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Messages - Meridian

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4951
40k / Re: 40k Imperial Guard Operations
« on: June 11, 2018, 05:31:52 pm »
Hey! Liking it! Do tell if this one independent or do require the 40k mod

Just read previous post again.

4952
Help / Re: How customizable is the digTunnel mapscript command?
« on: June 11, 2018, 05:28:00 pm »
1/ I don't know... but probably not

2/ game would crash

3/ no

4/ there is a possibility to fine-control what is on the edges and what is inside... but it's a lot of boring repetitive work... you most likely don't want to do it that way... but if you do, you can use the "rects" in the mapscript to define, for each block, the allowed positions

4953
XPiratez / Re: How strong of a system do you need to run pirates?
« on: June 11, 2018, 11:02:31 am »
the game starts chugging on the bigger maps on my full desktop. Its a potatoe, but damn does it chug.

The engine is not built for such big (especially tall) maps and for such long visibility distances.
Modders are aware of it, but willingly decided to use it in spite of suboptimal user experience.

1/ vanilla maps have height = 4, piratez maps can go up to height = 30... which is roughly linearly (8-times) slower
2/ vanilla maps have visibility limit = 20, piratez has limit = 40... which is much worse than linearly slower... I don't have exact numbers, but it can bring any CPU to its knees
3/ also tons of new features in OXCE+ (e.g. indicators, night vision, LOS checks, etc.) are slowing down rendering quite significantly... again I don't have exact numbers, but I would say it's about 50-100% slower in worst cases

All in all a tall map in piratez can easily render and animate 50x slower than a normal vanilla map.

PS: also, if you have FPS counter enabled, don't believe what you see... even if the game barely manages 5 fps, it will still show a lot more

4954
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 09, 2018, 11:43:05 pm »
[Edit] I've disabled all Mods. But I have the same problem!

Turning mods off doesn't heal the damage they may have already done (to your save)... like in this case.

Try searching for this in your save and replace "7" with something lower, e.g. 6.

Code: [Select]
  - race: STR_SECTOID
    nextUfoCounter: 0
    spawnCountdown: 180
    type: STR_ALIEN_TERROR
    nextWave: 3
    liveUfos: 0
    uniqueID: 122
    missionSiteZone: 7 #<----------------- replace 7 with 6 or lower
    region: STR_CENTRAL_ASIA

4955
XPiratez / Re: Bugs & Crash Reports
« on: June 09, 2018, 01:22:08 pm »
I have never seen or heard of OpenXcom causing a blue screen... it's also VERY unlikely.

4956
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 09, 2018, 01:20:19 pm »
Most likely an issue with one of the mods.

If you post a save just before the crash, I may be able to help; or at least explain what's wrong.

4957
Suggestions / Re: UFO Extender accuracy discussion
« on: June 09, 2018, 10:01:30 am »
This is why UFOExtender Accuracy cheats and sets aimed shot range to 200.

UFOExtender doesn't cheat... aimed shot range is 200 also without it... and can be modded if you want.

4958
XPiratez / Re: Bugs & Crash Reports
« on: June 08, 2018, 10:02:13 pm »
Hello there! Doin'n a  ride on 0,99I2 and sadly got a crash during a "save a siste" mission type, th mao is the one for the red lanten villa. Attached here is an extract of openxcom.log file, right where errors happen to apper and of course  savefile :)

Edit: sorry, i meant i was on the .I2 branch. And game crashed after some time again, this tie no .log errors, but a saed game during a base defence, the moment when crashed

First of all, both saves have version 0.99j1 not 0.99i2.

Also, what do I have to do to reproduce the crash? I loaded both saves, played a few turns and nothing happened...

4959
Help / Re: Some random questions
« on: June 08, 2018, 03:41:46 pm »
1. no
2. yes (it's called YAML anchors if you want to google for it): https://blog.daemonl.com/2016/02/yaml.html

4960
Suggestions / Re: Yearly Release Schedule?
« on: June 07, 2018, 11:44:55 pm »
Who still plays 2.0? We have 3.10 already and 4.0 is on its way...

4961
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 07, 2018, 05:23:18 pm »
Are Synthsuits supposed to look like attached?

@Solarius: This might be my mistake... I replaced only the spritesheet by the one from XCF during gif=>png migration... maybe some ruleset changes are needed too?

4962
Open Feedback / Re: HEAVY LASER
« on: June 06, 2018, 09:47:09 pm »
No, not possible currently.

4963
Open Feedback / Re: HEAVY LASER
« on: June 06, 2018, 09:11:04 pm »
And what do they do? Kinda hard to figure out from a screenshot...

4964
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 05, 2018, 09:26:06 am »
Hmmm... the region specific thing might not work as intended. The base with the retaliation mission was in china, the UFO I shot down was in north afrika. This was in Piratez mod. I loaded several times but shooting the UFO in north afrika would not trigger a retaliation. Save attached.

The chance to spawn in your case is 24%... after about 7 attempts, it generated a retaliation mission for me in North America (=home region of Airspeeder-1).

4965
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 04, 2018, 11:51:36 pm »
No, but something similar.

If a retaliation mission would spawn in a region, which already has an active retaliation mission... the second one is not spawned.

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