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Messages - Meridian

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7006
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 07:06:21 pm »
I copied files from Data31.zip and... O may GOD... Finally, it has worked... Please congratulate me.

Congratulations.

But some text is missing. Also I saw during the game something like STR_XXX.

Yes, that's my fault.
I will provide default translations eventually.

And, the movement speed of soldiers is OK.

OK, so the FOV calculation was the problem then :(
I don't know if DEVs are interested in patching that into nightlies... I think they will be very hesitant.

Thank you guys

You're welcome.

7007
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 07:04:02 pm »
Should I rename it?

Strictly speaking, you don't need to rename it, the name doesn't matter.

It's just very weird that you have settings in "data" folder and actual data in a different folder. I think it confused everyone here, including myself.

Anyway, I think everything necessary has been said here already.
To run OXCE you need:
1. OXCE data files in folders "common" and "standard'
2. Original Xcom data files in folder "UFO"
3. and OXCE executable for debian 8... the one someone provided in a different thread

Put them together as they should be and it will work.

If you can't do that, wait for Knapsu's distribution, maybe it will be easier for you that way.

I'm just surprised, especially after seeing how well you have structured and documented your mod and even put it on github... that you have such problems with a few installation steps.

7008
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: September 02, 2016, 06:50:50 pm »
can we have different colors as well?
like shades of red, orange, green?

Great! Actually it's great the units stay as they are, much easier to tell them apart. If Meridian adds this, I'd like a ruleset option to choose which palette should be used (so instead of green NV, people can make orange or whatever).

Yes, I am adding this (with a few tweaks) today.

How did you mean to change the color? Globally? Or should it depend on something? I like the green btw.

7009
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 06:27:09 pm »
I run it from the same folder as nightly with same params -data -config -user

Data files are not static... with each new version, the data files may change.
When you upgraded from 1.0 to nightly, you had to use the new data files too (and even place them in different directory structure).
And if you upgrade to a newer OpenXcom nightly tomorrow, next week or next month, you will also have to upgrade data files... the old ones will most likely not work correctly or at all.

The same with OXCE, it requires different data files than the OpenXcom nightly.

I am trying to explain this to you for several times now... I was not joking when I asked you to delete everything and start from scratch. I asked you to do that, because it is necessary.

EDIT: also, looking at your screenshot, if you have "common" and "standard" data files already in the root directory... you don't need the "data" directory at all... why have the same thing twice?

7010
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 06:05:01 pm »
Can you build the OXCE or OXCE+ for Debian 8? Your builds for unbuntu do not work on Debian.

Sorry, I have only Kubuntu on my PC.

Yes, I did. It does not work too.

This message means you don't have data files installed, or they are on a wrong path.
Please use the data files attached here: https://openxcom.org/forum/index.php/topic,2915.0.html
(archive called Data31.zip)

7011
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 05:41:30 pm »
For 1.0 = 2.65 sec.
For nightly = 7.47 sec.

Player Movement Speed is maximum/

Yeah, that's very slow.
For me, it takes around 1 second on maximum speed to walk about 20 tiles (i.e. spend all TUs). On minimum speed, about 7 seconds for the same distance.

The FOV calculation (which is done after every step) is a very expensive operation in OpenXcom and people with old-ish PCs do experience lag after every step on higher player speed settings. I don't know exactly how much more stuff has been added to this operation between 1.0 and nightly... but I can imagine that it is now slower than in 1.0.

There is a thread (https://openxcom.org/forum/index.php/topic,4568.0.html), where FOV calculation has been significantly improved. In the meantime, this change has been merged into OXCE and OXCE+ (not into OpenXcom yet). Maybe you can try OXCE, just to see if the speed improves or not. If it improves, then it is definitely the FOV calculation; if not we'll need to search for other reason (but right now I can't think of anything else).

7012
Troubleshooting / Re: where openxcom.log file?
« on: September 02, 2016, 05:01:31 pm »
How I can do movement of my soldiers  faster? I put the Player Movement Speed on maximum, but soldiers move slow.

