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Messages - oftcrash

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16
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: September 12, 2014, 05:47:27 pm »
GIF may be more convenient, but they don't play nice on the Mac. Any GIF based mods don't load.

17
Builds & Ports / Re: Mac OS X port debug & testing
« on: September 09, 2014, 12:49:00 am »
All in all, the Mac version is very stable. The only area I'm having trouble with is mods. Some work, but many, usually with new graphics, crash on load.

Same issue on two different Macs.
OS 10.9.4, 2.2 GHz quad core i7
OS 10.9.4, 2.5 Ghz dual core i5

I read in another message that there was an issue with OSX converting 8bp gif files to 32bp. Is this still the case, and if so, any idea if a fix is in the works?
Is there a fix that can be applied locally to the files? I'm not opposed to setting up a script to do an imagemagick batch conversion, or even doing it in Photoshop if need be.

18
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: September 08, 2014, 10:09:01 pm »
I don't think normal smoke would do anything more than simply block your view, but perhaps some hi-tech fog thingy... :)

Well, yeah, the physics is iffy, but so is having handheld plasma weaponry :)

I'm thinking more about from the capabilities of the current mod environment. Is it possible to modify damage or accuracy based on terrain or smoke interaction with just ruleset changes?

19
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: September 08, 2014, 06:47:22 pm »
Is there a way to decrease the laser accuracy or damage if it passes through smoke?

20
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: September 07, 2014, 11:05:10 pm »
Nothing official, nor well tested, but here are the rul files I modified which seem to be working so far (doesn't include all the other files - you'll still need the rest of the mod). Basically just modified the research blocks to remove the "requires" sections or switch them to "dependencies, and renamed the laser weapon research so it fit on the screen.

21
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: September 05, 2014, 11:54:42 pm »
"you should only use "requires" if you are using "unlocks" rules from other discoveries"
that is not correct
e.g. all the races in oxc have no requires in them but they can be unlocked by medic-discoveries

Sorry, you're right. I didn't phrase that as clearly as I thought I had. The sentence after that is what I was trying to get at.

The "requires" is put in to block the "unlocks", which only override "dependencies." Something about including both rulesets and dependencies with the same items must cause some sort of bottleneck.

Basically, an unlock can override any "dependencies" unless there's a "requires" rule that hasn't been met.

I should note that I just started getting into the docs and modding OXC in the last few days, so I'm having to infer/guess at a few things. Definitely appreciate the feedback!

I'm still not clear on what the logic is when you have the same requirements in both "requires" and "dependencies" inside the same research item, but at least in the case of this mod, it doesn't appear to work.

22
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: September 05, 2014, 10:34:11 pm »
Hi there,

I've been playing with the mod, but Laser weapons never unlocked, nor could I research any of the captured alien weapons. I looked through the rulesets and finally figured out what was happening (more or less).

STR_LASER_WEAPONS and STR_ALIEN_WEAPONRY had both "requires" and "dependencies". Something in the logic wouldn't allow that to work. By removing the "requires" field, they now appear properly (you need to remove "requires" from all the STR_ALIEN_WEAPONRY research records in all the alien weapons rulesets).

As I read the documentation correctly, you should only use "requires" if you are using "unlocks" rules from other discoveries. The "requires" is put in to block the "unlocks", which only override "dependencies." Something about including both rulesets and dependencies with the same items must cause some sort of bottleneck. I looked through all the other research items and made the same change, making sure they only had "dependencies" criteria.

Oh, I also renamed the text for STR_LASER_WEAPONS, even though I loved it, since "Elerium Electrical Generators and Advanced Solid State Laser Emitters" is too long to fit on the screen in the research selection menu.

Love the mod, by the way!

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