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Topics - mercy

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1
Released Mods / Super Mega Music Pack for OpenXcom
« on: September 18, 2021, 06:26:27 pm »


Super Mega Music Pack
Thanks to Dioxine and Meridian I made this into a proper mod.

Fully compatible with:
- VDBomber's Music Pack for XPiratez

Description:
Quote
170 new named music tracks for X-Piratez, The X-Com Files and similar mods. Hand picked epic score from the best composers. Jukebox shows unique names for all Battlescape and Geoscape soundtracks.

Download links:

1. https://www.moddb.com/mods/x-piratez/downloads/super-mega-music-pack1

2. https://openxcom.mod.io/super-mega-music-pack

2
FanFiction:

You had an absolutely fantastic, fabulous mission! So you decide to tell your Pirate-Tale, converted into something that will surely be  celebrated like a blockbuster novel!  :D


---==··  ··==---  ---==··  ··==---
....................  OR    ..................
---==··  ··==---  ---==··  ··==---


High Adventures in Alternate Timelines:

You changed a couple things in XPiratez?

- Oh, just this and this, here & there!™©℗® 

.. and it resulted in bombastic experiences!
So because You Are a Natural: you decide to share it with us Highly Esteemed Community here .. in a mixed 'Fashion & Form', which is a Captains Log and Short Story!   ;)

3
Requesting  the PanicMessageDisplayTime  variable to be kindly put into options.cfg, so we can do this:

PanicMessageDisplayTime: 2            (this is the default)

or

PanicMessageDisplayTime: 1

or

PanicMessageDisplayTime: 1.5        (one and a half seconds)

or

PanicMessageDisplayTime: 0             (prevents displaying any panic messages, the function exits immediately without invoking the window drawing routine)

4
Open Feedback / Searching long lists with HotKey Q
« on: July 02, 2019, 11:47:19 am »
Fantastic Feature!!!!!!! Thank You, OpenXcom Team!!!
Thank You for coding in the "Q" hotkey. This way, when I need to purchase or manufacture or sell or research something and those item lists got reeeally long, I can press "Q" and type in a couple characters like "gren"

And I get the grenades.

THANK YOU!!!!!!     THANK YOU!!!!!!     THANK YOU!!!!!!     THANK YOU!!!!!!     THANK YOU!!!!!!     THANK YOU!!!!!!     THANK YOU!!!!!!     

5
Work In Progress / Cross-MOD: Is Listorder needed?
« on: October 30, 2013, 11:20:58 am »
I want to add Alloy Ammo clips to the SniperRifle (added to the game as a MOD weapon). 

SniperRifle_custom.rul is defined first in options.cfg and last is defined the Moriarty's Alloy_Ammo MOD. I need to add a Sniper-rifle-alloy clip section to the latter.

I insert the section
- type: STR_SNIPER_RIFLE   
into the alloy_ammo.rul with the whole weapon description. Then enter only the AA clips info, since the sniper rifle's normal clip is already defined in its original MOD.

But STR_SNIPER_RIFLE  is a modded weapon and in its original RUL it has a
   listOrder: 2202  for the item   - type: STR_SNIPER_RIFLE_CLIP
Do I need to insert a "listOrder: 2202" value into the alloy_ammo.rul as well, which MOD is defined after the  SniperRifle MOD in options.cfg?

BUT I noticed the main weapon having listOrder: 2201  the clip has   listOrder: 2202 so maybe for the whole game this listOrder: 2201 & listOrder: 2202 are "global variables" so if I define a new item for the sniper rifle in another MOD, I need to define a new variable AFTER the original ones and that would be listOrder: 2203 

How are these    listOrder: 2202 numbers are created anyway? Made up?

6
Open Feedback / Music track question: How many does play?
« on: October 30, 2013, 10:01:12 am »
I have collected a big soundtrack. There are GMGEO1 .. 14.   Will the code play all 14 musics by selecting one at random?   Or only GMGEO1 GMGEO2 GMGEO3 GMGEO4 will play?

7
Troubleshooting / FLAC Support
« on: October 27, 2013, 08:40:09 pm »
What's up with the FLAC playing libraries? This type of music sounds awesome and the wiki says FLAC is supported.

Game now says "Unsupported music format. Make sure you installed OpenXCOM correctly."  First tried the ADLIB Flac music, then mine.

