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Messages - SupSuper

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Troubleshooting / Re: Nightlies install problem
« on: July 19, 2019, 06:17:18 pm »

Suggestions / Re: New release is needed
« on: July 17, 2019, 03:00:23 am »
I guess that can be arranged now that we have a new mod portal.

Troubleshooting / Re: Nightlies install problem
« on: July 09, 2019, 10:26:18 pm »
It means the installer couldn't download the Data Patch. Either you were disconnected or it was a fluke and you can just try again later.

Post your openxcom.log. If OpenXcom can't change the display (this includes resolution and mode) it will fallback to a safe default, something like this:
[INFO]   Attempting to set display to 1728x1000x8...
[ERROR]   Failed to set video mode
[INFO]   Attempting to set display to 640x400x8...
[INFO]   Display set to 640x400x8.
If so, not much you can do, something in your system is going "I can't do that, Dave". :P
You can try enabling OpenGL (in Display Filters) or updating your drivers, sometimes it helps.

We currently don't have any RTL translations. I've disabled RTL support until this changes.

Open Feedback / Re: Command Line Parameters
« on: June 19, 2019, 07:19:32 pm »
Yeah it's easy to enable masters because "there can be only one". :P Resolving a whole mod dependency chain is much more complicated, and would easily block the game from starting if anything was missing.

Open Feedback / Re: Command Line Parameters
« on: June 17, 2019, 01:54:52 am »
You can now! Use "-master xcom1" or "-master xcom2".

Troubleshooting / Re: How do I use custom music?
« on: May 29, 2019, 07:10:41 am »
If it's not packaged up as a mod, you can just do it yourself by putting all the music files in a mod SOUND folder.
Eg. Documets\OpenXcom\mods\Sycraft_Music\SOUND
Then you can just enable it from the Mods menu.

Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: January 11, 2019, 11:26:31 am »
The holes are caused by some shore regions using color #5. If you remap the shore regions to use color #12 instead, you would solve the issue. If you map them to closest match, it shouldn't have any terrain scars in the water--I think.
It's a limitation of the globe shader. It doesn't actually check if it's shading a polygon, it just uses the color to decide if it's land (use 16-color shading) or ocean (use 32-color shading). So if polygons use ocean colors, bad stuff happens.
I tried moving the ocean color to an unused zone but that messed up the "flat" coloring. So I've just added an option to disable the 32-color shading via "oceanShading", will have to wait for OXCE to merge.

Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: January 10, 2019, 01:33:02 am »
You can fit TFTD textures into the UFO palette by reusing the (now useless) flat ocean with some TFTD blues and remapping the new textures accordingly:

Now you get day-night shading, just with an unfortunate side-effect of the "holes" looking even more obvious (since the old "flat shading" is leaking through):

Only feasible solution would be hiding all the holes or disabling "flat shading" entirely.

Tools / Re: Ruleset Validator for VSCode
« on: January 04, 2019, 12:25:03 am »
OpenXcom Extended support is here! It's a Christmas New Years miracle! After updating the extension (should happen automatically next time you run VSCode) just go into your Settings and pick your preferred version. If you run into any bugs let me know.

Help / Re: How to edit User Interfaces, and adjust their contents
« on: December 31, 2018, 08:04:38 am »
The UI isn't moddable, you'd have to rewrite the code to do so.

Tools / Re: Ruleset Validator for VSCode
« on: December 05, 2018, 08:51:07 pm »
Yes it should allow as SupSuper careate it anybody can alter it to fit it goals.

btw SupSuper maybe add this file to `docs` folder in oxc repo? This could be source of truth for ruleset available for users.
When someone add new ruleset he need update this file, some thing like this I did for oxce documentation.
Arguably you could count this as the "source of truth":
Though it's already out-of-date :( I'm trying to figure out a way of having versioning and OXC/OXCE without making a mess of things.

OpenXcom Extended / Re: Custom per soldier-type transfer/arrival times
« on: December 05, 2018, 08:48:49 pm »
Right now i'm trying to find a good way to implement Biggieboy's recruitment office into my game. Veteran soldiers would have better stats, but would be more expensive to hire, as well as taking longer to arrive (i.e. they have to go through an evaluation process first). Turns out openxcom doesn't allow per type transferTimes for soldiers - only for crafts and items.
Added to OXC.

Also, as far as i can tell there is no way to define separate "first arrival" (i.e. when bought) and transfer (i.e. transfer from base to base) times.
There's no relation between time for arrival and between bases. Time between bases is always based on distance, not contents.

Troubleshooting / Re: Game crashes at reaching June 1st 1999 (game time)
« on: November 30, 2018, 02:21:43 am »
Were you playing around with mods? Your save data is missing the Pacific region, thus the crash. I assume you only enabled the Terrain Pack later in the game.
I've tried to patch up the missing stuff, but no guarantees. In the future, don't change major mods in the middle of a game.

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