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Messages - Dioxine

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46
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: October 14, 2023, 06:10:46 pm »
v.N6.0.5 patch is up, hopefully this time all new bugs are squashed.

47
XPiratez / Re: Bugs & Crash Reports
« on: October 14, 2023, 05:50:01 pm »
Thanks for the fix of the Rod. Green lighter behaviour is intended (he gets baked), the only way to keep him afloat would be to use a weapon that removes stun (NOT medikit).

48
XPiratez / Re: Bugs & Crash Reports
« on: October 14, 2023, 03:03:17 am »
Rod of Bliss can't be used. I tested it on the Star God Operative that Báječná Žíla is standing on, on Tak Mohorovicic that I accidentally brought onto the mission in a crate, and on a random standing gal.

None of them could be targetted by the medical use of Rod of Bliss.

No idea. Even in ANAL it says: viable targets: enemy on the ground, friendly on the ground, neutral on the ground. Please take this to OXCE team, could be a new engine bug...

49
XPiratez / Re: Bugs & Crash Reports
« on: October 08, 2023, 06:04:35 pm »
You got hit by an old bug, base was spawned with a wrong race (it was N4 or early N5 build when this was possible to happen, and the base persisted in wrong state since then). Find in your save a base crewed by STR_FLOATER_ELITE race and change it to STR_FLOATER.

50
XPiratez / Re: very serious problem in Cats 4 Life in version N6.0.1
« on: October 06, 2023, 04:40:41 pm »
I made this whole path in one evening while drunk. Shamefully sloppy job far below my standards. I forgot about these two dependencies, will fix.

51
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: October 04, 2023, 04:36:02 pm »
New version is up. I'm sorry for it being a little smaller than usual. On the plus side, it contains countless small bugfixes and lots of polishing. Enjoy!

52
I consider this system far overcomplicated for my actual needs (for which a system mirroring eg. prison types would be more than enough; I actually plan to have only 2 types of craft, 'small' and 'normal', to make craft like V8 more useful by making it take 1/4th space). However I won't judge or try to guess what other people need.

53
XPiratez / Re: some sprite reskins
« on: August 07, 2023, 06:32:59 pm »
Well how about an Omega Rifle that looks like a minigun rifle...
reminds me of the chinese minigun rifle being smuggled in the 90s movie deep rising

I wanted to add this rare meme weapon at some point (that is minigun rifle; I think I only seen this concept in Jason X but it's certainly traceable across more B class movies earlier), but didn't find a good place to put it.

54
XPiratez / Re: [Submod][Race] Space Onis - v1.01
« on: August 07, 2023, 06:30:25 pm »
The current damage system uses 19/20 possible damage types, so chances of adding a new one without coming in conflict with the existing system are slim. Especially since this would require editing 500+ armors currently in the game :)

55
XPiratez / Re: Bugs & Crash Reports
« on: August 07, 2023, 06:02:06 pm »
I've found the likely cause of this: data overflow from original game files. I didn't add commands to delete original regions which might have been the cause of unintended behaviour.

56
XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: August 07, 2023, 02:40:53 pm »
OXCE 7.9.8 bug. Upgrade to 7.9.10 or later.

57
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: August 06, 2023, 02:16:02 pm »
Magnificent work, the cutest aircraft carrier in the world!
However I'd move the lead aircraft to the back, they look a bit weird standing there so close to the front with hardly any airstrip left in front of them.

58
OXCE Bugs / Re: Inventory access bug in Apoc-style equip mode (7.9.10)
« on: August 05, 2023, 07:53:28 pm »
No, this seems like mod side bug, then. Xcom Apocalypse had no item count limits IIRC. Thanks for answer.

59
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.1.2
« on: August 04, 2023, 11:30:11 pm »
My current hypothesis as for why it supposedly has worked with that version is that there probably was some sort of always daytime mod enabled. This hypothesis is backed by how much brighter it is on Dioxine's screenshot than it is on the second one I just attached when I disable night-vision.

No, I just used ctrl+alt+end  half light mode, lmao. If there was anything that could influence visibility, I would have told you so in the bug report. Anyway, it's your problem, not mine, I won't be installing video capturing soft just to prove my point. I only reported what I seen and checked myself (and like I say, I don't think the problem is specific to this situation - there were many times I felt my troops in XPZ should have reacted but they didn't, but there always existed some possible other explanation). I included the same save I used for testing this situation myself, from turn start - I could not test much if they were in set positions already.

60
OXCE Bugs / Inventory access bug in Apoc-style equip mode (7.9.10)
« on: August 04, 2023, 05:45:38 pm »
This might or might not be related to fixes to Glamour bug.

What happens:
When equipping soldiers from craft, sometimes some items that ARE present on the base, are NOT visible. It appears to plague such things as grenades, medical supplies, flares. It appears random. Here is a save (from Xcom files), where you can check for yourself (compare items available from craft soldier equipment menu to items available if you use 'inventory' function in the main 'Soldiers' menu; as far as I understand the Apoc style equipping, and how it worked up to now, was that availability was the same). The missing item becomes available if you put it on craft, but then the availability is limited to the amount you put on craft, like in the classic equip method. It appears like the game was using the old and new method randomly for random items.

Please let me know if bug description is confusing, it's hard to spell out clearly, at least for me.

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