My lossless FLAC file is:   libFLAC 1.2.1

File name    GMGEO1.flac
File size    23.60 MB (24,157,536 bytes)
File attributes    - --a- ----
Audio format    FLAC
Audio sample rate    44,100
Audio bit rate    1411200 Kbps nominal VBR
Audio bit depth    16 bit
Audio channels    2  (Stereo)
Audio length    00:04:47.742 (12,689,408 samples)

When I compress it to OGG it becomes an ugly 5MB file, which is somewhat like having a REALLY SMALL GARAGE and a recently bought large BMW.
- How to fit the shiny new BMW into the small garage?
- Umm.. compress it with a metal crusher to OGG and Voila' you will see it fits!

Okay. Screaming metallic sounds of the car and the power crusher machinery can be heard, then:

- Okay did that. Now the BMW is in the garage. But, it looks a lot different!

8
Troubleshooting / save issue
« on: October 24, 2013, 11:19:37 pm »
depends on how old the previous build is.
you might have to un-prime your grenades see here
and you'll definitely want to re-set your fire speed setting

Current build creates 0 bytes savegames on Geoscape:  loading "autosave" letting those two floaters shoot themselves and us with stun bombs, coming to Geoscape, letting Skyranger arrive to base, then try to save: CTD.

openxcom_git_master_2013_10_24_1752
Beginning from the last 2 or 3 builds. Game "saves" then CTD.

Beginning New Game and saving after base creation, causes no CTD.

I changed nothing since last bug report. Only came out of this mission: see attached file "autosave.sav".

Before this mission begins, loading this saved game "29.sav" , which is on Geoscape and saving again, the game saves correctly.  Something must have happened during that mission.. :(

9
Suggestions / EXTERMINATORS
« on: October 23, 2013, 10:35:30 am »
EXTERMINATORS:

..These beings, these masters, they're colonists.

They overtake worlds. They just consume them..

.. and then they move on to the next. And they have been there before in sort of a trial run. It was the dinosaurs. But the atmosphere wasn't conducive, right? So they waited it out. .. And they waited it out. And now with ozone depletion and carbon monoxide, polluted waters.. well, we've practically terraformed it for them.  Because now they are coming back and it's perfect.

See, the first wave - UFO DEFENSE -, that was just the hounds. Categories 1 through 4, it was nothing. Their sole purpose was to aim for the populated areas...  and to take out the vermin: Us!

The second wave, that is the EXTERMINATORS.

And they will finish the job. And then...  then the new tenants.. will take possession.

Pacific Rim - 2013

There were giant aliens on Julian Gollop's sprite sheet. Those BIG ones? The large pink, white and orange aliens!

10
Released Mods / [SOUND] New Sound Effects
« on: October 21, 2013, 01:14:19 pm »
Requirement:

To have as much fun as possible, install the awesome
XCOM:EU Sound mod for Original XCOM by xover88

Then if you want your original, high-pitched Sectoid scream back from UFO DEFENSE, use my AlteredSounds MOD.

INSTALLATION:
1. If you have all the new weapon MODs installed - listed below -, it is easy just copy the data folder into your OpenXCOM data folder.
2. If you don't have all the new weapon MODs installed, extract this archive to your hard drive and selectively copy only those weapon's resources and rul files to their MOD directories that you have installed.
3. I have changed some rul files to add weapon hit sounds.

Due Credits:
All effects and sound sources were created either by professional audio engineers and used in popular videogames and movies or I have recorded them from youtube and totally altered/remixed/remastered them, if so, pointing out "my own creation" below.

What's new:

- Version 1.1: Put back xover88's "ammo hit w/metal thunk", because it blends better into the soundscape.
- Sounds for the new weapons.
- Battlescape sound effects hand picked and resampled to be used in OpenXCOM. These effects serve best the purpose and drama of fighting off an alien invasion in my view. Some XCOM:EU effects are crisp & new & clean, but suck so some were replaced by the still awesome, old, better fitting and more dramatic screams and effects from 20 years ago.
- New sounds were modified and carefully timed for the length of OpenXCOM Battlescape events.

