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Messages - Meridian

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7021
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).

7022
Troubleshooting / Re: where openxcom.log file?
« on: August 31, 2016, 07:56:19 pm »
Attached are the 1.0 folder structure and also the nightly folder structure for comparison.
Make sure you don't have more than what's needed.

7023
Troubleshooting / Re: where openxcom.log file?
« on: August 31, 2016, 07:13:48 pm »
I deleted the Language folder and game runs... Thank you all guys

Yeah, that's where the 1.0 fonts were I think.
But as I said, better to delete everything really, if you didn't, you may still run into more problems...

7024
Troubleshooting / Re: where openxcom.log file?
« on: August 31, 2016, 05:51:47 pm »
After that I deleted all files from Ruleset folder and repeated.

There is no "Ruleset" folder in the nightlies... so I assume you have just taken 1.0 data files and mixed them with nightly executable... this will not work!

Please do a clean install:
1. backup what you think you need
2. delete EVERYTHING from /home/martin/.local/share/openxcom/
3. delete EVERYTHING from /home/martin/.config/openxcom/
4. I don't know what you have in /home/martin/X-Com/Nightly/ but if it is the 1.0 data files then delete EVERYTHING from there as well... and copy the nightly data files there (they are in 2 subdirectories "common" and "standard")
5. run

This is exactly my situation. Any solution to run both version of game?

I haven't tried it, but it should be theoretically possible.
You'll need to run the nightlies with custom paths (as you already do for "data", but you will also need the "user" and the "config" parameters to specify those paths)

Or, do it as Starving Poet suggested, that saves you the work with specifying parameters each time.

PS: looking at the original error message, the game crashes because you are using the nightly executable and 1.0 fonts

7025
Troubleshooting / Re: where openxcom.log file?
« on: August 31, 2016, 02:55:02 pm »
Could also be trying to run nightly without properly uninstalling 1.0...

7026
Suggestions / Re: [Suggestion] AI cheating toggle-able
« on: August 31, 2016, 12:44:54 pm »
1/ Should be easy to do, I'll post the necessary code here later.

2/ "realistic", really? :) If there was a war against aliens, it would look anything but like this... it's just a game.

7027
Depends on how you play I guess.

In UFO, I never get beyond turn 20 (unless I willingly want to train reactions).
In TFTD, sometimes you get close to and over turn 20, especially in ship terror missions, but even then I am grateful for cheating, since it helps prevent bughunts (a little).

7028
Troubleshooting / Re: How do I open/use the DMP files?
« on: August 31, 2016, 12:29:13 pm »
This is the structure of the data in the file: https://msdn.microsoft.com/en-us/library/windows/desktop/ms680366(v=vs.85).aspx

Btw. it doesn't contain anything that would be useful to any non-developer.

7029
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: August 30, 2016, 05:00:16 pm »
I was messing around with some of the features in TFTD and found that coup de grace causes a crash due to a missing sound file.

Afaik it plays melee weapon hitsound, and vanilla UFO & TFTD melee weapons lack any (there's only swing sound), due to flat 100% hit chance. Should work if you mod said sounds in.

Btw. I will be removing the whole 'coup de grace' feature eventually. I haven't used it once.

7030
OXCE Wishlists / Re: Solar's wishlist
« on: August 29, 2016, 11:16:40 pm »
That seems sensible. I'm impressed you even went with NE-SE-SW-NW wall destruction as well.

It would have expected to require that you face the wall you want to destroy directly and can only destroy objects to the NE-SE-SW-NW of you if there are no walls in the way.

Well, without those cases, it would be almost the same as what the Hammer does already today.
If I can't make it work, maybe I'll decrease the scope to N, E, S and W only and basically make hammers without projectiles :)

7031
OXCE Wishlists / Re: Solar's wishlist
« on: August 29, 2016, 10:53:57 pm »
Melee terrain damage

OK, so "simple" bullet tracing (even with several different trajectories) didn't work well.

