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Messages - robin

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1
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
« on: July 26, 2020, 09:11:36 pm »
Awesome! :D
Thank you, will use it.

2
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
« on: June 12, 2020, 09:50:48 pm »
Awesome mod! Gave it a test run and enjoyed a whole lot! I can not wait when it would finished! SOOOOOO GOOOOOOOOOD!

Also some troubs with it:
Alien battleship can not be stormed as the OXCE crash and mention something about to big thing unable to load. It occured me 6\6 times so literally always (not sure if only landed battleship creates this crash or the crashed to as I could not shot a single one down so far).
Alien dissemination appear as string (STR_BLABLA_DISSEMINATION) not as a title like "Dimension gate" or "Crash site X".
Some pedia entries also obsolate (Alien origins, 50 person living quarters). Not a big deal apart from the wasted time of research.
I also not have a report entry for Skeletoid autopsy. With debug mode it shows up but without it not no matter how many times I researched it.
Skeletoid leaders also prone to panic themselves if use their psionics. Once I had a Skelly leader (the last living on the map as I checked with debug mode) used psi in every turn to panic or berserk my soldiers then always panicked (as the fancy pop-up window stated).
And I am not sure if it's the mod's fault or the OXCE's but sometimes the game freeze for 10-15 seconds. I doubt it hardware stuff as I suffered a lot to slow the game as a whole down.

That is all for now. Hope soon it would released as a finished mod with ending or with a final goal!
Thanks for the valuable feedback.
I encountered the battleship bug too in the past but I thought I fixed it; I guess I didn't.
Will check skelly alien, the self-panic thing sounds really strange.
Alien origins is placeholder; research tree is not finished.
I doubt the game freezing is caused by my mod, which AFAIK is quite smaller (thus lighter) than other big mods (I.E. X-Piratez, Xcom Files).



3
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
« on: May 30, 2020, 12:46:39 pm »
new version up, 0.12.0.
added wasteland terrain;
one terrain (slums) left to go.

4
Tools / Re: HandOb maker
« on: May 04, 2020, 09:15:03 pm »
Really great tool!

5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
« on: April 12, 2020, 02:29:24 pm »
No problem. The important thing is that the issue is fixed.

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
« on: April 11, 2020, 11:59:17 pm »
new version up, 0.11.1
I *think* it *might* be fixed.
I played a Warehouse assault mission both in quick battle and campaign against NEUTEK_NONHOSTILE and it didn't crash at the end. But yeah can't be sure...

@BlackStaff
Updating the mod will likely not salvage your save, because there are units (corpses) in it that don't exist anymore. Perhaps one way to proceed is exiting the mission using Abort (bringing your people in the exit zones first of course), maybe that way the bad items are not processed and the crash won't happen. I don't really know though.

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
« on: April 11, 2020, 02:44:07 pm »
I think the bug was caused by units that didn't have the correct corresponding item.

units are named using the following scheme:
STR_[RACE]_NONHOSTILE_[UNIT_NAME]
but the related items were named like this:
STR_[RACE]_[UNIT_NAME]_NONHOSTILE
So I proceeded to rename the items to match the units.

I also added the items for the following units, because they were missing:
STR_CORP_PSI
STR_CORP_PSI_NONHOSTILE
STR_NEUTEK/OMNISYNTH_SQUAD_LEADER
STR_NEUTEK/OMNISYNTH_SQUAD_LEADER_NONHOSTILE
(while MEDIC, ENGINEER, PSI and NAVIGATOR for both NEUTEK/OMNISYNTH don't exist anymore and were removed).

I want to test that kind of mission in the campaign before releasing an update.

8
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
« on: April 09, 2020, 08:50:31 pm »
v0.11.0 (OXCE 6.4.2)
[...]
Thanks for the vital feedback. Will look into it in the weekend.

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
« on: April 08, 2020, 10:01:39 pm »
OXCE is slowly adding more such checks to prevent inconsistencies and (unexpected) crashes...
I see now. Since I don't need vanilla zombie, I'll delete it as you suggest.

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
« on: April 07, 2020, 02:49:51 pm »
new version up, 0.11.0
mmmh, i need to fix the spawn nodes in the new FARMN / FARMU terrains, and fix the amount of enemies in the new mission (they're too clumped together currently). DONE
also i want to add a bunch more MCDs to the FARMU_BITS library, it's a little minimal right now.
this post will serve as a memo.
i'm SURE there is something missing somewhere, like some language entry and the like.

11
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 06, 2020, 11:53:12 pm »
I suspected something similar. No issues on 6.4.2 too *breathes a sigh of relief*. Thanks.

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
« on: April 06, 2020, 11:51:59 pm »
I have just tested with oxce 6.42 of 29/03/20 and v 0.10.4 works ok so it does seem to be the 6.43 versions of oxce.
yeah the problem seems to be related to 6.4.3.

13
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 06, 2020, 10:46:36 pm »
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?
Code: [Select]
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)log attached.

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
« on: April 06, 2020, 09:51:40 pm »
No other mods activated including the preset ones.
still haven't tested myself but, maybe: did you have an old version of my mod already and you unzipped the new package over it (without deleting the old content first)?
if so, I suggest to delete the whole mod folder and unzip it anew.

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
« on: April 05, 2020, 11:41:13 pm »
I don't get that error. Could be related to the newer OXCE, I'm still on 6.2, I'll have to check.
It's strange, I don't use STR_ZOMBIE nor STR_CHRYSSALID_TERRORIST in the mod.

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