Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Meridian

Pages: 1 ... 463 464 [465] 466 467 ... 576
6961
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 12, 2016, 12:03:15 pm »
Is it possible to avoid the 'new manufacture available' pop ups for robbing and hiring people when repeatedly interrogating them? Once you've already got those options, I mean.

I wouldn't mind trying to fix that myself, but I've spent a while browsing through the source and I still haven't really got a feel for it. Any ideas where I should be looking?

Here's the related code: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/SavedGame.cpp#L1368

And here a possible fix: https://github.com/MeridianOXC/OpenXcom/commit/c321f1a2d27547f9f692e8e3754697897cc2794d

6962
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2016, 10:13:51 am »
When/if the 'see-through nightly' bug is fixed (reverted), it might be worth it.

Are you referring to any specific commit?
If so, can you link it?

Another one I noticed was the shambler not being a valid melee target in all four spaces it takes up, and even if you can target it at times, it doesn't actually connect when you get a hit sound. Not sure if the last bit is a dodge related thing, though.

I could attack when positioned diagonally only.
But it took 20+ attempts with Tech Blade (with max stats girl) to kill him.
Not sure if that was the intention or not... let's wait what Dioxine says.

6963
Troubleshooting / Re: Units on Inclines Appear Immune to Psi Attack
« on: September 12, 2016, 10:10:18 am »
Can you post a save?

EDIT: Also, your bug report says nightly 2016-8-11 and piratez... which is currently an impossible combination. OXCE+ is based on nightly 2016-01-02.

6964
Work In Progress / Re: regions within regions?
« on: September 12, 2016, 10:08:33 am »
Not exactly sure what you mean.
Why would you need that?

You can define a region within a region... but the game silently assumes (on several places in the code) there is only one region at a given location... so I wouldn't recommend it.

6965
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2016, 09:24:05 am »
Well, I've never changed any key binds, so I assume that "Space" was a Default in-use Key...


Tab is next Unit

Space is "Next Unit, Don't Come back To this one."

Took me a few hits to see what was going on, before I hit my own config page to check.

The default for "next unit, dont come back" is empty/undefined, not space.
Maybe you changed it by accident.
To change it back, just use right click.

6966
OXCE Wishlists / Re: Solar's wishlist
« on: September 11, 2016, 10:46:42 am »
Yes, it's most noticeable when defending a built-up base (and also mansions). But since it's quite rare, I think there's not enough pressure to optimize the drawing. I for one thought about it, but decided that two rare mission types isn't worth reading that much code. When it ceases to be rare I'm sure someone will get fed up and will fix it.

It's rare, because it's slow, not the other way around :)
And I think it might get even slower with OXCE 3.3.
I heard DarkDefender has tried optimizing it (link), but I never saw anything...

6967
XPiratez / Re: Bugs & Crash Reports
« on: September 11, 2016, 09:52:19 am »
On a pogrom, my last gal fainted, gave me the victory message when someone was wounded, I think the last enemy collapsed too, though I didn't see it.  still an abysmal failure.  I think I can figure out how to put a recent save up.

Finally, I believe space is default for next unit don't come back to this one, so maybe assisted vision should go elsewhere or the default should be changed.

Thanks, fixed.

PS: space key is not a default for 'Next unit'. default is tab key.

6968
XPiratez / Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« on: September 10, 2016, 04:44:48 pm »
The 'Sway Govt' is basically the vanilla Infiltration mission. Only it was removed from the general mission table and put on mission scripts (so it can be deleted by a tech); maybe that causes the code to go haywire?. TBH, I wouldn't mind optional vanilla behaviour change on this mission (namely, it converts just a single country, instead of going on and on; and secondly, making it stoppable with interceptions, since the vanilla behaviour makes the mission auto-succed once it starts).

Thanks for reminding, I even promised people in one of the previous videos to check if the bootypedia is correct or wrong (note: it's wrong).
The mission can be deleted by tech, but that doesn't stop the missions already in progress, those will go indefinitely.

