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Messages - myk002

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16
Troubleshooting / Re: Installing older mods on the new nightlies?
« on: June 28, 2015, 03:06:06 am »
you just extract them to a subdirectory under mods instead of into the old data directory.  they should need no internal reorganization.  did you move the folders inside the mod around? the file it's looking for is Resources/Magnum/Magnum.gif, but in your screenshot I see Resources/Magnum.gif and no Magnum subdirectory.

17
Programming / Re: Upgrading to the nightly
« on: June 23, 2015, 08:27:56 pm »
Would scenarios also work for different TERRAIN or MAP files or other files or Ressources?
Mods can refer to one another's *files* without any problems.  For example, if some enabled mod (yours or anyone else's) has a file named MAPS/URBAN18.MAP, you can refer to that file in your mod as MAPS/URBAN18.MAP.  This is just as it was before when everything was in the same directory.  The only problem is with referring to another mod's sprite indices.  If you declare the extraSprites in your own mod, even if the images themselves are coming from another mod's files, that will work just fine too, though.

18
Translations / Re: Terror From The Deep added to Transifex
« on: June 22, 2015, 06:59:12 pm »
Is there a private build where we can test the translations?
you mean the nightly?

19
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 22, 2015, 06:57:51 pm »
Maybe so. I just didn't want to change things unless absolutely sure it's necessary. I'd like to hear more opinions first.
After seeing how effective flamethrowers are on sectopods, I sold all my lasers and just took a few flamethrowers on all my crafts.  As they currently stand, I consider the entire laser lineup to be fairly useless.  I'm just glad when the aliens are wielding them because it means they'll miss : )

20
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 18, 2015, 07:46:05 pm »
On a completely different note, I thought I'd post a list of my favorite weapons so far.  I'm in the late middle game right now, so this might change by the endgame, but so far I like:
  • flamethrowers.  this is the ultimate terror unit destroyer.  I dismissed this weapon as useless at first, but after seeing it tear apart reapers, cyberdiscs, and even sectopods in one autoshot, I always bring a few along with me now
  • assault rifles.  the low tu requirements, cheap ammo, and 4-shot burst make this weapon useful even in the late game.  I bring them along for anything squishy - sectoids, snakemen, anthropods, hybrids, etc. and give them to whoever needs firing accuracy experience.
  • AP Sniper rifles.  that is, gauss sniper rifles and then later railgun sniper rifles.  excellent accuracy and damage means the back line hits harder and more often, resulting in fewer deaths for the front line.
I use many other weapons as well, of course, but these tend to be my top three.

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 18, 2015, 06:04:25 pm »
Please run it through your beastie.
sure thing.  attached.

22
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 17, 2015, 06:45:44 pm »
[sarcasm]Thanks, why haven't I thought of that. :P [/sarcasm]
Hrm, perhaps it would have been more useful of me to just attach the fixed version..
If you have a work in progress version you'd like me to update instead, I'd be happy to.

I updated the script a bit to handle the DOS line endings a bit more gracefully:
Code: (quotify.awk) [Select]
BEGIN { inExtraStrings=0 }
/^extraStrings/ { inExtraStrings=1 }
/^ +STR_/ { if ( 1 == inExtraStrings ) { $0 = gensub(/^([^:]+: *)([^\"]*)$/, "\\1\"\\2\"", -1) } }
{ print $0 }

Code: (commandline) [Select]
tr -d '\r' <FinalModPack.rul | awk -f quotify.awk | sed 's/$/\r/g' >FinalModPack.corrected.rul

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 15, 2015, 10:28:50 pm »
Yeah, I'm gradually adding them too, but it's too massive a job to do it straight away. :P
it's actually not that hard with the right tools.  here's a GNU awk script that can do it for you in one go:
Code: [Select]
BEGIN { inExtraStrings=0 }
/^extraStrings/ { inExtraStrings=1 }
/^ +STR_/ { if ( 1 == inExtraStrings ) { $0 = gensub(/^([^:]+: *)([^\"\r]*)\r?$/, "\\1\"\\2\"", -1) } }
{ print $0 }
If you put that code in a file, say "quotify.awk", you can fix the ruleset like this:
Code: [Select]
awk -f quotify.awk <FinalModPack.rul >FinalModPack.rul.corrected

24
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 13, 2015, 09:14:51 pm »
I think I have researched guys like them already... so maybe you cannot research them twice??
I'm pretty sure this is correct -- if researching an alien will give you no benefit (all ufopedia entiries that the alien could unlock are already unlocked), the alien doens't appear as a potential research topic.  A nice enhancement here is to add that info the alien containment screen so you know who you can safely evict.

25
Wait, I'm confused -- when you buy xcom on steam on OSX, it doesn't download the xcom files to your hard drive?  I'm on OSX too, but I don't have steam.

26
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 06, 2015, 10:48:16 pm »
It's kinda weird that I'm not seeing the popup when nobody else is. I'll just assume it's a quirk in the nightly or in the way I installed it.
it doesn't get displayed in a popup.  it gets displayed on the summary page after a battle completes.

That is an awesome chart.  Thanks, Meridian!

27
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 01, 2015, 09:00:45 pm »
I see the release notes have been updated at https://www.openxcom.com/mod/final-mod-pack but the download is still 1.5.2, not 1.5.2b.  Is it still uploading?

28
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 30, 2015, 07:34:36 pm »
Version 1.5.2 is online.
w00t! : )  thanks!  downloading now!

29
Programming / Re: TFTD cutscenes
« on: May 26, 2015, 08:19:38 am »
got it, so the video files are being appended when it should be replacing the list.  also the crash issue.  I'll look into them.  thanks!

30
Suggestions / Re: Save loadouts specific to soldiers.
« on: May 24, 2015, 06:03:37 am »
they don't exactly conflict -- you might have to do some adjustment of button layout, but it's not like the underlying business logic is incompatible.  they would just be entirely different functions.

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