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Messages - Meridian

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7471
XPiratez / Re: Imperial Probe: The Dark Ones
« on: June 10, 2016, 03:27:12 pm »
They are not very tough, the guns and armor you have should be enough. Just pay attention to Imps, they shoot fireballs.

I stunned a couple of them using Cattle Prod (it took a few hits though).

Here's a very recent video if you're interested: https://www.youtube.com/watch?v=_6l9i2HQDiA

7472
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 03:20:02 pm »
But where are these instructions?

I don't provide any official instructions, because I am not a linux guru.
But I do compile under Kubuntu 14.0 using these steps (and a few people have confirmed it is working for them too): https://openxcom.org/forum/index.php/topic,4187.msg65619.html#msg65619

7473
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 03:10:15 pm »
AHA! This instruction was more comprehensive, I was missing some dependencies it seems, libboost-dev. Now building!

libboost-dev is required only for vanilla OpenXcom

OpenXcom-Extended and OpenXcom-Extended-Plus... which is what you need... don't have a dependency on Boost anymore... but feel free to experiment, I'm sure you'll figure it out eventually

Wait, why am I compiling openxcom-extended from source now again? ... I got it working anyhow, so now I can play openxcom (I tried it, works fine it seems, including starting a game)! BUT. I cannot play Piratez anyway can I ?  :(

Again, if you want to play PirateZ, you need OpenXcom-Extended-Plus...
If you want to play just normal xcom game, OpenXcom is enough.

7474
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 02:08:38 pm »
Oh? I found them in the archive, OpenXcom_XPiratez/XPiratez readme/OXCE_Readme.txt and XPiratez_readme.txt .

Oh, I see it now, in "XPiratez_readme.txt"... well, this is unfortunately too old/obsolete, X-PirateZ runs on OpenXcom-Extended-Plus now... the OpenXcom-Extended, which you have probably downloaded from mod portal will not work correctly. I'm afraid you'll need to follow my instructions above... and if the precompiled executable doesn't work for you, try talking to people who are compiling it themselves: Yankes, Arthanor, etc. Hopefully one of them will be able to respond here too.

7475
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 01:59:16 pm »
So then I tried it according to the Piratez installation instructions, ie after purging my openxcom i installed openxcom-extended, then copied user/ from piratez to /usr/share/openxcom/ as well as the UFO-folder with GEODATA etc. from the vanilla game to the same folder.

Where did you find these instructions?
I am not aware of anything like this...

7476
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 10, 2016, 12:04:03 pm »
Actually, I'd bet on debug mode issues. Line 21 of the the options.cfg file has  "debug: true", which turns off quicksave and enables debugging. Replace it with "debug: false" and see if that helps. It happens once every few releases when Dioxine forgets to switch it back before distribution ;)

Yeah, most likely.

I don't know why Dioxine decided to deliver that config file again... it just creates problems, there's absolutely no advantage to it. I can't imagine anyone who would use it... everyone has their own video/audio settings, hotkeys, etc. and you always have to delete the file provided and replace it with your own...

7477
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 11:01:05 am »
Hi,

if you are talking specifically about X-PirateZ, then you need to follow the X-PirateZ installation instructions.
They are different from just OpenXcom installation instructions.

1. download the game, link here: https://openxcom.org/forum/index.php/topic,3626.0.html
2. extract anywhere
3. copy the Steam data into the folder: "<X-pirateZ folder>/UFO" (please note copying them anywhere else will NOT work)
4. if you're on windows, just run the game (OpenXcomExPlus29.exe)

4a. if you're on Linux, you need to install pre-requisites too (see here: https://openxcom.org/forum/index.php/topic,4187.msg65619.html#msg65619)
Code: [Select]
sudo apt-get install libsdl1.2-dev libsdl-mixer1.2-dev libsdl-gfx1.2-dev libsdl-image1.2-dev libyaml-cpp-dev4b. if you have the newest version 0.99, try running the executable provided in the package (OpenXcomExPlusElf), if not then you can either build your own executable (see below) or download it from my thread (see below)

Important:
X-PirateZ runs on custom executable, it comes either bundled with the game (v0.99), or in this thread: https://openxcom.org/forum/index.php/topic,4187.0.html or you can compile it on your own (directions in the same thread)

