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Messages - FudgeDragon

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16
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 05, 2015, 10:22:18 am »
I grabbed Ubuntu for my uses, but any popular distribution could be fine.
https://mxe.cc/#requirements all supported versions by mxe.

I use this makefile https://github.com/Yankes/OpenXcom/blob/master/src/Makefile.mxe to build.

Hey Yankes, could you explain a few things about your make file please. I've got a build to compile, after modifing the file to refer to master assets instead of the ones from extended, but I also had to tear out OBJRES = ../obj/OpenXcom_res.o and the $(OBJRES) bit of OBJS =, which stops it complaining about cannot find ..\res\windows\openxcom.ico, but this makes it build without an icon.

My question is, is there something different about OpenXcomEx.rc compared to OpenXcom.rc?

17
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 03, 2015, 08:56:45 am »
Had to do the same for the last 3 enemies so I look forawrd to what u may come up with. Btw pirates pogrom are bloody hard like flintlocks vs laser weapons!

Right. I built a version of the required nightly for Piratez in debug mode, and you still get the same crash.

From this I believe it is definitely a map crash. Once you get back to the geoscape you should be alright, you might even never see it again. However there was something suggested on the pirates thread that may reduce the chance of this happening. I'm going to quote Dioxine directly:

It might also be a map crash, but those are rare. Grab the latest Hobbes' Terrain Pack and overwrite Terrains, Maps and Routes with what you find there. If the crash persists, I guess there is no other choice than loading your game from before the landing and re-playing the mission. Also make sure Savescumming is enabled so a different terrain will be spawned.

The last version of the terrain pack specifically built for our nightly is 3.5.3, however as we only want TERRAIN, MAPS and ROUTES 3.7 may still be viable, as any incompatibility should be in the ruleset.

This should greatly reduce the risk of it ever happening again although not eliminate it completely. See Dioxine's next post:

Terrains that might cause crashes like this (occassionally, but still) are: Commercial, Railyard, Farm, Urban. The last 2 contain non-Hobbes made custom maps. Sooner or later I'll have to tackle those, but I don't want to 'fix' Hobbes' maps...

It's a pretty small chance it happens anyway, I'm 8 months in and haven't seen a map crash.

Sadly, replacing those files may not fix your current crash, as some map information is baked into your save. You may have to continue as you are (removing troublesome units from the save) for the duration of your current geoscape mission.

Maybe someone else may have another suggestion, but I'm sorry I cannot be any further help. Im 99.9% sure its not my exe.


18
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 03, 2015, 12:54:22 am »
Righto, I'll take a look at that.

EDIT: I build a quick debug build of my binary, and after pulling together your extra mods (Armor_Stealth_Suit, ExtraPockets, WeaponNaymore, WeaponTranquilizer) I was able to load the file and observe the problem.

According the the stack trace the AI is crashing, which neither Shoes original code or my merges have touched. I'll investigate further in the morning, but I suspect loading the file into a non modded exe will give the same crash.

I'm sure Dioxine will correct me if I'm wrong, but my initial guess is a bugged map from Hobbes Terrain pack. At one point people were being encouraged to upgrade it in the Piratez thread, but I don't know what version you would have to download. The latest has been upgraded to the latest nightly and is thus now potentially incompatible.

My initial guess is that those 4 soldiers you knocked out were spawned on bad nodes of some kind. I suspect if you keep playing you won't encounter the problem again, at least not until you encounter another bugged map.

I will however perform my second test in the morning to make sure for you.

19
Troubleshooting / Re: Battlescape freezes. (solved).
« on: June 03, 2015, 12:45:41 am »
Hmm odd. Odd that it only started doing it recently too. A scratch on the disk that your laptop is more tolerant to than your pc perhaps?

Either way good to hear that you've got it working.

20
Troubleshooting / Re: Battlescape freezes.
« on: June 03, 2015, 12:14:08 am »
Hmm, not sure what else to suggest. I use the files from my steam install (dos version) but I doubt that should make any different.

