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Messages - Callahan

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1
Suggestions / Re: Statistical Bullet saving for...
« on: April 20, 2018, 10:17:34 am »
Agreed, that would work, but I still would have to move around large quantities of this ammo.
Takes a while to transfer 800 single bullets to each of my bases.
Ah, plus the transfer cost seems to be done on per item basis.
Same with production unless you produce "endlessly" with loss of control how much special material gets used up.
I'd consider it a bit more QoL to have this done while ammo is is convenient packs.

2
Suggestions / Statistical Bullet saving for...
« on: April 19, 2018, 01:44:50 pm »
... Craft cannons. It seems my craft are always throwing away any cannon ammo if only 1 of X shots has been spent. Or I have bad luck with my random numbers.

It would be nice to have the statistical ammo saving extend to craft cannons. Would be good for expensive special ammo, as well as not having to constantly build/buy new cannon ammo.

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 17, 2018, 07:27:52 pm »
Thanks for the file.
What editor did you use, or recommend to be used on an old 32bit system?
Smaller is better. I tried GIMP, but it failed to install.
I'd like to replace some things, like SMG with a P-90, make some dark guns brighter. I can barely see the shotgun in the slots.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 17, 2018, 04:06:42 pm »
On base defense, I had half my stuff scattered in my hangars. Is this intended?
I expected my stuff to be stored in my...stores. Cannot use explosives in my hangar this way.

Second, I noticed that "stun grenade" (the one made from stun bombs) hand item has a black background around it, instead of a transparent background.
Tried to fix it in my .GIF editor, but it messed up the colors on saving.
What editor is recommended for editing the games .GIF and .PNG files?

5
Help / Re: Questions on weapons
« on: April 16, 2018, 04:32:11 pm »
Talking about weapon modifications, I also have a question.
Is it possible to give certain stats boni for weapons/items hold in hand?
For example +20 reaction for a pistol, only if it is in hand?

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 16, 2018, 04:20:13 pm »
Regarding the sound index I completely agree. The code of my custom exe does not support my observation. Must have been wrong.
For the crash despite existing sounds I'm satisfied for the moment by bypassing the issue with shorter path/filenames.
I may investigate the matter in the future, since it is curious.

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 16, 2018, 11:04:00 am »
Understood.
But I am quite sure the TFTD mod sound 95 tried to use index 1195, so 1100 more. Maybe my windows too. After all, it is supposed to work once the sound is loaded sucessfully.

Then only 1 question remains. Why is the sound being found at game startup, but later missing when about to be used?

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 16, 2018, 10:43:07 am »
Even more weird is, there is no message on startup.
If the sound was missing, there should be a NULL pointer error and exit.
If windows pathing was the problem, it should persist through the entire program, not just the execution of the sounds and result in sound not being found.

Also, the missing sound was 58 or so, but the game told me "sound 3058" was missing.
In the TFTD mod, sound 95 was the problem, game told me "sound 1195" was missing.
I was using the supplied TFTD 2.07 exe for the latter mod.

It seems like the sounds to be used ingame, not on loading, receive an additional index in steps of x * 100 and then cannot be found of course.
Completely inexplicable to me, but so it is.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 15, 2018, 04:04:35 pm »
I had crashes due to missing sounds for LightMachinegun and Submachinegun.
Sounds were present, but the length of the foldernames was the problem.
Renamed resource folders to "SMG" and "LMG" and adjusted the paths in the rules and then it worked.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
« on: April 15, 2018, 04:02:08 pm »
Regarding the crash due to the missing sound, I detected that in another mod the length of file and foldernames was the problem.
Same may apply here.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
« on: April 14, 2018, 10:53:33 am »
Got another one

Crash after researching Jellyman squad leader.
Research STR_ABYSSIAN_CRUISE not found

Savegame with suspended research attached.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
« on: April 13, 2018, 07:45:39 pm »
I will attach the save tomorrow. I'm not at home right now.
If it is a known issue, it might be it was because I did not restart the game after upgrading to 2.09.
I discovered the colony by setting a waypoint for a craft. The colony might have been created while still on v 2.08

3 more things came across in v 2.09
Jellyman seems to lack 1 frame when walking on ground. That frame only shows the 2 arms, body is missing.
1 crash due to sound 1195 not found in battlesounds2.cat.
Combat was a Naga sub recovery at enemies turn.

2nd map of the alien bio reseach facility in surface mode with surface weapons.
From description, 1st mission part is surface, 2nd should be submerged.

2 old issues I remember from v 2.08. I'll just write them in case they have not been known yet.
Crash on Alien Barge mission start - map block TRITON could not be added. Seamaster worked.
On Alien barge mission, was able to fire downstairs through "seamaster" start tiles - and got fired upon in return.

Summarily this mod is great. A real good amount of unique ideas on how to use the plot as well as the items and aliens. Very creative.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
« on: April 13, 2018, 04:05:22 pm »
Found 2 possible bugs.
Calcinite dissection uses Gillmen for resource.
Alien Colony's do not show icon on map, when clicked displays STR_TERROR_SITE

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
« on: April 11, 2018, 04:21:48 pm »
Thanks for the info. Everyday I learn with this game. So much to discover. This OXC/OXCE+ is really an exciting project. The more I see, the more I am impressed by the scale of options and modability.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
« on: April 11, 2018, 10:41:58 am »
I have a question to the engine mechanics of this mod.
While it works great and is fun with the supplied exe, using my custom built OXCE+ 3.5 proto exe causes a crash when opening any ufopedia entry. Message is: articleTFTD not found.
What could cause this?

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