Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ascadix

Pages: [1] 2 3 ... 6
1
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)

2
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

3
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


4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 08:11:39 pm »
Quote

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.

5
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
to
Code: [Select]
  - type: inventory_HOLODRONE.spk

does nothing ...
but

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

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 03:25:54 pm »
Hi,

Here is the last log, attached.

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

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2022, 12:19:47 am »
Hi,

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 ?

Thanks

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 08, 2018, 12:10:40 am »
v2.1 -> sprite pb

Hi,

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


9
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.

10
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 ?

11
Hello,

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.

12
Open Feedback / "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:54:59 pm »
Hello,

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

Thanks

13
Troubleshooting / No corps from alien "removed" from containment
« on: October 28, 2016, 11:47:12 pm »
 Hi,

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 ?

Thanks

14
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"
https://openxcom.org/forum/index.php?topic=2675.0


15
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.

Pages: [1] 2 3 ... 6