OpenXcom does produce a log file, It's called openxcom.log and is produced in the same folder as your save games. There is also a debug mode as described here https://www.ufopaedia.org/index.php?title=Hidden_Features_%28OpenXcom%29 but I dont think it makes error output any more clear, but it might be worth a try to see if you can find out what is going on.

21
Troubleshooting / Re: Battlescape freezes.
« on: June 02, 2015, 10:06:08 pm »
Your save downloads and runs fine for me with the latest nightly.

When you say you reinstalled the game, did you copy your original xcom files from the same place? Is it possible something happened to them?

22
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 02, 2015, 05:29:31 pm »
I'm somewhat fond of the flashing health bar myself, so thanks to redv for that.

I don't actually use the fair psionics much myself. While not as crippling to the AI as LOS psionics it still nerfs em slightly, but I certainly see the appeal (I did after all write it).

23
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 02, 2015, 09:03:07 am »
"Regular" is not "useless"...

True! But it could be a bit of a letdown.  ;D

24
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 02, 2015, 08:34:13 am »
FudgeDragon if you are interested in more clean exe (a.k.a without all this dll's) you could checkout mxe environment (only draw back it require Linux, but VM can handle this).
OpenXcom nightly and my extended version is build on this.

Hmm it's certainty appealing, and probably easier than getting visual studio to build everything statically. What's a popular linux disto for that sort of thing at the moment?

@Fudge Dragon:

Code: [Select]
STR_MISSION_DETAILS: "MISSION LOG"
Thats the only suggestion I thought of for the file. :)  Can't wait fer the gals to get some missions under their belts. :)

Thanks for the feedback, good to hear it's alright.

Interesting, I'll upload the changed file both to my previous post, and I'll bundle it with the Legacy + Build, but I came across what may be a bug.

Shoes you have two sets of STR_MISSION_DETAILS:, One says "MISSION DETAILS", and the other says "MISSION DETAILS FOR{NEWLINE}{0}"

EDIT: Shoes, I notice you've linked my post from the OP, I'll make sure to update that with any changes rather than posting a reply.

25
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 01, 2015, 09:37:18 pm »
Nice Ep Ivan! I'm afraid that female in the bottom of the map you wanted to capture is nothing special though. I'm fairly certain she's just a regular Academician. Both the medics and engineers of the academy are armoured. Probably too late to tell you that by this point.

EDIT: Mind you a capture is probably still better for your score than a kill, then you can slave for a single booty or sell for 40k

26
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 01, 2015, 06:06:35 pm »
;D  Its the new Let's Play build.  :) (Won't get to employ until episodes next week as this week's are all recorded.  The diaries will kinda start from scratch, but I'm cool with that too. :)

On the fence about reduced enemy TUs.  In some ways it feels unfair to the AI, but it would be nice to not feel like a mouse trapped by a cat in the early game when baddies are staring up the Bonnie's skirt.  It always feels so helpless and exposed.   Once you have decent ranged weapons, it may get easier, as you can start with a volume of fire that may neutralize that extreme immediate danger.  I just hate charging down ramps into reaction fire.  That zerg rush thing is my least favorite tactic.

Anyway, thanks for the awesome build!!! THANK YOU!! :D

Edit: Also, throw me the strings for the piratey soldier diaries. ;)

On Blackbeard you're looking at 35-85% of regular TUs at the start. I use it myself and find that I still face a fair volume of fire. What I do find is you are less likely to be fired at by heavy weapons. It's a personal choice, you can still get really hot deployments. (I had a boomisaurus virtualy right underneath the hatch)

And sure thing on the piraty diaries, I attached it to this post. Just drop this into your rulesets folder and enable. Just make sure you're on en-US and not en-UK.

Please be aware it's only the diaries interface, not the commendations. If you have any suggestions let me know, I might start bundling it in the + packages.

On that note I was taking a look at actually adapting the commendations for Piratez. I was thinking something like Trophies or Wanted posters. It might take a slight code tweak to move the "First award" text out into the ruleset so that different rewards can have different text. I was also thinking it would be a good idea to have a way to access the UFOPediea page from somewhere other than the main GEOSCAPE Screen.

