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Messages - DSeyka

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 11, 2024, 09:11:46 am »
Indeed, lxnt.wtf has been down for at least several days as of right now.

2
OXCE Support / Re: [Suggestion] Hotkeys to browse Ufopedia
« on: December 24, 2023, 11:38:11 am »
Oh wow, I never actually checked scrolling keys (I have those set to WASD), thanks! Disregard my stupidity please. :)

3
OXCE Support / [Solved] Hotkeys to browse Ufopedia
« on: December 24, 2023, 02:02:06 am »
Currently there's no way (best I can tell) to switch between Ufopedia articles using keyboard.
It'd be nice if we could use previous/next soldier keys to do so. Thank you.

4
OXCE Suggestions OK / [Suggestion] Show allowed craft in mission details
« on: November 06, 2023, 11:03:34 am »
Currently there is no way for user to know what type of craft is allowed to go on a mission aside from trying to send an invalid one (as seen in screen002.jpg).
Proposition is to show allowed craft in this window (screen003.png), e.g. by pressing "Allowed outfits" twice it would change to "Allowed craft" and then go back to mission description. Alternatively, the button could be renamed to "Limitations", "Constraints" or something similar and list them all (specific gear warning, allowed outfits and allowed craft) in one text window.

5
OXCE Bugs FIXED / Re: Unit visibility issues since version 7.9.17
« on: November 05, 2023, 03:05:42 pm »
Well, that's better than not being able to see them at all. :P Thanks for resolving this.

6
OXCE Bugs FIXED / Re: Unit visibility issues since version 7.9.17
« on: November 05, 2023, 02:24:28 pm »
I've already posted the savefile, it's in the attachment in the first post.
The X-Com Files version I use is from github (https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip), other mods should be irrelevant; just checked if the savegame loads fine without any of them and it does.

7
OXCE Bugs FIXED / Re: Unit visibility issues since version 7.9.17
« on: November 05, 2023, 01:32:27 pm »
So should I be pestering mod author to fix this or..?

8
OXCE Bugs FIXED / [FIXED] Unit visibility issues since version 7.9.17
« on: November 05, 2023, 04:14:59 am »
When using OpenXcom 7.9.17 w/ X-Com Files (latest github version), Black Lotus Warriors cease to be seen in smoke even if you're standing adjacent to them (and looking at them).
Might be caused by this commit: https://github.com/MeridianOXC/OpenXcom/commit/e35c669db14f170adc5b37e609861fb923574b19
Savefile attached, but here's a couple of screenshots for good measure:
screen000.png - Extended-7.9.16-40a3d1239, sneaky ninja visible
screen001.png - Extended-7.9.17-bfa873c55, standing adjacent to sneaky ninja and staring at it, still not visible

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: March 22, 2023, 12:20:13 am »
Just FYI, mod doesn't seem to be working with latest OXCE nightly (7.8.12)
Code: [Select]
[ERROR] Error for 'mod': Both 'STR_DOWN_TO_ABYSS' and 'STR_TLETH_ALIEN_CITY' research are marked as 'unlockFinalMission: true'

10
Which craft? You cannot put a drone on the initial craft Seamaster (SWS Capacity 0), but on regular more advanced crafts this works fine for me.
Ah, gotcha. Thanks for pointing this out!
An error message or something would be nice tho.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: February 24, 2023, 11:07:25 am »
Are you supposed to have Hydro-Jet Cannons available to buy right from the start? Tech tree seems to suggests otherwise.
Also, the game doesn't allow me to put Scout Drone on a craft for some reason (I have the crew space available).

12
Right now I have to note down which soldiers (do not) resist PSI nonsense and rename them later accordingly. It would be more convenient to be able to do so right away.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2021, 03:00:52 am »
PKM (as in the weapon) doesn't seem to have a UFOPedia entry, nor I can middle-click on it in the inventory to see its stats.
Apparently, it does (found it in the files), but it still doesn't show up in my game. I think I know why -- it seems that I've somehow got the right to buy it prematurely, since I don't have Machine Guns License, only Contact: Cult Arms Dealers and Red Dawn Operations.

14
Gotcha, thanks! I've got it working for now by adding loftempsSet: [ 3 ] to armor types which were missing it, hopefully that won't break everything horribly. ;D

15
Code: [Select]
[07-10-2021_18-26-50] [ERROR] During linking rulesets of armors:
Error for 'STR_BREACHER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_ELITE_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_HEAVY_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_LIGHT_ARMOR_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_PSI_ADEPT_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_RANGER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SNIPER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SOLDIER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_STEALTH_GEAR_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SUPER_PSIBORG_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SUPER_SOLDIER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.

I'm getting this with RHM 1.0.0 and OXCE 7.1, did I do something wrong?

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