Daichi Blade  aka. Combat Knife: more gore, more fun.
\data\Resources\CombatKnife\Sounds\knifehit.wav

Elerium Mace: my own creation with alternatives, rename the one you like to hit.wav
\data\Resources\EMace\Sounds\hit.wav
\data\Resources\EMace\Sounds\EleriumMace3.wav
\data\Resources\EMace\Sounds\EleriumMace8.wav

LMG: Tried to find the best sound that reflects a belt-fed weapon and enhanced it.
\data\Resources\LightMachinegun\Sounds\fire.wav

Magnum: modified to add that OOMPH. I will try to get the famous Fallout 1's "small black gun"-effect, because that one sounds like an ultimate "Magnum of Doom".
\data\Resources\Magnum\Sounds\Magnumfire.wav
\data\Resources\Magnum\Sounds\Magnumhit.wav

Sniper Rifle: Should be powerful, penetrating everything. Reload effect is a must!
\data\Resources\SniperRifle\Sounds\Sniperfire.wav
\data\Resources\SniperRifle\Sounds\Sniperhit.wav

SMG: "Fallout 1 from memory" , but more tasty, rich, rapid death-dealing sound.
\data\Resources\Submachinegun\Sounds\Fire.wav

Taser: My own creation with a "heavy hit feel" for emphasis. Added a clean alternative for purists (if you like that better, rename it to Shoot.wav). Unfortunately current game code doesn't allow a rich HIT effect, all taser hits end with an explosion.
\data\Resources\Taser\Sounds\Shoot.wav
\data\Resources\Taser\Sounds\Taser_simple.wav

AlteredSounds:
I extracted the SAMPLE2.CAT from XCOM:EU Sound mod for Original XCOM by xover88. Then hand picked the original Sectoid-scream from 1.0 UFO DEFENSE. Replaced  human screams, some mechanical effects and monsters, the original silacoids are back, as is the snakeman death sound and some sounds that were better in the original. All old sounds were resampled where needed, so the OpenXCOM engine can play them flawlessly.

In my view this effects pack represents best the purpose and drama of fighting off an alien invasion on Earth.

Some XCOM:EU effects might be new, crisp & clean (human screams mostly), but they suck, I think they don't really fit here so some were replaced by the still awesome, old, better fitting and more dramatic screams and effects from 20 years ago.
\data\Resources\AlteredSounds\

More sound effects are coming probably as I play through the game.

11
Troubleshooting / Repeated Sectoid screams from one kill
« on: October 20, 2013, 10:36:59 am »
Load this savegame. Look at north, a sectoid is standing at the edge of the darkness. Shoot the sectoid with the grenade launcher.

Pass a couple of turns and hear too many death screams. Any idea why is this happening?

MODS used:

  - MindMissile
  - Thunder
  - Armor
  - MoriartyArmor
  - CustomGrenades
  - Sentinel
  - SniperRifle_custom
  - CombatKnife
  - GrenadeLauncher
  - AlienInventory
  - Magnum
  - SMG
  - SSRL
  - Taser
  - LMG
  - RailGun
  - FireStormGfx
  - LukesextraUFOs
  - HWP
  - EMace

12
Open Feedback / "Not Enough Time Units" delay
« on: October 15, 2013, 09:21:24 pm »
"Not Enough Time Units"
"Time Units are preserved for snapshot"

Is there a parameter for the fadeout delay for these red message windows?

I would like to set it to 0 or 1 to go away fast and enable a much faster gameplay.

13
Open Feedback / New AI feedback
« on: October 05, 2013, 02:50:56 pm »
After cleaning up one tiny and two small saucers so far the New AI performs exceptionally! Aliens are vicious, hungry for blood, show no mercy and absolutely deadly. Even the scout in the tiny saucer started shooting like crazy and not hunkered down inside its tiny saucer like in the previous AI.

Very nice work! Will try to test more with more units just somehow have to create free time, since I accepted a large amount of contract work. :-/

14
Suggestions / Geoscape Fog of War
« on: September 06, 2013, 10:18:48 pm »
At creation of beginning base the radar range clears fog of war around the area. All other areas of Earth are covered with thick clouds + semi-transparent darkness indicating XCOM knows NOTHING what transpires there.

Patrolling craft clears fog of war temporarily as long as lingering in remote areas.

15
Open Feedback / New Git Features!
« on: August 25, 2013, 10:26:07 am »
Quote
SupSuper, Sun Aug 25 07:07:10 2013
Added soldier inventory screen to Geoscape (it's in Equip Craft > Equipment > Inventory). Enjoy.

WoooOOooHooOOO!!! Thank YOU!

So many features, OpenXCOM is the Best Featured XCOM game ever! Thanks to all programmers and MODders on the project.

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