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Messages - RareOne

Pages: [1] 2
1
XPiratez / Re: Couple of mods for X-PIRATEZ: OPENXCOM EXTENDED
« on: February 03, 2020, 02:19:00 pm »
As if it was just yesterday :)

2
OpenXcom Extended / Re: OXCE Future plans
« on: February 17, 2019, 06:01:16 pm »
This usually happens when you're using a language setting the mod doesn't support. 40k only uses en-US, check that you're set at that under Options > Video > Display Language
Thanks, that helped!

Please tell more.

Actually, I don't know waht to add more. I install the same way as other mods and they send me to choose the gamefiles each time. I have to switch them off in the options file. I don't know why that happens. Some version of Piratez works, some don't. Guess will just have to wait for a mod update that will work properly.

upd
X-Piratez J11 works fine :)

upd2
Hardmode works too! Yay!

Thanks everyone!

3
OpenXcom Extended / Re: OXCE Future plans
« on: January 26, 2019, 09:20:40 pm »
It's ready for testing: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-ef6401a-2019-01-23-android.apk

Amazing, thanks a lot! I tested it on PC, seems to work fine.
On Android will test also, and measure how rapidly the battery drains. But I forsee drastic changes!
Thanks again!

Addition. Goes fine. No more thousands sprites in my album app. Phone responds as normal. Gracias.
Yet Piratez and Hardmode fail to launch still. It starts the choice of paths to original gamefiles sequence.
And X-files agents movement is choppy, but afair thats just not enough juice in my phone for long distance fov.

And some texts and names of alien races are of the original instead of mod's ones. Encountered in WH40k. Is it mod problem or apk build? Or I just instlled it wrong?

4
Fan-Stuff / Re: XCOMDoom: XCOM: Enemy Unknown Total Conversion for zDoom
« on: December 19, 2018, 07:07:47 pm »
I know only of one that brings doom sprites into ufo xd. It was nice to shoot from doom shotgun instead of hc, yet the medkit was outlandish and bigger than the inventory cells.

5
OpenXcom Extended / Re: OXCE Future plans
« on: December 08, 2018, 12:05:56 pm »
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?

6
Fan-Stuff / Re: XCOMDoom: XCOM: Enemy Unknown Total Conversion for zDoom
« on: December 08, 2018, 11:59:51 am »
Amazing! I also had the same idea!
I began the project of reversing DOOM into XCOM shooter long ago.
The main line was transfering the original UFO UD (mb TFTD) art to doom with minimal changes.
Even if the project is frozen now, I still hope sometime to finish it!

And I would gladly appreciate help!

I had to use zdoom instead of gzdoom, because isometric corpses were cut by the floor in gzdoom.

7
OpenXcom Extended / Re: OXCE Future plans
« on: October 22, 2018, 09:58:01 pm »
Great! Thank you!

8
OpenXcom Extended / Re: OXCE Future plans
« on: October 17, 2018, 11:26:26 pm »
I understand that, I just hoped there could be some kind of script to automatize the changes. Woe silly me.
I guess it's true that programmer's dream is to programm the process of programming.  :)

But I've come up with a couple new requests.
Is it possible to force game cursor show upon/replace the system one. I plugged a mouse to the phone, see...
And is it possible to add a button in-game or to the system tray along back, menu and so on buttons that would call the keyboard any time, not only when you type smth? Like, to use quick save and alternate monement methods?

9
OpenXcom Extended / Re: OXCE Future plans
« on: October 17, 2018, 10:52:18 pm »
Wow, thanks for the reply.
I assumed it would take a large amount of time.
It's just that for some reason I had the impression from the first Stoddard's reply that it would take only a weekend to implement that change.
I hope it all works out for the best of everyone!

10
OpenXcom Extended / Re: OXCE Future plans
« on: October 17, 2018, 10:15:24 pm »
Soooo, sorry, don't want to sound rude.
But how's it going?

Too much work for small unnecessary result?

11
OpenXcom Extended / Re: OXCE Future plans
« on: October 12, 2018, 06:17:50 pm »
Yep, thanks, archives at least would let me play and still take photoes and manage them.

And yes, I am eager to try the 5.1, because it's predecessor ruined everything for me. I played X-Piratez, TWoTS, Area 51 and 40k on 3.10 and had fun, but then TWoTS broke, then I couldn't instal properly and when I finally managed to start game there appeared SYSTEM section in the Options, and game crashed when I pressed it, and game crashed when any mission was to begin. I suppose it had to do with wrong OXCE I used with android app, but I'm sure used the correct ones.
Sorry for this outburst, but it really stressed me out and I had to share.
So, I just hope I'll be able to play X-Piratez, XCOM files and TWOTS without trouble.

I use Sony Xperia XA1.

12
OpenXcom Extended / Re: OXCE Future plans
« on: October 12, 2018, 01:40:07 pm »
Quote
We'll have to leave the option to work without this - because of ease of modding and tons of old mods.

Since we have to do that, why bother with obscure file formats, when a good old .zip would work just fine.

Well, sure, I'm not strictly against .zip format.

Quote
I can see something like files in Resourses dir overriding files in the adjacent Resources.zip
Or files in mods/WhateverMod dir overriding files in mods/WhateverMod.zip

This can be done?

Quote
Surely you're not doing modding on a phone?

Well, yeah, busted. Spending most of free time in a subway, so yes, meddling with the rulesets on the phone.
And suffer because of 1.2 mb ruleset of X-Piratez.

13
OpenXcom Extended / Re: OXCE Future plans
« on: October 12, 2018, 09:28:45 am »
Hello, and excuse me if I overlooked the following somewhere on the forums.

So the idea appeared when I realised that my phone's speed of work, battery lasting and usefullnes of album app suffered greatly after intalling several TC mods on OXC android. Plus the unbearable time lengthes a person has to wait to download, maintain and move more than 30k tiny files.

Well, I wondered is it possible to implement a Game File Archive system, like Blizzard's MPQ or ID's WAD/PK4. Wouldn't that help to catagorise and mantain files better?
If we leave rulesets as they are, then sounds, music and gfx would be stored in a single or several files instead of thousands. As I read on the wiki about MPQ, it allows to store previous versions of the files, to work with different versions of master exe. But PK4, as I know, can overwrite files present in the main mod file with files from following patches and hotfixes on the go while the game is loading, without the need for redownloading the big file to fix or even add something.

So, is it possible? How hard can it be? How can a non-programmer help?

14
XPiratez / Re: Bugs & Crash Reports
« on: December 17, 2015, 08:24:45 pm »
Found it during the Star God Cruiser mission.
I think it was a  Guardian. Don't remember now...

I also got that Floater Corpse research bug.

15
XPiratez / Re: Bugs & Crash Reports
« on: December 06, 2015, 07:54:31 pm »
Yup, that helped. Thanks.

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