Regards,
Meridian

7478
OXCE Suggestions DONE / [DONE] [Feedback] Built-in TechTreeViewer
« on: June 10, 2016, 01:00:20 am »
Working with 320x200 sure ain't easy :)

Here's the failed attempt just for fun (see attachments)... but I already have a much better idea  8)

7479
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 08, 2016, 04:10:12 pm »
Was too far into my game to restart now so i moved my game to 0.99.
I have to research everything again it seems, i have best powerarmor and such but still need to research Blackmarch pistols and G.O.s again. I guess it dont really matter except for the slight annoyance?

price i have to pay for not restarting i guess :)

Or just read the instructions: https://openxcom.org/forum/index.php/topic,4133.msg66038.html#msg66038

7480
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: June 06, 2016, 08:11:10 pm »
OXCE+ The Devil's Edition (2016-06-06) is out :-)

v2016-06-06
  + fixed quick search in Ufopedia

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSHk3dGpYRHRUaGM

7481
@Stian:
Could you have a look at this? Adding the quick filter messed it up a little bit... but can't reproduce reliably. Maybe you'll spot an issue right away...

https://openxcom.org/forum/index.php/topic,4520.msg65983.html#msg65983

7482
XPiratez / Re: Suggestions on how to improve the mod
« on: June 06, 2016, 07:26:23 pm »
It looks fine when I open it.

HOWEVER, after clicking on the "show next page" button for a longer time, every now and then I also get some weird display with lots of empty space... maybe once in 20 scrolls.

I don't see any obvious issue with the code, I'll ask Stian... maybe I am putting the filtering in the wrong place.

7483
XPiratez / Re: How to build the Conqueror?
« on: June 06, 2016, 03:58:17 pm »
I was thinking maybe after "death or glory" and "conqueror" research are done, you could enable some small mission to happen periodically once a month or once every two months.
This would just spawn a mission site, where you could capture a SGC... the difficulty of the mission is up to you. The idea is just to reliably increase their presence when needed.
The mission site could be called for example "Management meeting" :D I'm sure a high ranking star god has a reason to come down to earth every now and then... not everything can be solved via hyperwaves.

7484
Troubleshooting / Re: Accuracy problem?
« on: June 06, 2016, 12:45:03 pm »
@7Saturn:
I don't have the strength to continue this discussion... go ahead, feel free to change it.

@Solarius:
For the playability, there are no issues I think, the game is perfectly playable as it is.

For newcomers, 2 things might be confusing:
1. something they think is a "chance-to-hit" indicator is actually an "accuracy" indicator
2. game says they can't shoot even if they can see

If somebody is interested in removing this confusion (without rewriting the whole engine), I could try to make the following options:

1a. when indicator goes below 10%, the user would just see "<10%" instead of e.g. 6% or 0%
1b. when indicator goes above 90%, the user would just see ">90%" instead of e.g. 95% or 110% or 230%

2. not sure how hard it is, but I guess I could make the firing check and execution be done from the same point (=eyes) as the LoS check, i.e. "if you can see, you can fire"

But I'm really not convinced, that any workaround for this point would make the situation better... there would just be other questions and issues instead. And as I said in the beginning, the playability is not affected by this in any way in my opinion. Yes, sometimes you swear at the screen, but then you just use a different soldier from different angle and the game goes on. That's xcom we love.

7485
Troubleshooting / Re: Accuracy problem?
« on: June 06, 2016, 11:46:35 am »
The goal of OpenXcom is to replicate the functionality of the 1994 version. Plus maybe add some QoL. But definitely not change any core mechanics.

As far as I can say the aiming works exactly the same as in 1994.

Please note that:
- "accuracy" indicator is optional; and was not present in 1994 version either, it was a fan-made patch
- if you don't agree with the game's assessment of LoS/LoF, the DEVs were kind enough to implement Ctrl+click to override LoF... so you can make your soldier shoot even if the game doesn't want you to

In my opinion, it is pointless to ask DEVs to change this, they just won't, because it goes against the goal of the project!!

On the other hand, this is open source, anyone is free to make a fork and change this for themselves...

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