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Messages - Meridian

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5401
I can work round this crash as I'm virtually finished this game but I noticed it while doing alien base 8-GAZER but it also seems to happen afterwards(reserve save). Any time you access the ufopaedia within a particular item, I checked about 5 or 6 at random, it crashes the game with an error message(crash.png). I did update to oxce+ v3.10a of 31/01/18 but I updated from the geoscape before the alien base mission.

You didn't update the data files.

In this case, the exact file you didn't update is /standard/xcom1/interfaces.rul

5402
OXCE Support / Re: Black rectangle instead of armour.
« on: February 01, 2018, 08:17:58 pm »
Can you attach a screenshot and a savefile?

5403
New OXCE+ version (3.10a) has been released.

2018-01-31
 - Split OXCE+ and Android language files from vanilla
 - Added 31 most used languages into default distribution
 - Improved tile noLOS check: https://openxcom.org/forum/index.php/topic,5679.msg92053.html#msg92053
 - Improved/added noLOS cursor indicator caching
 - StartingConditions support for multi-stage missions: https://openxcom.org/forum/index.php/topic,4444.msg91852.html#msg91852
 - Basic support for limited-range weapons usage by AI (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5980.0.html
 - (Temporary) fix for modded globe markers crashing
 - Fixed difficulty settings being ignored for armor
 - Building facilities on top of others (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5960.0.html
 - Leaving other facilities behind when you remove one (by ohartenstein23)
2018-01-19
 - Unhardcoded ufopedia colors for Armor, Items and CraftWeapons (=those using PAL_BATTLEPEDIA)
 - Added chronoTrigger 3 (and unified live alien recovery)
 - Fixed a conflict between surrendering and chronoTrigger 2
 - User option to inform about UFO landing: https://openxcom.org/forum/index.php/topic,5904.0.html
 - Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
 - Added a cost indicator to the tech tree viewer (by karadoc)
 - Added item requirements text when placing base facilities (by karadoc)
 - Small fix for reservedSpace
2018-01-06
 - LOS accuracy penalty indicator (by ohartenstein23)
 - Fixed/Optimized "Case-insensitive quick search for non-English (by tkzv)"
 - Bounty research and bounty item for all mission types (UFO crash/landing and XCOM base defense were missing)
2018-01-02
 - Merged OXCE 3.10a
Changelog (OXCE+):
 - Added "recoverCorpse" flag to be able to recover live bodies, but not dead bodies (because vanilla "recover" flag cannot be used anymore since the merge)
 - Case-insensitive quick search for non-English (by tkzv)
 - Fix economy warning when player has too much money
Changelog (OXCE):
 - More item fuse configs
 - Added recovery of ammo from fixed weapons on armor of soldiers (not HWPs)
Changelog (vanilla):
 - added sorting of pedia categories by listOrder
 - fixed (hopefully!) arcing shots missing when they should hit... reverted OXCE+ fixes and using vanilla fix
 - amended reaction fire (allowed xcom soldiers to spin and shoot at aggressors)
 - changed corpse recovery (using corpse recover flag instead of recoveryPoints > 0)
 - changed corpse scoring (using corpse recoveryPoints instead of unit's value)
 - added escape mission functionality
 - landOnly flag on items
 - explosive ammo for shotguns... not fully merged in OXCE yet?
 - new shotgun experience nerf (all bullets beyond the first can give max 1 experience point in total); OXCE+ fixes were reverted
 - new "helicopter" drawing routine (22)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Direct download: https://drive.google.com/open?id=1zKmVIiLIbl44-ONNv0FWiexdOnAAF1Y-

5404
OXCE Suggestions DONE / Re: [EXE] Scout/Sniper AI
« on: January 31, 2018, 08:38:21 pm »
UPDATE:

The LOS accuracy penalty has been reworked.

Current status:
1. If aiming at a unit, the vanilla LOS (line of sight) is checked... if you can see the unit (red enemy indicator box), there is no penalty, if you cannot see the unit (green enemy indicator box), there is penalty; LOF (line of fire) doesn't matter

This is 100% consistent with vanilla definition of LOS.

2. If aiming at a tile without a unit (or at a tile, which has a unit that you don't yet know about), vanilla LOF (line of fire) is checked and some parts of LOS checks are done too, not all (LOS checks done are: max view distance, day/night visibility, smoke). LOS checks not done are: psi vision, heat vision, camouflage/anti-camouflage. Arcing weapons and throwing considers LOF of a projectile-weapon (i.e. a straight line, not a parabola)!

There is no definition of LOS for tiles without a unit in vanilla... the algorithm above is the best definition I could think of.

PS: The aiming cursor (if extender accuracy user option is turned on) does consider the penalty now and correctly shows the real accuracy used for calculations.

PS2: A pretty nice side effect is that if a penalty is set, you can use it to test vanilla LOF check without actually shooting... some people may find it amusing... have fun

5405
Suggestions / Re: Training Centre
« on: January 31, 2018, 12:42:02 pm »
Not in OXC nightlies, but in OXCE or OXCE+ yes.

5406
Troubleshooting / Re: Need help with install of final mod pack
« on: January 30, 2018, 10:36:44 am »
There should a folder called "user" inside the Documents\OpenXcom directory, in which you should find a "mods" folder - place FMP inside that mods folder.  You can see where the game is looking for mods by opening up Documents\OpenXcom\user\openxcom.log in a text editor.

By default there is no "user" folder and it is also not needed.