I'll add some more ruleset options (like I added for endless retaliation loop) to stop infiltration after some conditions:
a/ stopping after X converted countries
b/ stopping with interceptions? not sure how that should work?  ??? maybe % chance with each shot down ship to stop the mission?

PS: also bootypedia says workers give 4 space... but they give 5

6969
XPiratez / Re: Bugs & Crash Reports
« on: September 10, 2016, 01:49:37 pm »
It has been cleaned up - maybe some odd bugs and omisions still linger, but it has been cleaned up a long, long time ago. You can check this yourself. However I've noticed people giving stuff I already know about as well, not only ships.

EDIT: the only error I found was on Govt Elite, who was giving STR_FIGHTER instead of STR_FIGHTER_BLUEPRINT. I think it's the code what needs to be scrutinized.

It looks OK in the ruleset, I must have researched them when they were still messed up... I'll add the missing stuff into my save manually.
Code is OK too btw.

6970
XPiratez / Re: Redundant/unreachable research topics (0.99C)
« on: September 09, 2016, 09:32:45 pm »
Have you tried power maces?  I remember those working.

I did also capture a few with psi, but as you realized its a pretty tough option.

I haven't tried anything really. I didn't even meet them in my game yet.
I wrote a program, which obtains all obtainable items and aliens and researches all researchable topics... this is what was left.
I then checked the ruleset to see if I had a bug in the program somewhere, but I couldn't find anything wrong so I reported all these items to Dioxine as potential (and very likely) bugs.

Let him check and we'll see.

6971
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 09, 2016, 09:19:26 pm »
New version is up.

206-09-09
  + TechTreeViewer can be opened by Q hotkey from geoscape directly
  + Show research progress in TechTreeViewer
  + Fix for end mission confirmation
  + Bow miss fix (by karadoc), with less side effects
  + Fix bug with TFTD doors (by Yankes)
  + More middle-clicks open Ufopaedia articles directly
    - facility info in Base view
    - craft weapon info in Craft > Craft Weapon GUI
    - item info in Craft > Equipment GUI
    - armor info in Craft > Armors GUI
    - craft info in Intercept window
    - ufo info in UFO Tracker (only if detected by Hyperwave decoder)
  + Ability to buy items with negative size (e.g. workers)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcDEwejE0MUhGVGM

Translation:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%"

6972
OXCE Suggestions DONE / Re: Built-in TechTreeViewer
« on: September 09, 2016, 09:09:45 pm »
I've added an overall research progress in %.
That's percentage of total research cost of all research items, not percentage of total number of items.

Translation:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%"

PS: also it can be opened directly from geoscape by pressing Q

6973
XPiratez / Re: Redundant/unreachable research topics (0.99C)
« on: September 09, 2016, 09:05:48 pm »
Psi-capture is probably the way to do it, but what about stun weapons that go off of a different resistance type?

Well, psi capture is not a standard option.
Also it has 70 psi strength, so it might be quite difficult in piratez anyway, if not impossible.

I haven't tried all weapons, maybe something works, I don't know all Yankes' magic, but it looks like it wasn't meant to be captured.
It has complete immunity to special damage too (i.e. seduction, etc.)

6974
Recycle Bin / Re: Bug fix for parabolic projectile collisions
« on: September 09, 2016, 09:01:22 pm »
Checking both the bottom tile and the top tile is probably a safer option though.

I decided for this option at the end.
It has a side effect too... but it's harmless... on short distances (cca 3 tiles), you can now throw also one tile above ground (impact of course will be on the ground).

6975
XPiratez / Re: Redundant/unreachable research topics (0.99C)
« on: September 09, 2016, 08:36:31 pm »
At the very least, the waspites are included in terror missions with the star gods with mostly cyclops.

They can't be captured however, as far as I know, since they are immune to stun.

Pages: 1 ... 463 464 [465] 466 467 ... 576