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Messages - Ascadix

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 02, 2022, 01:54:48 am »
Good afternoon. tell me where to get Alien Electronics?

Try to kill a cyberdisk / sectopode / obliterator / MIB StormTrooper, withtout fully destroying it, so you recover the corpse at the end of mission, then dismantle it at your base (it's in "manufacture" items)

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 11:15:55 pm »
I've just give a try to OCXE, using folder junction points instead of copy to put in XCE some mods i use in OXC. And ... it works  :D

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 08:23:43 pm »
Oups ...  ::)
... seems i use a "portable" installation:
- nothing in "My Documents"'
- all in subfolders of OpenXCOM folder

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 08:11:39 pm »

Having two copies of the mod in two different locations is so much hassle... Copying it takes forever. I used to have it installed on OXC, but since FMP-E is now a thing, I moved to OXCE...

But looks like I need to find a solution. Or just bear it and play file shuffling.

Maybe with a hardlink (Linux) or hardlink/junction (Windows) of the "Final Mod Pack" folder between your two installations of OXC and OXCE ?

only 1 "real" copy of all your mod subtree ... but available to both OXC and OXCE when launching them.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 05:31:35 pm »
Many thanks Meridian,

I had looked at this, and tried to modify sprite definition in extraSprites_FMP.rul ...but forgoted that OXC is case sensitive  :o

... then changing :

Code: [Select]
  - type: inventory_HOLODRONE
Code: [Select]
  - type: inventory_HOLODRONE.spk

does nothing ...

Code: [Select]
  - type: inventory_HOLODRONE.SPK
:) no more crash on this ufopedia entry

... Does FMP v3.2.2 will include fix for those "ufopedia alien armor entry" with a .SPK at end of each sprite definition ? 
Thank you Solarius  ;D

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 03:25:54 pm »

Here is the last log, attached.

This time, crash while going to : ufopedia / alien forms / holodrone combat analysis

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 12:19:47 am »

I got a crash when going to "ufopedia/Alien Life Form / *ANY* Combat Analysis"

Log like this:

[FATAL]   A fatal error has occurred: Sprite etherealInventoryImage.SPK not found
[FATAL]   OpenXcom has crashed: Sprite etherealInventoryImage.SPK not found

FMP 3.2.1

checked extrasprite.rul and resource folders, i don't see where is ze bug .

anyone an idea ?


Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 08, 2018, 12:10:40 am »
v2.1 -> sprite pb


It seems that sprites for "Gauss weapons" and "Railgun" are inverted in v2.1

For the OpenXCom engine.

To me it make some sens that when you "kill" an alien to make some space in the containment, you got a corps, the alien does not simply vanish.

Ok, thank you.

Do you think it could be a good candidate for a new entry in the wishlist ?

In vanilia, not such use, but with some mod like FMP where corps are of certain value for extraction/manufacturing ?


Currently playing nightly OpenXCom + FinalModPack

When "researching" an alien, at the end the alien is turned into 1 corps in storage.

But ... when i "remove" an alien from alien containment" it simply disapear, without giving me 1 corps in storage.

Is there any global option or mod parameter to control this ?

I would like to been able to "kill" alien in containment and get 1 corps for each.

Thanks for ideas and informations.

Open Feedback / "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:54:59 pm »

Is it possible to get corps from alien in containment by "killing" them instead of "removing" ?


Troubleshooting / No corps from alien "removed" from containment
« on: October 28, 2016, 11:47:12 pm »

When i "remove" an alien from the containment, i got no corps in stock inventory.

Too bad with mod like FMP where some corps (liek floaters, sectopods, cyberdisk) are of great value to be disasembled.

Is it a mod optiojn (currently playing FMP) or a global option (XCom, n ightly build) or not possible ?


XPiratez / Re: Modular HWP suggestion
« on: October 19, 2016, 11:41:35 pm »
For example, Tank/Autocannon could be assembled from tank/track chassis and tank AC turret for 5 WH. Same for disassembling.
This will give more tactical and economical flexibility and also looks realistic.

There is already this assembling/deassembling in some mod.
Seems to me that one of the first was this:

" XCom Armory Expanded"

See description of options and look for "changeValueByMouseWheel" in the table.

Yesss  :D

Thank you.

I don't remember having changed this value a long time ago, but since it is "0" by default and i have re-installed  OpenXcom in new folder to support new mod folder tree, i've probably lost mouse wheel at that time.

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