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Messages - humax

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61
Tools / Re: OPENXCOM TRAINER
« on: November 23, 2019, 09:11:18 pm »
No, most priority on the bottom.

On the picture:
xcom1 has least priority as a master mod
final mod pack has middle priority and overrides (mods) anything in xcom1
alien pick up weapons has the most priority and overrides both xcom1 and final mod pack.
Another question.
I have found some mods (in the x-files) without a statement for 'master' or master: "".
How openxcom handles this? master :"*"

62
Tools / Re: OPENXCOM TRAINER
« on: November 23, 2019, 06:44:18 pm »
Ok, thanks

63
Tools / Re: OPENXCOM TRAINER
« on: November 23, 2019, 05:27:13 pm »
pics

64
Tools / Re: OPENXCOM TRAINER
« on: November 23, 2019, 05:24:55 pm »
Really? Wouldn't it make more sense the other way around? I guessed when i putr an mod in openxcom to top it would have most priority?

65
Tools / Re: OPENXCOM TRAINER
« on: November 23, 2019, 04:23:45 pm »
The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See https://github.com/OpenXcom/OpenXcom/ for more details.

PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
Can you tell me the mod order / priority? I mean, in a savefile there are listed the mods, such as - xcom1, final-mod-pack etc. is there a priority?

66
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2019, 07:47:22 pm »
The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See https://github.com/OpenXcom/OpenXcom/ for more details.

PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory

Thanks, this is usefull!
Just downloaded latest openxcom. Mods in 'standard' are not shown...
I noticed that I had probably already visited the Github page, because I changed my 'user' directory...

To solve that my programm searches for the correct place, i will set up the directories and ask for the correct directory
 

67
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2019, 05:00:34 pm »
You should delete the unnecessary duplicated files. As an example: in your folder user/mods/xcomfiles every file is duplicated with only less changes. So delete the one (older) you dont need.
And then wait till i release a new version. I will look what i can do...

68
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2019, 11:15:37 am »
Not just a single error message, it throws a lot of them about missing stuff, and then the program gets stuck trying to update rulesets. Here's a save if it helps, done right at the start to test this trainer.

Ok, its not stucking at updating rulesets, its working very long, because you have a lot of rulesets, and some of them very large, and then you have a lot of files 2 times...

69
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2019, 11:06:34 am »
Hmm. Thanks for this hint.
I don't have a 'mods'-directory in openxcom. All my mods are in 'standard' - Maybe i did something wrong, when installing openxcom, a few years ago...

That's funny, my program has several hundred downloads, but nobody reports an error. Because my program searches in the wrong folder (or other users also have their mods in 'standard') and doesn't find the rulesets in the mods and the enhanced mode shouldn't work properly.


70
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2019, 10:28:07 am »
They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.

Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same

71
Tools / Re: OPENXCOM TRAINER
« on: November 18, 2019, 09:21:18 pm »
I'm not sure what you're asking for. An attached file with my mods and the files of my game used? So, basically everything except for the UFO and TFTD files (because these could be considered potentially illegal due coming from my legit copy from still being sold nowadays games)?

I have the original files. But i havent played the x-files, so i need all your mods you are using. These files should be in directory 'standard'

72
Tools / Re: OPENXCOM TRAINER
« on: November 18, 2019, 01:57:40 pm »
Ok thanks for the savegamefile. i have fixed my code and your save file can now processed, but i need to have a look into your Game, as you have 24 Mods activated. Can you provide me the full game - directory - the directory with the mods.
 - "Boolet (EU) ver: 1"
  - "First turn TU tweak ver: 0.8"
  - "OpenXCom_Unlimited_Waypoints ver: 1.0"
  - "PowerSuit_Upgrade ver: 1.0"
  - "Recruitment_Office_XCF ver: 1.00"
  - "Smart_Flare ver: OXCE 5.41"
  - "Swapped_Inventory_Hands ver: 1.0"
  - "WEEBCOM ver: 1.0"
  - "Wounds proportional to damage ver: 1.1"
  - "XcomUtil_Statstrings ver: 1.0"
  - "alternative-smoke ver: 2.0"
  - "amiga-psx-fonts ver: 1.1"
  - "bughunt_turn30 ver: 1.0"
  - "chryssalidarmor ver: 1.0"
  - "dark-geoscape ver: 1.0"
  - "fireblanket ver: 1.0"
  - "head_grenade ver: 1.0"
  - "hqsounds ver: 1.0"
  - "moar-zero ver: 1.0"
  - "poetssmallrockets ver: 1.0"
  - "recruitcitizens ver: 0.9.9"
  - "selfheal ver: 1.0"
  - "poetsreversedstatstrings ver: 1.1"
  - "x-com-files ver: 1.0.2"

73
Tools / Re: OPENXCOM TRAINER
« on: November 18, 2019, 11:19:01 am »
That are to less information to fix it. Do you get an error Message ?

If you can provide a savegame-file i can have a look into it...


74
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

75
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.

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