Mods folder is enough. Everything looks fine from screenshots, dont know why it's not working :(

5407
Suggestions / Re: TFTD underwater smoke
« on: January 27, 2018, 10:37:45 am »
Just the other day I was playing TFTD on my phone (android oxce+ 3.9 distro) and I noticed moving through the soot tiles underwater wasn't affecting my movement at all (it also caused stun accumulation), so this is a bug report.

Fixed stun: https://github.com/SupSuper/OpenXcom/commit/e0ebe3ce6b38ad047f90a2d1362fd72f61712307

Fixed movement: https://github.com/SupSuper/OpenXcom/commit/c3ea24466358fbf205840634517b90d31c3dda40

Version 3.10 for Android will have these fixed... I just need to do a few more things and then I'll release.

5408
In an act of desperation, I made a silly YouTube channel where I gave terrible writing advice in a highly sarcastic tone and for some reason it took off. So I make my living now creating videos where I tell people what not to do.

Link please :)

5409
OXCE Suggestions DONE / Re: Starting conditions (was: Enviros)
« on: January 25, 2018, 12:17:56 pm »
INFO: in the coming OXCE+ version, the following changes will apply:
(attached is also a sample ruleset to test this in TFTD)

StartingConditions support for multi-stage missions

- completely removed "defaultItems" feature (also from 1st stage)
- environmental conditions cannot be applied before the battle anymore (before player's turn 1)
(could cause unforeseen/unhandled situations, endless loops and crashes)

Supported features:
- mapBackgroundColor
- environmentalConditions
- armorTransformations
EDIT: also:
- inventoryShockIndicator
- mapShockIndicator

Other features are supported only for the 1st stage.

5410
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: January 24, 2018, 10:08:55 pm »
Testing out your latest oxce+(v3.10a of 06/01/18) I get this image when a ufo has landed. I have got the language as en-US. Is this right? The ufo in question is a supply ship for alien base 1.

There is a translation for this: https://github.com/MeridianOXC/OpenXcom/commit/3d80cbec3a5614326a0d911baa9382f2fb82afc1
You probably forgot to update the data files.
Updating only the EXE is not enough.

5411
Tools / Re: XCOM IMAGE EXTRACTOR
« on: January 23, 2018, 11:33:56 am »
EDIT: Sorry, i was trying to extract the UFO and TFTD image files like the bigobs, floorobs, handobs and other images to one of my folders on my W10AW17R2 laptop, and it's not working on version 0.2.0.0 for me. :(

I really cannot get the sprites from there. >.<

It works for me (and everybody else I know).

Extracted files can be found here: https://openxcom.org/forum/index.php/topic,2027.msg84198.html#msg84198
(direct: https://openxcom.org/forum/index.php?action=dlattach;topic=2027.0;attach=33251)

5412
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: January 22, 2018, 10:28:50 pm »
Not a major glitch but a wee bit annoying, in the save attached I've mc'd the snakeman leader but it won't let me set waypoints to fire his blaster launcher?

It's because aliens are not allowed to use explosives before turn 3 :)

Small refactoring oversight, that can be easily fixed.
Here's the code: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Savegame/SavedBattleGame.cpp#L890

This
Code: [Select]
if (unit->getOriginalFaction() == FACTION_HOSTILE && getTurn() < rule->getAIUseDelay(getMod()))
should be changed to this
Code: [Select]
if (unit->getFaction() == FACTION_HOSTILE && getTurn() < rule->getAIUseDelay(getMod()))

Fix: https://github.com/MeridianOXC/OpenXcom/commit/68ec0b2b45fd5aa275b3cab3332869901d984b49

5413
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: January 22, 2018, 07:57:47 pm »
Hi, me again,

looks like this fix was never merged into OXCE: https://github.com/SupSuper/OpenXcom/commit/eaf884863bb21718b2a7b526962c9b241e0ec7f0

It causes NPE when people mod their own globe markers.

Something like this:
Code: [Select]
extraSprites:
  - type: GlobeMarkers
    width: 3
    height: 3
    files:
      9: Resources/AbandonedBaseMarker.png
      10: Resources/ShipwreckMarker.png

Here's my temporary fix, but I think we need something nicer, could you have a look pls?
https://github.com/MeridianOXC/OpenXcom/commit/682da0775f522ed73d9b0d77319cdd0700d312ca

5414
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: January 22, 2018, 05:31:36 pm »
Hi Yankes, there is an issue with armor "calculation", reported here: https://openxcom.org/forum/index.php/topic,5957.msg91692.html#msg91692

Issue is here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Savegame/BattleUnit.cpp#L1241
(the upper boundary is not multiplied by the difficulty coeficient)

Maybe instead of:
Code: [Select]
setValueMax(_currentArmor[side], - std::get<toArmor>(args.data), 0, _armor->getArmor(side));

it should be:

Code: [Select]
setValueMax(_currentArmor[side], - std::get<toArmor>(args.data), 0, _maxArmor[side]);

Or some other solution...?

PS: proposed fix: https://github.com/MeridianOXC/OpenXcom/commit/fa91ce19a19fb5a6a7aced035911fdc06ef8bcbc

5415
OXCE Bugs FIXED / Re: Armor reverts to Veteran difficulty value
« on: January 22, 2018, 05:21:55 pm »
The issue is here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Savegame/BattleUnit.cpp#L1241

I'll report to Yankes.

PS: I'm not getting any rounding errors (when debugging in visual studio), but maybe other compilers treat it differently. There's definitely a integer * float converted into integer... so if there would be any rounding, it would round down (cut off non-integer part). Here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Savegame/BattleUnit.cpp#L3405

Maybe worth reporting to Warboy, if someone can reproduce.

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