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Messages - nadir-1648

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: September 10, 2017, 12:17:09 pm »
Hullo,
Enjoying the mod thus far, have lost a few to cultists and... half-lizardmen? Glad to see the Lovecraft elements taken further!

 I have nothing useful to say beyond that, aside from a map error. I installed the data patch from openxcom.org, so I don't think it's an issue with the vanilla data, but who knows with TFTD.
Save and log attached. If this is indeed a bug with the mod, hope this helps nail it down.

2
Work In Progress / Re: Xeno Operations Mod - is it discontinued?..
« on: August 15, 2017, 03:51:05 pm »
It looks like this really good and promising mod are abandoned...


So, we need to find a not-so-busy and experienced modder,
who will be maintaining the XenoOps Mod:

> fixing future incompatibilities with newest OpenXcom nightlies
and
> probably fix the existing gameplay-related bugs.


(I cannot do this myself because I'm too busy with real life stuff
like cooking, housekeeping, photography tours and, of course, work).

Y'know... unless XOps stays gone for a much longer time without a word, or has given express permission for continuation by an external party, I feel like it's kind of a dick move to write him off as gone and declare that someone else should do his job for him.

Especially if you don't want to do it yourself. What are you, a mod coroner?

3
Released Mods / Re: [UFO] HWP AI Units
« on: August 15, 2017, 03:31:06 pm »
HWPs in UFO have had some issues with staying competitive with veterans, and are just outclassed against power suited veterans with plasma weapons.  Letting them improve should help them maintain relevance. And even if they're still easily obsoleted, I for one appreciate the effort to give some love to a piece of equipment that, in vanilla, at least, is a lot less of an equaliser than it ought to be.

Wait, what? Did you say napalm cannon?



... You've got yourself a download.

4
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.33
« on: March 09, 2017, 04:17:42 am »
Unfortunately, it seems that liberation's been on a hiatus of sorts for some time. I haven't heard from him here or on IRC since that update was posted.

5
Work In Progress / Re: Unused Sprites from XCOM
« on: October 20, 2016, 02:54:04 am »
On the subject of unused graphics, I pulled these from the demo, and there are some handobs still in vanilla that seem to match up with them, though I'm too lazy to go get those.


6
Playthroughs / Re: I'm starting a new LP
« on: September 09, 2016, 02:50:15 am »
If you need more grunts, I'm offering Erin Nowakowski. Preferably not as chaff (she'll die anyway, but chaff tends to get fewer kills than shooters :P ), but... y'know, for Helping.

7
Work In Progress / Re: Claymore and special mines
« on: August 07, 2016, 06:26:16 am »
Pretty much all you can do at this point is make it go boom. This may be different in Extended, but in the main OpenXcom branch, mines just asplode like any other grenade.

8
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 06, 2016, 04:49:55 am »
Is there a feature where you can kill live enemies in containment?

I have tons of live zombies from missions and I want their corpses.

HH
Right click the alien containment facility in the base screen to bring up the alien containment management dialogue. There you can execute prisoners remove specimens.

9
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 05, 2016, 03:40:07 am »
I know this probably isn't being updated any more, but when I install it (seemingly successfully), and try to run the game on my Verizon tablet, all I get is the Preloading screen then it nothing.
Last updated July 1, 2016. OXCA's still going strong.
So, troubleshooting. There are a lot of cases where someone can't get the game to work, and it turns out the issue is that they have the Windows version of UFO/TFTD, and OXC for Android doesn't recognise the MIDI soundtracks. So, to isolate the problem, please:
1.) Download an alternate soundtrack (such as the PSX soundtrack available on openxcom.com)
2.) Place the music files in the game data, in your sound folder
3.) Try to run the game.
Then report back, peas and tanks  :)

10
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.33
« on: August 03, 2016, 01:42:08 am »
Criminy, lib, you've made a lot of progress while I wasn't looking! I'll have to have a peek at the new stuff, see if it works on Android, that sorta thing. Good job  :D

11
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 03, 2016, 12:18:04 am »

I also have an issue with my music (i.e. there is none) but since there are some enemy death sounds missing as well I'm going to try re-transfering the sound files from my desktop installation, maybe things got messed up somehow along the way.


Unless there's been a major change that I haven't noticed (plausible, I haven't been keeping up with the Android version lately), if the music is in MIDI files, the app can fail to recognise them. That could be the issue.

12
Work In Progress / Re: Weapon Rework/Expansion - Version 1.1
« on: April 06, 2016, 07:03:22 pm »
I noticed several CRIPPLING bugs with the mod that made it impossible to get the alien weapons (how about that, playing X-Com without using alien weapons... sounds like a fun challenge!)  Anyway, that's totally fixed now so hopefully it won't happen to you guys.  Delete version 1.0 and use version 1.1!
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.

13
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 03, 2016, 07:08:37 am »
Could you tell me the exact versions of OXCA and FMP you're using? I can't try and reproduce it without those.

14
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 03, 2016, 03:33:13 am »
I'm willing to have a look if you want. Have you/can you test/ed it in Windows/Mac/Linux of whatever flavour to see if it crashes there?

15
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: February 25, 2016, 06:37:15 am »
If your device is rooted, there are several apps that can get it for you. F-droid is always a nice source for such things.

Check here:
https://forum.xda-developers.com/showthread.php?t=1726238

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