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Messages - wsmithjr

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61
Suggestions / Re: [SUGGESTION-UNCUT][#051] Alien spotted in the dark
« on: July 04, 2014, 03:23:03 am »
One of your soldier has spotted an alien.
There is a red square to the right of the screen when the soldier is selected, and he can see the alien.

So, your soldier can see the alien, but you can't see the alien on the screen.
This happens when the alien is located in a dark part of the screen.
You know, when you move the mouse cursor all over the screen to try to determine where is located the alien.

I could never figure out why this happens like this.  I mean, can your soldier see the alien or not?  If it can, then why can't you actually see the alien?  Or, if the alien is still in the dark, maybe you shouldn't be able to spot it in that case?  Couldn't, and still can't, figure out if this is some kind of play balance thing or just a weird graphic anomaly that needs to be fixed.

62
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 04, 2014, 03:04:25 am »
Yup, was using the new DLLs.

I don't mean any offense by this, but did you overwrite the DLLs in the main OXC folder with the DLLs from the DLL sub-folder in the mod pack?  If you ask me, the install instructions are a little unclear and I had similar problems to you until I figured out that the DLLs don't go in a DLL subfolder, but need to overwrite the original DLLs in the same folder as the .exe.

FWIW

63
Work In Progress / Re: OXCOM + Mod Pack
« on: July 04, 2014, 02:57:02 am »
I assume you are talking about the "Final Mod Pack".  If not, then the following does not apply.

To help trouble-shoot for you, I just did a clean install of 1.0 Milestone and the .5 version of the Final Mod Pack.  Everything worked fine.  Then I upgraded to the .5.3 version of the mod pack and everything still ran fine.  So, it seems like you have something else going on, perhaps with the install.

Can you get OXC 1.0 to run on your computer *before* you install any mods?

As far as I can tell (and others would surely know better), OXC does not use the Windows registry except to put its location so that it can be uninstalled.

64
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 03, 2014, 02:26:01 am »
I really wanted to use this mod pack, but when i installed it every time i went to run openxcom it would say "openxcom has stopped working". this makes me sad.

Bummer.  I did install the nightly 07_01_0845 and am not having any problems like you describe.  Don't know if that has anything to do with it; I didn't try it with 1.0.  I also added the Commendations mod 0621 without any problems (thus far).

65
Work In Progress / Re: [The Final Mod Pack] HWP part
« on: July 03, 2014, 02:19:10 am »
Cool.  Could have made that change myself, and probably would have but then it would be a bit of a pain when updating to new versions, so I figured if anybody else likes the idea, then it saves me some trouble.  I don't doubt there will be some things that I want to change. :)  Still, it's an impressive effort putting all that together into a cohesive whole.

66
Work In Progress / Re: [The Final Mod Pack] HWP part
« on: July 02, 2014, 06:36:15 am »
Am trying the .5 release of the mod.  Haven't gotten very far yet but will be interested to see how it plays out.

I have tried out the Scout HWP which is an interesting idea.  One thing, though.  Is it possible to make the Scout "throw" the grenades instead of "fire" them?  Kind of annoying to try and put smoke cover on an open space and have the grenade fly off the map because it didn't have an arc to its trajectory.  'Course, maybe that's what thrown smoke grenades are for but it seems to make sense to me that most of the time you'd want to target areas, and not specific targets with the grenades.

Just a thought.  Thanks for the work on the mod.

67
Offtopic / Re: Sounds
« on: June 29, 2014, 06:34:50 am »
The UFO 1.2 sound files won't download for me.

68
Released Mods / Re: Mod Compatability
« on: June 29, 2014, 03:14:47 am »
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
Will the two laser mods conflict. I would have thought so. I'll check on the threads.

Yes, they will.  It won't cause any problems, but they modify the same things, so one will overwrite (partially) the other.  Enable them one at a time and decide which you like best and just go with that one.

69
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 24, 2014, 05:47:10 am »
Took a look at the weapon specs and looks interesting.  Some things at first glance I was like "really?" but of course it's completely unfair to make comments like that before trying it.  I'll look forward to trying it out in the game.

Just wondering about the choice to add the HE/I rounds to the SAW, though that is a nifty and interesting option.  If you add a the grenade launcher into it, then that would give you those options while letting the machine gun it's role.  Something to think about.  It'd also be really cool to supply new graphics for the "new" weapons. 

I guess I'm in the minority but I really like the heavy and auto canon of the original (though not the graphics so much) and will miss them, particularly the auto canon loaded with HE for rookies who can't hit the broad side of a barn.  'Course, you also need to stand back when they let loose.  Don't know how "realistic" that is, but I like it.  :)

Thanks for sharing.

70
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 22, 2014, 08:06:20 pm »
Are you all playing the nightly, or the milestone build? It might be because I keep updating with the nightly... I will see if I can release a nightly updated mod and a milestone mod.

I think that's it.  Went  and installed the nightly and then reinstalled 6/21 and the problem went away.

Individual battle mode problem is solved as well.

71
Troubleshooting / Re: Game crashes when I hit the Inventory button
« on: June 22, 2014, 07:58:44 pm »
I uninstalled it and did it all over again. It would crash when I tried to launch openXcom now so I had to re-download the installer and now it works, something corrupted in the installer maybe? Weird. But I am abandoning the commendations mod. Too many issues right now. Everything else seems to be fine.

I'm using the 6/15 version of the Commendations mod with no problems except the problem of the game crashing when exiting the individual battle mode (not as part of the campaign).  The 6/21 version attempted to fix that problem but introduced the new problem you described.  It's a great mod and I haven't had any problems with the 6/15 version other than indicated previously.  Even used all kinds of other mods adding new aliens, ships, etc. with no problems (as long as you avoid the individual battle mode).

72
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 22, 2014, 07:25:06 pm »
If it still doesn't work after that I will be most confused. Either that or I'm worse at instructions that I thought :)

It's not you, it's the install.  I had a working install with the 6/15 download, but the 6/21 download breaks it.  Didn't test extensively, but it does crash when you attempt to enter the inventory screen when equipping the Skyranger.  6/15 version worked perfectly and reinstalling that gets everything working again.

[Clarification: when I say "working perfectly" I mean in the regular campaign itself.  The 6/15 version still has the bug where it crashes upon exiting the single battle mode, which is a separate issue from this latest problem.]

73
Work In Progress / Re: Experimenting with firing mechanics
« on: June 20, 2014, 02:17:33 pm »
Sounds interesting, though to be honest I haven't fully understood the principle behind it yet.  I'm just posting because I'm annoyed by how cover seems to be completely useless for my troops.  I hide behind trees or airplane struts or whatever else I can find and it seems as helpful as standing in the open.  So, a system which takes this into account and makes cover more useful sounds good to me.

74
I never got the diaries mod to work at all.

Really.  Works flawlessly and is great.  Did you get the DLLs in the correct place?  I had that problem.  The instructions are slightly confusing and the files inside the DLL folder get put into the main OXC folder along with the EXE, not in their own subfolder.

Great mod.

75
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: June 19, 2014, 04:28:11 am »
This mod is really great!

In your ruleset you copied many unecessary lines from the main set, for example
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125

These lines may interfere with other mods, which modify these values (like in my personal mod  ;)). So it might be better to remove them.

I attached I ruleset, in which all unecessary lines are removed, but keeps your mod fully functional.

Here's the same thing done for the Dark version of the mod.

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