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Messages - myk002

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 05, 2021, 07:00:32 am »
I believe you have to disassemble sectopods to get them

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 13, 2021, 05:13:28 am »
Mykmod is just my personal customizations, unlikely to affect anything map-related, just a custom initial base layout and a few tweaks to soldier minimum stats.

I noticed that the floating boxes were only around the skymarshall. Could it be a conflict with that craft's extra length?

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 10, 2021, 07:08:05 pm »
Hi Solarius Scorch!

Thank you for continuing to update this version. I'm still loving it!

I found a map error on one of the newer map tiles. The texture for a box is floating high in the air. Screenshot and savegame attached.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 15, 2020, 05:17:28 am »
I think there might be a terrain issue in 2.6. No errors in openxcom.log, but there are obvious missing tiles in the ground. Attaching a screenshot. Which bits are relevant from the savegame to identify which file this is?

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 01:55:57 am »
Please help me!
I want the MIB to become stronger gradually during the game (I have a lot of problems in battles because of their tanks, the game because of this is not fun).

Instead of modding the tanks out, have you considered heavy explosives? A few of those always did the trick for me.

6
Watched a few minutes so far -- I can't help but notice that the Final Mod Pack does not seem to be installed : )

7
Open Feedback / Re: OLD MODS ON POST 7TH MAY SET UP
« on: July 08, 2015, 09:04:53 pm »
I see, so it copies mods into the data folder on demand for older openxcom builds, mimicking the new mods folder structure.  It will still suffer from the old problem of file overwrites (if two mods have the same filename or if a vanilla file is overwritten, removing that mod after installing it will break the game), but I can definitely see how the tool can be useful in this transition period.

8
Open Feedback / Re: OLD MODS ON POST 7TH MAY SET UP
« on: July 08, 2015, 12:00:03 am »
For myself and anyone else using older mods, I would recommend this tool.
what is it and what does it do?  if you post an opaque exe in a public forum without explanation, only really naive people will download and execute it : )

9
Programming / Re: Upgrading to the nightly
« on: July 07, 2015, 11:56:14 pm »
are there any chance to let the modders post own´s strings to be translated in transifex??
I don't believe there's any barrier - transifex is free for open source projects.  Just sign up and create an account, then post the strings for your mod.  they won't be included in the main openxcom translation files, but they shouldn't be included there anyway.  you can distribute the translations with your mod yourself just fine.

10
Open Feedback / Re: OLD MODS ON POST 7TH MAY SET UP
« on: July 07, 2015, 06:00:33 am »
Old mods don't need a metadata.yml to work.  Just decompress them into a subdir of mods/ and they'll work fine.

and yeah, a blank for master just uses the default: "xcom1"

see https://openxcom.org/forum/index.php/topic,3617.0.html for details, especially the "Additional info for mod authors" section.

11
Troubleshooting / Re: Graphics overlap
« on: July 07, 2015, 12:17:16 am »
I had trouble with graphics overlap on OSX.  I fixed it by converting the offending images to bmp with gimp and the auto-convert-and-resize plugin.

The same images had worked fine on Linux.

13
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 29, 2015, 06:43:43 pm »
It would be much more feasible to make the final mission a three-parter (for the reasons you described -- there is no current way to have a non-cydonia one-time mission.)

14
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 28, 2015, 03:14:26 am »
if someone wants to make the design a bit realistic is to remove those boxes, which will reduce cover but they make no sense either way.
ya know, those aren't boxes.  they're the tail end of the craft.  go up a level and you can see the roof connecting them.

Version 1.5.4 is online.
w00t  thx Solarius!

15
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: June 28, 2015, 03:08:16 am »
me dead : (  at least me no am zombie.  maybe me am brain feels not good.

PS: Btw. anyone knows what were the sounds at 58:40 and 01:01:00? It doesn't make any sense to me...
yeah, I was wondering the same.

on another note, though, that one guy could have missed the snakeman standing near him since sniper rifles have an accuracy penalty at close range.

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