How slow is slow?
Could you post/link a short video on max soldier speed?
(Or measure the time it takes them to walk let's say 30 tiles, if you absolutely can't make a video).

7013
XPiratez / Re: Suggestions on how to improve the mod
« on: September 02, 2016, 02:14:07 pm »
Wrong movie, think of something WAY more known.

mortal kombat?

As for the soldier diaries brake into 0.99A, i was wondering, in the recap screen after a battle, instead of first award, second award and so on, might be displayed the exact ward name instead (eg. some kind of best friend, etc.)

(kinda of) explanatory screenshot attached :)

I am slowly dying inside every time I read any of your comments.

The exact name of award as shown in bootypedia is also shown on this screen... IN YELLOW HIGHLIGHTED TEXT, so that nobody can miss it. Except for you of course.

7014
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: September 02, 2016, 10:58:02 am »
That's really good, alt or ctrl is fine if it's a press and hold.

Alt, Ctrl and Shift are already taken for other things and I personally don't want to have increased brightness if I only want to instruct a soldier to run (with Ctrl).
So, Ctrl and Shift are no-gos for me... we could argue about Alt (I guess time will tell, for now I'll leave Alt for arrows only and a new hotkey for brightness).

7015
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: September 02, 2016, 10:44:27 am »
slow transition to full brightness got annoying very fast, so I made it faster and limited to min shade 4, so that it doesn't ruin your night vision so much. And rebound it to tab key, so you can do useful things like walking while seeing where you in fact step.

Heh, exactly what I was going to add:
- faster
- not all the way to max brightness (I'd go to min+6 for previous absolute darkness and max-4 for previous partial visibility)
- tab key is also not very good, cause in vanilla it selects a new unit... although that's the first hotkey I always change to something else :) I guess I'll make it configurable with default something like space, numpad0 or something similar

7016
Programming / Re: Biodrones don't explode when killed by melee weapons?
« on: September 01, 2016, 11:44:12 pm »
I believe it's the same as original. I have enough old saves, will test it tomorrow.

7017
Work In Progress / Re: How do I make psionics require same-turn discovery?
« on: September 01, 2016, 12:07:51 pm »
That's why I hate the cheating AI a lot: You plan a careful and clever entry into the UFO, clear the whole outside and BAMM suddenly when you e.g. enter the UFO the aliens know EXACTLY and MAGICALLY where you are? Nope, no longer working for me, it defeats the whole point of being careful and placing your units tactically clever.

You know, maybe they just have CCTV cameras... even 1-star hotels and lowest-of-the-lowest bars in the middle of nowhere have those nowadays, why wouldn't aliens have them ? :) Not really any magic in that.

7018
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 01, 2016, 01:13:53 am »
Meridian, how difficult would it be to save loadouts for items on a ship?  Not like ship weapons, but the stuff your gals can carry around.

I often find myself with multiple transports all with nearly identical loadouts just so I can have a couple teams in the air.

On a scale from easy to difficult?
Easy.

I have it on my todo list, in section "nice to have" for a few months now... let me bump the prio a little bit.
Anyone else interested in this?

7019
XPiratez / Re: Bugs & Crash Reports
« on: September 01, 2016, 01:03:43 am »
This hill map block is bugged, only the small rocks and one log can be targeted with the throwing action, anywhere else leads to a unable to throw there message.

As far as I can say, this is caused by recently added bow fix: https://openxcom.org/forum/index.php/topic,4726.0.html
I've asked karadoc to have a look.

7020
Recycle Bin / Re: Bug fix for parabolic projectile collisions
« on: September 01, 2016, 01:00:44 am »
Can you please have a look at this issue: https://openxcom.org/forum/index.php/topic,4058.msg70798.html#msg70798

Without this fix it works fine.
With it, it's not possible to throw objects (via clearly unobstructed trajectory).

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