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Messages - humax

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46
Tools / Re: OPENXCOM TRAINER
« on: November 09, 2019, 04:24:37 pm »
I thought about that, but since 0.9.5.0 the app isn't well tested. So i have a Little space for Bugfixes till 1.0 ;D

47
Tools / Re: OPENXCOM TRAINER
« on: November 09, 2019, 02:14:29 pm »
V0.9.8.0 and changelog is attached in #1. Further development is not planned. I will continue to offer bugfixes if any are found.

48
Tools / Re: OPENXCOM TRAINER
« on: July 22, 2019, 09:54:44 pm »
V0.9.3.0 and full changelog in #1

49
Tools / Re: OPENXCOM TRAINER
« on: July 18, 2019, 05:44:28 pm »
I release a new version in a few days with some bug fixes.
- "research"-problem: it is nessesary to assign 1 scientist to a project to complete it. What i can do is automatically assign one scientist to each project if you have enough scientists employed.

50
Tools / Re: OPENXCOM TRAINER
« on: July 10, 2019, 04:44:31 pm »
Version 0.9.1.3 partially supports 'The X-COM FILES'.
Get it in #1

The program is not well tested for OpenXcom Extended and 'The X-COM FILES'. So if you get an error, it would be nice to support me with the savegame file, that i can have a look into it, becouse i don't play the games and can't analyse the savegames without having one of them...

51
Tools / Re: OPENXCOM TRAINER
« on: March 16, 2019, 04:08:24 pm »
Ok. Its build for original openxcom. With last build it also partially supports openxcom extended. I can have a look for it this evening or tomorrow

52
Tools / Re: OPENXCOM TRAINER
« on: March 16, 2019, 12:44:41 pm »
Released 0.9.1.2 - hoping to fix this issue

53
Tools / Re: OPENXCOM TRAINER
« on: March 16, 2019, 11:47:26 am »
Does the error message contains this?:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '21' is not valid for 'index'.

54
Tools / Re: OPENXCOM TRAINER
« on: March 04, 2019, 09:14:56 pm »
On request now partial support for openxcom extended (not well tested, but should work) with version 0.9.1.1

55
Tools / Re: OPENXCOM TRAINER
« on: March 03, 2019, 07:40:04 pm »
Version 0.9.1.0 available #1

56
Tools / Re: OPENXCOM TRAINER
« on: October 05, 2018, 03:21:20 pm »
Sure, but as i wrote in post #1 for me it was (it is) very laborious, to do it manually every time, especially when i need a fast progress.
With this programm its very fast.

57
Tools / OPENXCOM TRAINER
« on: October 05, 2018, 11:11:58 am »
    Description:

    Hello commander (cheater and translator)!

    When I translated openxcom in 2015 for my personal use, it was necessary to make quick progress, which is very easy with openxcom. But I found manual editing too laborious, so I started to program this savegame editor. However, a few other projects have come to the fore and I postponed the project for a long time. Now in September 2018 I decided to resume the project ...
    The code written so far was more advanced than I remembered, but the code was very amateur, so I had to spend some more time to improve it.

    The main functions are now completed, so that a publication can take place.



    With this savegame-editor you can change many important things in your savegame, such as:

    Geoscape

    - Available money

    - Difficulty level

    - Switch from IRONMAN to "normal" gamemodus and vice versa

    - Speedup (next) manufacture (the next item will be completed at the next full hour)

    - Speedup your researches (all research begun will be completed the next day)

    - Speedup your transfers (all transfers / will arrive at the next full hour)

    - Remove warning from the council of the funding nations

    - Edit the value of your soldier-stats

    - Finish buildings

    - Repair, refuel and rearm your crafts

    - Heal wounded soldiers

    Battlescape

    - Heel bleeding wounds

    - Locate all enemies

    - Stun all enemies

    - Kill all enemies


    Installation:

    1 ) Extract the 'OPENXCOM_Trainer.exe'

    2 ) Start it

    3 ) Choose your language (english or german, but you can translate it too)

    4 ) Choose the path of your 'openxcom.exe'

    5 ) Make your settings

    6 ) Open a savegame

    7 ) Set your options

    8 ) Click the 'apply' - button

    9 ) Save your edited savegame (be sure you activated 'create backup' or use 'save as...')


    Changelog:

    Version 0.9.0.0 (05.10.2018)

    • Initial Release

    Version 0.9.1.0 (03.03.2019)
    • Added changelog
    • Added cheatoption 'Set clock to 23:30'
    • Added cheatoption 'Heal wounded soldiers'
    • Added cheatoption 'Kill all aliens'
    • Automatic review and addition of missing translations in the existing GUI-language-files
    • NumericUpDown-value adjustment now also possible with right-click and mouse-wheel
    • Bugfix: craft is back in base when using cheat 'Repair and refuel crafts, reload craftweapons'
    • Bugfix: now handles when craft is flying to waypoint
    • Bugfix: if the savegame contains information about killed soldiers, the savegame becomes corrupted.

