aliens

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 ... 491 492 [493] 494 495 ... 577
7381
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 06, 2016, 04:41:52 pm »
But where the heck does the Damaged Defender Armor come from?

It comes from dead girls wearing normal Defender armor... stop playing so well or stop reloading after they die and you'll get it :)

7382
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 06, 2016, 09:11:38 am »
Just took out the 3.0 .exe for a test drive.  :)
I got the bad colors at the end of missions awards screen (from commendations mod) as well as all the Soldier Stats screens.
Also, looks like we are missing a bunch of the soldier stats language strings.

What am I doing wrong?

When upgrading to 3.0 for the first time, you need to upgrade the ruleset and resources too, not just the EXE.

The full archive (2016-07-05-OpenXcomExPlus30-full.zip) is also in the first post... download it and replace the whole "common" and "standard" subfolders with the content from this archive.

... or wait for new PirateZ version, which will do it for you.

7383
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 05, 2016, 07:36:10 pm »
Speaking of consistency... how about the mechanic change we once discussed? Replace the shift-move 'cheat' with a general mechanics that always disables stopping on contacts when running? This would definitely make for more funny deaths due to unexpected enemies, and force scouts to proceed carefully, which is more realistic than scouting-by-running...

So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

7384
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 05, 2016, 06:24:36 pm »
Finally! Awesome!  Grr and I can't really work on the mod now! :) Does your build include all the latest Meridian's changes? Or is it just 'base' and we have to wait for Meridian to make his own build with all non-mechanic extras?

OXCE+ 3.0 is ready here: https://openxcom.org/forum/index.php/topic,4187.0.html

I tried the Commendations too (Draco's package)... looks to be working in general, but I guess it will require a lot of polishing.
Btw. where is the latest official Commendations mod? There are so many different versions floating around :(

@Ivan: I have the Draco's package (https://openxcom.org/forum/index.php/topic,3626.msg56043.html#msg56043) and some medals just say "PlaceHolder"... is this something you have abandoned? or are still working on? or don't know about at all?

7385
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 05, 2016, 06:00:31 pm »
Congrats on the new version! But I have some reservations about the right/middle MB regarding Ufopaedia - isn't it a bit messy? Can you please explain why not MMB everywhere?

After some inspiration, I decided to change it to middle mouse button in the next version... to keep it consistent.

7386
OXCE Suggestions DONE / Re: Built-in TechTreeViewer
« on: July 05, 2016, 05:43:02 pm »
Sounds a little like: »The game doesn't properly run on your computer? Go buy yourself some new hardware! Signed: The programmers.«

Yes, exactly.
It also doesn't work on your iPod, on your PSX, on your toaster's program selector and on your fridge's temperature display. Oh, and it doesn't work on in-flight entertainment monitors in airplanes either... what a shit product this is!
So yes, go and buy the frikkin' microsoft mouse for $2.99.

I believe the point was: It's not exactly the most wise way to assume things, that never before were a necessity for playing the same game. At least I'm not aware of the need of a middle mouse button in (Open)Xcom. So why force this need?

Because the left and also right button clicks are already taken for other actions, simple as that.

PS: I wanted to add shift+right_click today as alternative to middle click.... because I myself am doing this on laptop without a mouse... but after such feedback, I really won't... thank you very much.

PS2: OXCE+ was never a necessity, go back to vanilla and stop whining here. Howgh.

7387
OXCE Suggestions DONE / Re: Custom mission and monthly ratings
« on: July 05, 2016, 03:51:28 pm »
In the meantime, both score penalty and economic penalty have been unhardcoded in vanilla by SupSuper.

They will get into OXCE/OXCE+ eventually.

7388
OXCE Suggestions DONE / Re: Built-in TechTreeViewer
« on: July 05, 2016, 02:54:44 pm »
what if we don't HAVE a middle mouse button?

Then you connect a mouse to your laptop.

7389
XPiratez / Re: Bugs & Crash Reports
« on: July 05, 2016, 01:42:40 pm »
Code: [Select]
  - id: STR_WP_GRENADE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_WP_GRENADE_UFOPEDIA
    requires:
      - STR_CONTACT_KRAZY_HANNA # should be STR_CONTACT_KRAZY_HANNA_ZZZ, otherwise funky stuff happens
    listOrder: 4320

7390
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 05, 2016, 09:48:20 am »
Now if only I could remember where I uploaded or sent that Pirate version of the Soldier Diaries/Commendations I did oh so long ago. It can now be used!

Here: https://openxcom.org/forum/index.php/topic,3626.msg56043.html#msg56043

7391
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 05, 2016, 09:10:58 am »
The compilation on VS2015 with the fix works now, but when I tried to merge the whole branch I got several errors because of mismatch between std::set and std::vector where getProvidedBaseFunc is used (https://github.com/Yankes/OpenXcom/commit/ad27f8deefb69a3cc8797a138478635f5ed22a7e). Sometimes it's set, sometimes vector.

Also, you may want to rename forbidenBaseFunc to forbiddenBaseFunc, just for spelling correctness before you release 3.1 :)

7392
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 04, 2016, 07:09:29 pm »
5/ Also, I don't see any games I save in piratez using this new exe.
They are on the harddisk... but not in the Load window :(

Looks like the save is missing the "- piratez" in the "mods:" section... all other mods are there, just the main mod not.

7393
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 04, 2016, 06:50:38 pm »
1: confirmed.
2 - 4: at leas on my exe and some old piratez version I can't get it. Did you do it on exe compiled by my or yourself?

On your EXE from the first post, mediafire link.

2/ happens only during equiping in the base, not during the mission... happens also with no mods at all, just go to skyranger, click inventory and click OK... see attached screenshot

Code: [Select]
[04-07-2016 17:46:52] [INFO] OpenXcom started successfully!
[04-07-2016 17:47:07] [ERROR] Surface MAN_0M50.SPK not found
[04-07-2016 17:47:07] [ERROR] Surface MAN_0M18.SPK not found
[04-07-2016 17:47:09] [FATAL] A fatal error has occurred: code 0xc0000005
[04-07-2016 17:47:09] [FATAL] SymFromAddr failed: 487
[04-07-2016 17:47:09] [FATAL] StackWalk64 failed: 299
[04-07-2016 17:47:09] [FATAL] Crash dump generated at c:\!private\OpenXcom_XPiratez 0.99\user\04-07-2016_17-47-09.dmp
[04-07-2016 17:47:16] [FATAL] OpenXcom has crashed: code 0xc0000005
Extra information has been saved to openxcom.log.
Please report this to the developers.

3/ and 4/ are probably the same issue... game just stops responding after some time... this may be related to my game, also attached... I will try to narrow it down, but it's hard without being able to run it from VS

7394
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 04, 2016, 01:49:02 pm »
I have upgraded my piratez campaign to OXCE 3.0 (without +) and there are some glitches:
1. Clicking on "New project" takes about 30 seconds...
2. When I go into craft and inventory screen to equip my soldiers... after clicking OK to return back... I get crash to desktop

This was just 5 minutes of testing, I'll do more tests in the evening and report them in this post...

EDIT1:
3. when I transfer a soldier from one base to another, after arrival the game seems to get in an endless loop and stops responding
4. actually just letting the time pass on 1hour or 1day results in application hanging quite soon (with 100% CPU usage)

7395
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 03, 2016, 07:19:37 pm »
I am getting following errors when trying to compile oxce 3.0 in visual studiio 2015... any idea what's wrong?

Pages: 1 ... 491 492 [493] 494 495 ... 577