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Messages - SupSuper

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1
Open Feedback / Re: Forum is Under Attack by Russian Dating Scam Bots
« on: November 13, 2019, 07:06:49 am »
Thanks for letting us know. In the future, report spam directly to an admin or moderator so we can deal with it faster.

3
Yes:

Quote from: Take-Two, Nov 12 2015
We appreciate your excitement to expand Open X-COM, but at this time we cannot provide any documentation or files associated with the original games.

4
Help / Re: Tile Explosion/in correct explosion animation.
« on: October 20, 2019, 06:07:07 am »
Quote from: Forum Rules
Don't be a jerk
I am sick of getting reports for you two. You keep derailing threads with your passive-aggressive bickering.
Either hash it out in private or learn to use the ignore list. Next offense I'm banning you both.

5
Troubleshooting / Re: Installing the games before open xcom
« on: October 07, 2019, 04:59:33 am »
You need to copy the game data folders (GEODATA, GEOGRAPH, TERRAIN, UNITS, etc): https://www.ufopaedia.org/index.php/Installation_FAQ_(OpenXcom)#Nightlies_.28eventually_to_be_used_for_v2.0.29
If they're not available on the discs without installation, you'll just have to use something like DOSBox to install the games before you can copy them to OpenXcom.

6
Open Feedback / Re: Help with TFTD
« on: October 04, 2019, 10:29:29 pm »
Sadly, TFTD research hinges on you capturing a live Deep One, and they only show up in the early game, in Gillmen terror missions. If you don't have those anymore, you'll have to cheat/restart.
Xarquids and Triscene are also uncommon terror units, mostly only showing up in mixed missions, but they're not important for research.

7
Troubleshooting / Re: Go to predicted UFO location
« on: October 04, 2019, 10:22:42 pm »
The vanilla behavior goes to where the UFO is, the predicted behavior goes to where the UFO will be. The latter is more effective if the UFO keeps flying in a straight line.
But UFOs randomly change direction, which neither behavior can guess (that would be cheating), so you're always at the mercy of the RNG.

8
Troubleshooting / Re: Trying to install OXCE V5.6.2 on Linux Mint?
« on: September 01, 2019, 03:02:45 pm »
The Linux versions are compiled for Ubuntu, so there might be issues in other distros.
- Try to run the executable from the terminal, so you can see any errors that may show up.
- Make sure you have the libraries installed: libsdl1.2, libsdl-mixer1.2, libsdl-gfx1.2, libsdl-image1.2, libyaml-cpp
- If all else fails, you can try compiling it yourself, it's pretty straightforward: https://openxcom.org/forum/index.php/topic,7048.0.html

9
Troubleshooting / Re: What happened to XcomUtil?
« on: August 30, 2019, 09:24:22 am »
Ufopaedia should cover how to install and configure it: https://www.ufopaedia.org/index.php/XcomUtil

10
Released Mods / Re: New Mod Portal!
« on: August 23, 2019, 09:15:34 am »
Hi, SupSuper
The Mods link on the openxcom.org leads to this forum(https://openxcom.org/forum/index.php/board,16.0.html), not on the (new) mod portal. Is it on  purpose?
Each place has different mods so I'm not sure where to direct people. But it's been nearly a year without the site exploding so... maybe? Maybe this will sweeten the deal.

mod.io integration is coming to OpenXcom!

You ever used Steam Workshop? It's exactly like that.
You haven't? Well you subscribe to mods (that red button on the site that doesn't do anything yet) and they are beamed directly into your OpenXcom. Automatically installed and updated for your convenience.

To mod creators:
  • Downloads should follow the same rules as the OXCE ziploader, i.e. a ZIP file (no RAR, 7z or ARJ) which contains a single mod or several mod folders, no extra layers or OXC installs.
  • Multiple editions of a mod should have separate mod entries (eg. OGG vs FLAC), as the primary file is always the one that's downloaded.

To mod users:
  • Updates are ready to install? No!
  • A mod.io account is required to play OpenXcom? No!
  • Can I still manually install mods? Yes!
  • Can I ignore this altogether? Yes!

It'll be a while until this rolls out so you have time to prepare and discuss. Do you want more mod.io features ingame? Less? Discuss!

11
Troubleshooting / Re: Go to predicted UFO location
« on: August 14, 2019, 03:08:40 am »
New fix is up, let me know if it's more consistent between both modes. Mainly if there's still any cases where a craft gets "stuck" and stops chasing the UFO.

12
Troubleshooting / Re: Game failed after only 3 months?
« on: August 13, 2019, 05:53:12 am »

13
Troubleshooting / Re: Go to predicted UFO location
« on: August 12, 2019, 11:44:48 pm »
Sup,

i'm not sure but ...

might be worth a shot,
Nice catch. I'm pretty sure we always use reachDestination first but can't hurt to add an extra check. I don't wanna add too much though because this is code that has to run repeatedly each tick.

In most cases a NaN will just return false anyways so it's mostly harmless.

14
Troubleshooting / Re: Go to predicted UFO location
« on: August 12, 2019, 10:06:44 pm »
It's hard to reproduce and fix because the behavior changes very subtly between platforms, and even if we can reproduce it we can't exactly determine why it happens, nobody knows how to implement the feature 100% effectively. Perhaps I should add an (experimental) to the description.

Anyways let me know if the latest round of "fixes" helps. If not post your 100% reproducible save.

15
Open Feedback / Re: Subforum settings
« on: July 31, 2019, 02:06:55 am »
It's a global setting to control spam. Every user's first post has to be approved by a mod, afterwards they are free to wreck havoc.

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