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Messages - Meridian

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6991
Hmm... that is interesting.  44k is definitely off with these samples.  48k definitely sounds better.  But it does sound a little different to what I'm used to.  I should have these incorporated into Episode 5.   I'll ask for feedback from folks then. :)

So, I just tried it too. The music in this soundtrack sounds good only at 48khz... everything else sounds really horrible.
The SFX definitely sounds better at 44khz, but (to my ears) it doesn't sound that bad at 48khz either.

So either we use 48khz and live with different sounds... or maybe we could try re-encoding the music at 44khz... not sure if that helps, but that's the only thing that comes to my mind right now.

6992
Here's the full quote from Volutar: "And please, don't use 8/16/32/48k samplerates. SDL can't resample signal properly, and 48khz is simply played with samplerate of 44100, so every SFX, including UI and battlescape sounds are gonna be high pitched. You don't want this. It doesn't related to recording or your mic compability."

I don't pretend to understand any of this... just saying.

6993
I was told by Volutar once that 48k doesn't work properly (something with SDL). And that I should use 44k, 22k or 11k... the other options not.

6994
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 30, 2015, 10:14:13 pm »
Alien raid mission has been removed, so it can't be that. From what the captured hybrids told me, I think it was some alien/hybrid meeting. But I can't say for sure. I could look it up in the save, once I return home (after Easter).

6995
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 30, 2015, 07:32:38 pm »
Hi Solarius,

I can't provide such extensive feedback as JStank yet, I'm still in March of my first playthrough only... but still I'd like to add a few words:

1/ I don't feel too threatened/underpowered yet... I mean human weapons are still OK (I have faced sectoids/cyberdiscs, floaters/reapers, hybrids/drones and chtonites/tunluns so far).
2/ I do have access to Gauss and also Laser weapons research already in March, I really don't think it's that hard to do... I will stick to human weapons though for the time being, I don't like it when aliens don't have a fighting chance
3/ Overall, FMP seems to be doing exactly what I expected (was hoping for)... make the game harder and longer; and that's good. In vanilla, if you know what to do, you can have Heavy Plasmas, Plasma Cannons, Power Suits, Hyperwave Decoders and Psi-amps already in April (most of it already in March)... and that's just too early.

Once I am finished with the playthrough, I will post a LOT more feedback and suggestions... for now, a big THANK YOU for making my favourite game even better.

Regards,
Meridian

6996
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 30, 2015, 11:19:34 am »
But i don't wanna die! I wanna kill all aliens and this fucking alien brain. So earth can be safe. Guess cloning gets a new meaning here :D

We'll get to that (brain) eventually. First we'll have some fun :-)

6997
Offtopic / Re: Possible Thumbnails for PirateZ LP
« on: March 30, 2015, 10:42:13 am »
First one, no discussion about it... nothing like a sexy Piratess ;-)

Meridian "a.k.a. Cutlass Joe" reporting for duty, sir!
I mean: Aye Captain, let me at those rottin' cockroaches, try me new sword ya know. Arrrrrgh!

6998
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 28, 2015, 08:02:00 pm »
I just got Floater Commander corpse from a terror mission... is this a bug or a feature?

PS: I'm playing FMP 1.0.4
PS2: release notes to 1.0 say: "Aliens of the same race now should leave only one corpse type."

6999
Resources / Re: [RESOURCE][GRAPHICS] things
« on: March 28, 2015, 11:00:15 am »
Note that I drew this smoke for my mod, which has brightly colored armor (red, blue); vanilla power and flying suits are the same color of the smoke, so I don't know if it's going to look good with them.

I am playing FMP, we'll all be old men before I discover power armour ;-)
Anyway, it was the animation of the old smoke which drove me crazy, this one is much better. And now when I know how to do my own version, I may even stop the animation completely and make it static.

7000
Resources / Re: [RESOURCE][GRAPHICS] things
« on: March 28, 2015, 10:42:38 am »
Well it's under extraSprites

Thanks, adding the extraSprites: has helped.

7001
Resources / Re: [RESOURCE][GRAPHICS] things
« on: March 28, 2015, 09:06:53 am »
The following in the ruleset to use:

It doesn't do anything for me... in which section do I need to put this? Or could you maybe post a complete .rul file?

7002
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 27, 2015, 12:12:32 pm »
Thanks Solarius, you're really spending a lot of time on this, don't you?

Which nightly would you recoomend? I am considering openxcom_git_master_2015_03_26_1845.zip, but I am afraid of one commit there (from yesterday)... judging just by the name it sounds like it could break stuff, but I don't really understand what it does... this one: https://github.com/SupSuper/OpenXcom/commit/3db6da256841183d482344662634c1468bab6270

7003
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 24, 2015, 11:06:20 am »
Of course i do. I am sneaky bastard. But obviously Meridian could have been able to avoid this death.

Maybe I could, but that's not the point of the LP, or Xcom for that matter :) Heroes die so that new heroes can be born...

7004
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 23, 2015, 04:24:32 pm »
When does this occur?? After relloading a saved game or in the middle of the gameplay?

During the gameplay, it will be visible also in one of the next 5 episodes... not sure which one.

7005
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 23, 2015, 04:07:26 pm »
And one more: when I order Skymarshall to follow a UFO and the UFO lands, it doesn't ask me to start a mission immediately... and the UFO landing site is displayed about 50 km away from the Skymarshall's position (Skymarshall is not moving anymore)... I thought it's a one time bug, but I can reproduce this too... weird.

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