I will try more complicated rules, depending on:
a/ direction you are facing
b/ elevation
c/ actual presence of an object (west wall, north wall, object or floor)
d/ plus a few selected trajectories (or better said only target voxels, even without LoF in some corner cases) per above hopefully covering majority of normal-shape walls and objects

Attached are the targeted objects in order per case.
The diagonal objects may be obscured by far walls, in which case (very rarely) they wouldn't be destroyed.

0 = N  = up-right   ... 1. north wall (origin tile), 2. object (from tile in front of you)
1 = NE = right      ... 1. west wall (from right-hand tile), 2. north wall (origin tile), 3. object (from diagonal tile in front of you), unless blocked by 2 other unreachable walls?
2 = E  = down-right ... 1. west wall (from tile in front of you), 2. object (from tile in front of you)
3 = SE = down       ... 1. north wall (from right-hand tile), 2. west wall (from left-hand tile), 3. object (from diagonal tile in front of you), unless blocked by 2 other unreachable walls?

4 = S  = down-left  ... 1. north wall (from tile in front of you), 2. object (from tile in front of you)
5 = SW = left       ... 1. west wall (origin tile), 2. north wall (from left-hand tile), 3. object (from diagonal tile in front of you), unless blocked by 2 other unreachable walls?
6 = W  = up-left    ... 1. west wall (origin tile), 2. object (from tile in front of you)
7 = NW = up         ... 1. north wall (origin tile), 2. west wall (origin tile), 3. object (from diagonal tile in front of you), unless blocked by 2 other unreachable walls?

Floors will be completely ignored.

For elevation 0-11 (maybe 0-9 ? or maybe 0-X ?) the current-Z-level tiles are considered.
For elevation 12-23 (maybe 10-23 ? or maybe (X+1)-23 ?) the tiles one level higher are considered.

X could represent "chest/arms level", something like unitStandingHeight-8 resp. unitKneelHeight-8.
Probably best whatever is used for bullet LoF check.

7032
OXCE Wishlists / Re: Solar's wishlist
« on: August 29, 2016, 08:05:04 pm »
Yes, and that's the reason why new ideas should go to new threads :)
To be honest, "Suggestions on how to improve the mod" thread should have been closed long ago... nobody can track that... well, I can't.

7033
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: August 29, 2016, 07:56:16 pm »
I simply think this is not worth effort. Answer one question, what is difference in long run between 10/20/30/40/50 and 30/30/30/30/30?

If I understand correctly it was about difference between 30/40/50/60/70 and 30/30/30/30/30.
Which is a bit of a difference.
But I agree, it's just a nice to have, maybe after OpenXcom 5.0 is out :)

7034
OXCE Wishlists / Re: Solar's wishlist
« on: August 29, 2016, 06:11:13 pm »
Now, that's more like it.

It can be nicely optional, fine-tuned via rulesets and compatible with vanilla. It scales, but doesn't overscale. It doesn't pollute manufacturing either.

I'd scale the repair speed a bit differently, but that's just a minor thing.

One thing that doesn't work well here (considering how runts are used at the moment), is the automatic assignment of runts. For 99.999% of the time you will have no free runts at the base. All will be either doing something you need or working their asses off for dolaros in the workshops (unless you play badly). Maybe we can do something about that, maybe not.

7035
OXCE Wishlists / Re: Solar's wishlist
« on: August 29, 2016, 05:31:45 pm »
As I said in the second post, I don't like Solar's "crew unification" proposal ("everybody can do everything"), I won't be implementing that. We'd have a completely different game if we did that.

As for your proposal:
 - repairing/rearming/refueling craft by actual manufacture jobs seems like micromanagement hell to me
 - what I would probably consider acceptable (for me) is having a possibility (not necessity) to assign engineers to repair manufacture project (or any other blocking task, doesn't have to be via manufacture GUI) to help speed up the repairs; I wouldn't touch rearm and refuel as they can't be sped up as far I understand

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