. As far as I've tested it, there are none.
- There is material belonging to Piratez, and other mods that have not had continuity, like Xeno Operations, The war of the shadows. I insist that if someone believes that I violate something, I will withdraw the mod, and I will apologize publicly. My intention was not to plagiarize or take advantage of the work of the authors. Only add elements, which I found remarkable and that my imperfection, I do not allow me to create them. There are references to other games in the xcom series.
My level of English is not very fluid, let's say. In fact, I am Spanish-speaking. Why in English, then? I believe that this way I can reach more people, said with all humility and modesty. I have taken care of the texts and the grammar, as far as my knowledge of this language has allowed me.
I plan, if The endless war is welcomed, make updates and continue to expand. I am open to suggestions.
If someone recognizes your work in my mod, I will quote you without problems, to recognize the authorship of your material.
This mod is created by pure hobby and fun pursuit. In fact, I spend it better, expanding and adding new things, than playing it.
I do not put photos. I prefer you to discover the ins and outs of The Endless War, on your own.
If it looks like a penny or too boring and complicated, tell me. I can fit the criticisms and accept them. Really.
Do not deactivate any mod, as this could create gaps in the game. Leave it by default, as it is. To a greater or lesser extent, all mods are related to each other. Logically, everyone, is free to do what he prefers.
Research and the technological tree are complicated and convoluted. I wanted from the first moment, that the Endless war was as complex and challenging as possible.
If someone analyzes the structure of the Endless War, you may find it chaotic. In fact, at first, I had a hard time understanding and deciphering the mechanics of creating mods. I give sincere thanks to Meridian for his infinite patience with me, by disturbing him with so many doubts. Also to Dioxine, to include the armored car, in its mod. And to Solarius, to use the Mongorn in the X-Files.
- Sometimes, when a soldier, or civilian, dies the sound of a saw. I still have not managed to solve it. I included an entry in the Ufopedia to hide it a little. The characters can get to shout, on some maps. It is not intentional.
I do not think he left me anything. The Endless War is dedicated to Dioxine, Meridian and all of you. Enjoy it.

Suggestions / All against all, or against one only.
« on: February 17, 2017, 11:30:38 am »
Now that it is possible to create missions with civilians or other armed characters, to fight at your side, would it be feasible to turn them into enemies or allies on the side controlled by the computer, and according to this premise, the two sides controlled by the computer attack To the soldiers of XCOM, or, that the mission, be a "all against all"?. And already imagine,  ;D considering the limitations of the game engine, that you have an ally in a mission, civilians or mutants for example, and if you attack them, defend yourself by attacking you in turn.


Let's see if someone can lend a hand and help me unravel this rigmarole, which I am. totally stuck.
I have a monumental mess with the whole section, missionscripts. I can not get a particular investigation, allow unlock a secret mission. I would also like to know, how to get a mission would precede background music, with its corresponding alert. I have tried to prove, with those in some mods, but no way. Moreover, when I try a mission that you have to rob a UFO, it is announced by an alert in the Geoscape, such as missions alien terror, does not work. If it is not too much to ask, not a lot of work, anyone could prepare a tutorial, or a kind of script, ready to run in openxcom?. I have also resorted to page, in the section referency ruleset, but still can not clarify. I have also tried to find inspiration in the latest version of mod Piratez, in which there is a secret mission, which is unlocked with research. I tried to decipher the code, but nothing. When I create a list, it gives me error or not working. I have not included a list because I do not know and as I write it. I have two days with this, at times, yes, and no way. The head check me smoke. ;D
Anyway, thanks in advance.

XPiratez / Ufopedia images, blurred and unsharp.
« on: April 04, 2016, 10:46:20 pm »
Hello Dioxine:

First of all, I apologize if this does not go here, but I want to consult something.
I want to ask, if you do not mind, as it gets to you, such as artistic displays, and colorful, for Bootipedia, because every time I try something similar for my conversion OpenXcom, I already have quite advanced, indeed , I still images with the texture of sandpaper, and I can not in any way soften or remaining images me sharper. I use Photoshop, and have tried smoothing filters, I copied the images as png, and even I have become the SPK format, and look, but distorted and unattractive, really. If you can enlighten me, in this regard, I will be very grateful.
By way of example, here are some screenshots:

Thank you very much for your time. :-*


I need to know, as the name UFO landing is modified to call it something else, but do not know, which is the original strings of the same.
Thank you.

Fan-Stuff / Mortadelo and Filemon battling aliens
« on: November 13, 2015, 01:19:57 am »
I show, as a curiosity, some images of this comic, I do not know if you know them. What I found in Spanish only, although it is clear, the "precarious" media with which they face the invaders. :)

Suggestions / Engineers strike
« on: October 18, 2015, 07:24:11 pm »
 I do not know if this is possible, but you could simulate random events, rather special, as a strike among engineers that produce the articles in the factories? Now, if I had labor vindications of better wages, it would be amazing. I think I read somewhere that there was a mod, to make engineers do not work during night hours.

Suggestions / Psi Amp that only affects a certain type of enemy.
« on: September 30, 2015, 01:52:44 pm »
Hello everyone
Would it be possible to get the Psi-Amp would affect a particular type of enemy, having no effect on the rest?. My intention would be to create a mod of a unit, like the Gremlin of XCOM 2 or the system that controls the enemy robots in UFO Enemy Within. Also I want to thank Dioxine, having resolved my doubts about the stress of combat, your mod.

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