27
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 01, 2015, 04:27:48 pm »
Heh, I figured you'd like it. While I don't expect you to use it for your Let's Play, in my head that has always been the Ivandogovich build. That last advanced option was actually written in an afternoon after watching you're disastrous terror mission at the black citadel (ep #21). Of course it wouldn't have stopped the grenade.

Learned something new today. Piratez doesn't have any en-UK translations, and I've been playing all this time with my game set to en-UK completely fine.

Today I set about throwing together a small string file, making the Soldier Diaries interface more piratey, I included en-UK and en-US strings. Upon its activation all the Piratez stings stopped working.

Moral of this story. OpenXCom will happily fall back to en-US if a mod doesn't include your current language, but the second another mod loads any extraStrings for that language at all, the fallback stops.  ::) I understand why this works like this in practice, but ugh.

28
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 01, 2015, 10:16:27 am »
Looking good shoes.

And with that I'm bringing all my unoffical extra builds up to date.
All builds below are currently based off of the current build of Soldier Diaries (01/06/2015 01:45:12 - Commit:4a5c9e73d308f97d526959b62cb438e79ace1863)

Soldier Diaries Extended (based of of OpenXCom 25/05/2015 08:57:51 - Commit:db285720550dd4cd87482010f9e94464929ad60b & OpenXCom Extended 27/05/2015 18:37:59 - Commit:c90d5f8cfc7a2a351cae1ce60ee348f681eb1b06)
Combines OpenXCom Extended with Soldier Diaries for the latest nightly
Git: https://github.com/fudgedragon/OpenXcom/tree/SoldierDiariesExtended
Downloads: Windows (win32 x64)

Soldier Diaries Legacy (based of of OpenXCom 30/04/2015 06:20:02 - Commit:28bdaf9eaae8af5d1fa2f6593cf4f619c67fee83)
Provides the latest soldier diaries code, backported to work with the last nightly before the mod changes were brought in, should work with older mods such as Piratez that were designed to work with the older system
Git: https://github.com/fudgedragon/OpenXcom/tree/SoldierDiariesLegacy20150430
Downloads: Windows (win32 x64)

Soldier Diaries Legacy+ (based of of OpenXCom 30/04/2015 06:20:02 - Commit:28bdaf9eaae8af5d1fa2f6593cf4f619c67fee83)
Playtested for 8 ingame months
The same as above but also provides the following additional features:
  • Adds Pull Request: Maintenance time is now displayed in the intercept window in the Geoscape by bslaveboy
  • Adds Pull Request: Profitability information on the manufacturing screen by myk002
  • Adds Pull Request: Add melee availability to statstring conditions by    IvanDogovich
  • Adds Pull Request: Add heath bar flash when a soldier has fatal wounds by redv
  • Adds Custom Code: Adds a new (optional) advanced option to restrict aliens to the same psionics rules as humans (someone needs to establish line of sight, but not the soldier doing the MC) by me
  • Adds Custom Code: Adds a new (optional) advanced option to reduce alien time units on the first turn to simulate prior movement and reduce reaction fire by me
  • A Custom ruleset: Optionally changes some interface elements in the diaries for users of the Piratez mod
Git: https://github.com/fudgedragon/OpenXcom/tree/SoldierDiariesLegacy20150430+
Downloads: Windows (win32 x64)

The piratez_diaries_lang.rul file is also available seperately here.

29
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 04:13:01 pm »
Eeh, I think the file is probably fine. You just haven't included it in the zip.

30
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 03:53:36 pm »
Hmm, I just downloaded the 5-25 zip file from the first page, and the 05_25_0957 nightly from the openxcom website.

I extracted the openxcom zip first, then the 5-25 soldier diaries over the top and everything worked fine.

The only thing I can suggest if that doesn't work is have you made sure your original xcom files have been moved from data into the UFO folder?

On that note shoes, I realize that you may be trying to save room on your dropbox, but you're missing the en-GB language file even if you are only trying to distribute the differences from master.

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