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Messages - 75338

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1
Open Feedback / Streaming software issues?
« on: May 22, 2024, 10:20:04 pm »
Anyone here able to confirm or deny that it's possible to stream OpenXCom (or more spec. OXCE FMP) using Streamlabs or OBS?

I've successfully streamed with Twitch Studio but it's going away and thought I'd try the others. To no success today. Seems neither recognize it as a valid game.

EDIT: Just managed to fix it, courtesy R1d0 on Discord. Seems you have to go into Video Options and select any display filter that ends in an asterisk. No clue why. This makes OBS recognize OXCE as a valid window for capture.

2
OXCE Support / Healing Spray mechanics?
« on: May 04, 2024, 02:27:38 am »
Apologies if I'm missing someplace other than in-game where this is answered.

I was standing over an unconscious unit and tried to use Healing Spray but couldn't tell if it did anything. Is it supposed to work like a Med Kit on unconscious soldiers?

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 07:22:46 pm »
Umm, it says: "A companion submod to Final Mod Pack". I thought it would be clear enough? Is there a need to explain it further?

Not to mention the FMP is listed as a dependency...

In hindsight anyone reasonable knowledgeable about modding and files and computer programs will probably know what a "dependency" is.

I'm not at that level and can barely figure out how to follow the instructions to install OXCE and get it working. (The instructions at https://openxcom.org/downloads-milestones/ and https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom) did NOT help, and confused the heck out of me.) I just wanted to play the game with XCF or some cool terrain added.

Mad respect to you and the others who built these mods (yes, I contributed on your Patreon), but if you want less tech-savvy general audience people to more easily figure it out, then yep it needs to be spelled out along the lines of "YOU MUST ALSO INSTALL AND ENABLE FMP."

Or maybe I'm stupid.

5
Resources / Re: Community Map Pack
« on: April 23, 2024, 06:59:28 pm »
What is the situation with

https://mod.io/g/openxcom/m/community-map-pack
https://mod.io/g/openxcom/m/terrain-pack
https://mod.io/g/openxcom/m/final-mod-pack-extended-addon

Can I install all three, or just FMPE and one?

EDIT: As per https://openxcom.org/forum/index.php?topic=2027.msg163469#msg163469 FMPE includes some but not all of the terrain maps, and you should only install FMPE or things will break.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 06:02:13 am »
Son of a donkey...

Turns out you need to have both FMP and FMPE installed if FMPE is going to work.

Should probably include that in the FMPE description...

Only found out b/c of some helpful people on the OXC discord.

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 03:13:58 am »
As soon as I enable FMP extended in the mods window in-game, the game reloads, I get a bunch of errors and then the game refuses to start until I remove the FMP folder from the mods folder.

What am I doing wrong? I've uninstalled and reinstalled OXCE v. 7.12

I uninstalled OpenXCom as the OXCE post says it's not needed. Is it needed if I want to run FMP?

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 02:43:39 am »
Newbie here.

I've successfully gotten OXCE going but would like to try out the FMP Extended.

I go to https://openxcom.old.mod.io/final-mod-pack-extended-addon as the first post says and I don't see a download link. I've "subscribed" on the mod.io site but that doesn't automatically download anything (is that even possible?).

Do I need to go to the Github link  - and what folder does the mod go into?

EDIT: NEVERBLOODYMIND - turns out you have to mouse over the right side panel and scroll down. FML.

9
The X-Com Files / Re: Suggestions and requests
« on: April 23, 2024, 02:02:01 am »
Maybe put "Allowed on the following special mission types: Industrial Investigation/Beach" or similar on the Ufopedia screens for specific gear.

Would have avoided newbie me thinking "Concealable should work great for this mission, right?" I was wrong.

10
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 19, 2024, 08:17:36 pm »
Is there anything in the wiki (or elsewhere) that explains basic gameplay changes from the original game?

I found https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom) but not sure if OXCE is very different. There's also stuff like the red and yellow numbers on weapons when you equip them, the little dot that appears if you right-click a weapon, and the +/- signs when you click an injured agent in the Training screen, or how to construct additional lab space.

11
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 19, 2024, 06:46:13 pm »
Mad respect for the work done on this mod.

I'm guessing a bunch of people wanting to throw money or bid on development would get annoying, but I'd love to see a way to be able to pledge money for different stuff.

I'd chip in $10 for the alternate ending. I'd gladly pay $100 to graphically show agents using commercial planes from major city hub to major city hub in the early game.

12
The X-Com Files / Re: Is this a bug? Passenger cars riding on water
« on: March 27, 2024, 03:12:00 am »
Yeah, I just had my very first mission start in a car from the North Pole and the agents are in a "car" driving to Italy in a straight line.

Nothing but mad respect for the people who made this mod but I wish they'd called it a "flying car" or some such, or alt. had agents hop a flight to the nearest major airport then get in a car. But I guess that's too much to ask.

13
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: March 22, 2024, 04:55:37 am »


For installation: drop it into your 'Mods' directory, change the 'master' in the metadata to 'x-com-files'. Optionally make Starving Poet's randomisation changes, too.

Took me a while to figure out where the file was. For anyone else confused, it's the tiny-text zip file attached to the first post in this thread.

Thx for the installation procedure. FYI The 'master' he's taking about is the file called metadata.yml, it can be opened with a text editor like Notepad.

The mods folder was inside C:\Users\YOURNAMEHERE\Documents\OpenXcom\mods

14
The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 04:24:48 pm »
I'm familiar with simple editing of image resolutions using Irfanview (google for download, I can't post links), see attached for some 3:2 (my new Framework laptop) edits of the other stuff I found. Should work ok for 16:9 monitors also.

The workflow in Irfanview is simple: Open With > Irfanview, Alt+I for Image menu, Z for Canvas SiZe, Method 3 and select aspect ratio, Alt+A to apply and experiment.

15
The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 04:11:26 pm »
Thx @Juku !

I'm also trying to learn a bit more about AI while I'm at it.

I was pleasantly surprised at quickly being able to edit out the big #1 that was in the bottom left of this image (in MS Photos):

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