    Version 0.9.1.1 (04.03.2019)
    • Partial support for openxcom extended


    Version 0.9.1.2 (16.03.2019)
    • Enabling command line argument 'reset' for resetting the application settings
    • Handling error when setting application icon


    Version 0.9.1.3 (10.07.2019)
    • Partial support for 'The X-COM FILES'


    Version 0.9.3.0 (22.07.2019)
    • Rulesets are processed faster
    • Background music
    • Bugfix: rulesets are now differentiated by XCOM-version
    • Bugfix: sometimes used wrong encoding for opening / writing files
    • Bugfix: soldiers will no longer be wounded when using the 'train soldiers'-option in battlescape
    • Bugfix: player-units will no longer die when using 'kill all aliens'-option when dog or tank is in battlescape
    • Bugfix: money is now treated correctly even after already one month is over
    • Option 'Speed up researches' will now decrease / increase assigned scientists to '1' at each project
    • Some progress in enhanced 'cheat'-mode: Tab 'General' and 'Soldiers' is now editable


    Version 0.9.4.0 (29.07.2019) (never released)
    • Reload safefile - it's faster, because rulesets will not be reprocessed
    • Enhanced 'cheat'-mode: editing crafts is now possible
    • Enhanced 'cheat'-mode: editing items is now possible
    • Bugfix: rulesets (again) are now differentiated by XCOM-version


    Version 0.9.4.1 (05.08.2019) (never released)
    • Bugfix: Enhanced 'cheat'-mode: increase to much assigned scientists
    • Bugfix: Enhanced 'cheat'-mode: unhandled exception in researches


    Version 0.9.5.0 (31.08.2019) (never released)
    • Bugfix: Enhanced 'cheat'-mode: index updates are now performed
    • Enhanced 'cheat'-mode: editing productions is now possible


    Version 0.9.6.0 (05.09.2019) (never released)
    • Bugfix: swapping rulesets
    • Enhanced 'cheat'-mode: editing personell is now possible


    Version 0.9.7.0 (08.10.2019) (never released)
    • Enhanced 'cheat'-mode: editing transfers is now possible


    Version 0.9.8.0 (09.11.2019)
    • Enhanced 'cheat'-mode: editing buildings is now possible


    Version 0.9.8.3 (24.11.2019)
    • Bugfix: Added some categories for 'The X-Files'
    • Bugfix: Enhanced 'cheat'-mode: fixed crashing, when using undetermined armor
    • Bugfix: Enhanced 'cheat'-mode: fixed crashing, when maxFuel of craft is unknown
    • Bugfix: Set up correct Mods-path
    • Code optimized - rulesets are processed a little bit faster
    • Added a progressbar to show progress of processing rulesets
    • Bugfix: Closing app when app is busy


    Version 0.9.8.4 (26.11.2019)
    • Rulesets are now processed fast


    Version 0.9.8.5 (14.01.2020)
    • Bugfix: Enhanced 'cheat'-mode: fixed calculation of max engineers
    • Bugfix: Enhanced 'cheat'-mode: fixed if you have a lot of money
    • Bugfix: Enhanced 'cheat'-mode: fixed if psySkill is negative like in 'The X-COM FILES'
    • Added some categories for better support for 'The X-COM FILES'


    Version 0.9.8.6 (19.11.2020)
    • Increased compatibility for 'The X-COM FILES'
    • Added partially support for '40k'


    Version 0.9.8.7 (22.11.2020)
    • Added support for battlescape for '40k'


    Version 0.9.8.8 (13.06.2021)
    • Bugfix if no ruleset was found
    • Bugfixes for 'The-X-Files'


    Version 0.9.9.0 (13.06.2021)
    • Bugfix for 'The-X-Files' converting floating 'recovery time' to integer


    Version 0.9.9.1 (18.06.2021)
    • Added cheatoption 'Stun all enemies'



    Version 0.9.9.2 (08.09.2021)
    • Bugfix (again) handling error when setting application icon


    Version 0.9.9.3 (15.09.2021)
    • Bugfix: Enhanced 'cheat'-mode: fixed if a craft is only capable carrying one single weapon like ┬┤the 'Lightning'
    • Enhanced 'cheat'-mode: added an option to change baseitems


    Maybe coming soon:

    Version 1.0.0.0 - (xx.xx.201x)

    • A further development is not planned. Reported bugs will be fixed if possible!


    Bugs: --> If you find any bugs, please post it here. It would be great if you can provide your savegamefile too!

    • If you are using many mods, its possible, that you got problems with the option 'Repair and refuel crafts, reload craftweapons' - meaning that crafts will be assigned the wrong values for maxFuel,maxAmmo, but they will be ready for use.


    Images:[/list]

    58
    Open Feedback / Re: Calculation Research Progress
    « on: September 25, 2018, 05:20:17 pm »
    Ok thanks, i will have a look at this tomorrow.

    59
    Open Feedback / Calculation Research Progress
    « on: September 25, 2018, 03:34:30 pm »
    How is the calculation Research Progress working?
    Example:
    I am researching a FLOATER NAVIGATOR.
    The following lines are in the savefile:
          - project: STR_FLOATER_NAVIGATOR
            assigned: 1
            spent: 231
            cost: 232

    In the game the progress is showing as "bad" even though the next day the research is finished?!
    If i assign 10 scientist the progress is showing as "average" and the remaing days are in both times only 1 day.

    I hope its clear what i mean.
    If the calculation were more accurate, you could use your scientists more focused!

    60
    Translations / Re: German Translation
    « on: March 25, 2018, 04:28:06 pm »
    Bitte

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