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Messages - Meridian

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The X-Com Files / Re: Some suggestions
« on: November 20, 2019, 08:36:56 pm »
Is it possible to add on this screen the whole existing locations (regions) in the game? Even those which have 'zero' missions by current soldier?

Yes, but I consider it a bad idea, so no.

Also, it would be nice to add special borders of each region on the globe. Since we have some significant commendations, which are depend on regional missions, such improvements could be very helpful.

That's exposing too much info, not desired.
If you want it too much, you can see exact region borders in debug mode.

Work In Progress / Re: scratching my head on missionScripts
« on: November 19, 2019, 11:35:22 am »
It's counted from the moment the mission is generated.

The game uses:

a/ either startDelay from mission script and ignores the first wave timer

b/ or if startDelay from mission script is zero... it uses the first wave counter instead

« on: November 19, 2019, 11:28:12 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.

The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See 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

« on: November 19, 2019, 10:43:36 am »
Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same

It is the same.

In OpenXcom, the user mods also belong to 'mods' directory.
You should never ever touch the 'standard' directory.

« on: November 18, 2019, 09:27:32 pm »
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'

They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.

Help / Re: Might be a bug I need to report.
« on: November 18, 2019, 03:19:04 pm »
No, it's not a bug.

Troubleshooting / Re: Rulset, division by zero, kablam!
« on: November 17, 2019, 09:03:47 am »
You really should uninstall/delete the old version before installing the new one.

Troubleshooting / Re: Mod Installing
« on: November 17, 2019, 09:01:07 am »
So why don't you share the error messages with us?

Work In Progress / Re: scratching my head on missionScripts
« on: November 16, 2019, 03:04:32 pm »
The script is executed only at the beginning of the month.
It cannot influence anything else than creation of a mission.
All other logic is mission logic, not script logic.

If the mission ends in the middle of a month, the script can't create another one... until the next month.

The script also cannot interrupt ongoing missions, it can only generate new ones.

The X-Com Files / Re: The X-Com Files - 1.0.1: Judgement Day
« on: November 16, 2019, 01:40:58 pm »
...Why do they spawn with weapons, though? They have "allowInv: false"...

"allowInv" only says if you can access inventory as a player... nothing else

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 14, 2019, 06:55:03 pm »
Award Levels are showing as "None" in the geoscape. Got a a level 2 Soft Target and it was still displayed as "None", not just the first level.


OpenXcom Extended / Re: Recovery of spawned units.
« on: November 14, 2019, 02:54:23 pm »
The ammo loading issue isn't a bug, this is the intended behavior for vanilla HWPs - the 30 rounds of tank/cannon ammo turns into 1 clip of 30 for the battle. Then if you fire 3 rounds, the 27/30 clip gets recovered as 27 separate items. In order for "normal" recovery of ammo from a non-soldier unit, you need to set the clipSize on the weapon equal to the clipSize on the ammo.

He complained about recovery a different ammo type than loaded.

Which is also not a bug, but an OpenXcom feature... HWPs support only 1 ammo type.

Resources / Re: Graphic Gallery
« on: November 14, 2019, 01:35:41 pm »
they are not translation-friendly... so kinda meh

Open Feedback / Re: Music looping points?
« on: November 13, 2019, 10:01:42 pm »
1/ music in openxcom already loops, always did... why do you need some extra special looping?

2/ from the sdl mixer X feature list:

Added support of the loop points in the OGG and OPUS files (via LOOPSTART and LOOPEND (or LOOPLENGHT) meta-tags) (Later was also added into original SDL_mixer).

They say the looping was added to the original (used by openxcom) too...

Help / Re: Indestructable Alien/ Human faction bases.
« on: November 13, 2019, 02:54:17 pm »
add an indestructible alien brain as the mission objective

or an invincible alien at inaccessible location

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