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Messages - Ethereal

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- Fixed "vapor", now works under water (Thanks Meridian).

Modification in the first post.

OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 07:28:43 pm »
You are missing PAL_BATTLESCAPE_3 (for sea depth = 3).

Just add this to your custom palettes and it will work.

And of course also this for STR_HWP_ROCKETS

Thank you very much. I would never have guessed. Everything works fine.

OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 05:20:38 pm »
Saves is not necessary. You can simply test it in "Battle" mode. In this mode, everything works the same as in a regular game. I checked. Very convenient, by the way.

Although, here's the save, if that's more convenient for you.

OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 03:26:58 pm »
Vapor works only underwater.
Fake underwater... as the name says... is not underwater.

For surface (including fake underwater) missions, you can use surface vapor.

Poporobuy. "Vapor...Surface" does not work with setting depth on the terrain. And without the set depth, "drawBubbles", underwater animation of explosions, missions and  race "_UNDERWATER" do not work.

In my modification, the rocket launchers have "vaporColorSurface:" and "vaporDensitySurface:", but this only works on land. And if we set the usual "vaporColor: vaporDensity:" we get -

Code: [Select]
[15-04-2021_15-25-20] [FATAL] A fatal error has occurred: Segmentation fault.
[15-04-2021_15-25-20] [FATAL] 0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[15-04-2021_15-25-20] [FATAL] 0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-04-2021_15-25-20] [FATAL] 0x41c7f0 signalLogger(int)
[15-04-2021_15-25-20] [FATAL] 0x9ba390 OpenXcom::UfopaediaStartState::think()
[15-04-2021_15-25-20] [FATAL] 0x774e72fc _C_specific_handler
[15-04-2021_15-25-20] [FATAL] 0x774fbee0 _chkstk
[15-04-2021_15-25-20] [FATAL] 0x774cff00 RtlInitializeResource
[15-04-2021_15-25-20] [FATAL] 0x774fb5f0 KiUserExceptionDispatcher
[15-04-2021_15-25-20] [FATAL] 0x55f0f0 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[15-04-2021_15-25-20] [FATAL] 0x68ed50 OpenXcom::Surface::blit(SDL_Surface*)
[15-04-2021_15-25-20] [FATAL] 0x68d290 OpenXcom::State::blit()
[15-04-2021_15-25-20] [FATAL] 0x5cef20 OpenXcom::Game::run()
[15-04-2021_15-25-20] [FATAL] 0x41c950 SDL_main
[15-04-2021_15-25-20] [FATAL] 0x9bbec0 console_main
[15-04-2021_15-25-20] [FATAL] 0x9bbfe0 WinMain
[15-04-2021_15-25-20] [FATAL] ??
[15-04-2021_15-25-20] [FATAL] ??
[15-04-2021_15-25-20] [FATAL] 0x77385550 BaseThreadInitThunk
[15-04-2021_15-25-20] [FATAL] 0x774e3840 RtlUserThreadStart
[15-04-2021_15-25-23] [FATAL] OpenXcom has crashed: Segmentation fault.

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: April 15, 2021, 02:07:08 pm »
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement. "Vapor" doesn't work under "fakeUnderwater", but that's not for me question.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
- 4 new terrorists of varying degrees of danger.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post.

Work In Progress / Re: [UFO] [INTERFACE] New interface.
« on: April 15, 2021, 02:00:09 pm »
Added the TFTD menu sound.

OpenXcom Extended / Re: [SUGGESTION] Base Func Affect buy and sell
« on: April 13, 2021, 01:57:14 am »
By the way, it would be nice to have buyAddCoefficient in addition to sellPriceCoefficient.
It would look really good.

Code: [Select]
sellPriceCoefficient: [100, 90, 80, 65, 50]
buyAddCoefficient: [100, 125, 150, 175, 200]

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2021, 06:37:28 pm »
In fact, it is possible to do this even in "Paint" (32). It's just that I have a hybrid modification and for me the TFTD format is also vanilla.   :D

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2021, 09:09:25 am »
I thought it might come in handy...

Work In Progress / [UFO] [INTERFACE] New interface.
« on: April 06, 2021, 01:32:18 pm »
Interface for the UFO, close to TFTD interface.

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 31, 2021, 11:14:35 am »
Corrected a little. Now at least the numbers are visible normally.

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 30, 2021, 09:26:03 pm »
I tried to experiment with the interface. It turned out terribly, but nothing else, in this regard, could not be found, so we will have to use what happened.

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 28, 2021, 02:38:31 pm »
A small addition - UFOs from TFTD land in the sea. Alien colonies are being built at sea. (I hope it works adequately)

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 27, 2021, 12:01:08 pm »
- Removed maps not related to the rendering of the original UFO and TFTD.
- Reduced weapon accuracy.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- rebalancing and bug fixes.

For fans of schizaphrenia with copyrights - no authorship is indicated in the modification. All content of the modification belongs to the OpenXcom community and can be used at its discretion.

Modification in the first post.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 26, 2021, 05:38:10 pm »
Understood thanks. Found a mistake in myself, there were maps with shading 16. I will fix it.

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