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 - alinare

Pages: [1] 2 3 ... 9
Troubleshooting / Re: Strange effects
« on: June 12, 2019, 04:34:56 pm »
Thank you very much for everything, Meridian. It worked.

Troubleshooting / Strange effects
« on: June 12, 2019, 01:09:55 am »
I have been absent for several personal reasons, and I have used all this time, to improve and expand the mod. Now works without problems, with the latest version of Openxcom (19-5-2019), but some strange lines appear surrounding the texts, as can be seen in the images constituting an aesthetic nuisance. I have tried to deactivate the Amiga fonts, but the problem persists.
Is it possible to eliminate these lines ?
Greetings and thanks in advance.

Troubleshooting / Re: Problems updating my mod
« on: February 18, 2019, 05:00:18 pm »
Thanks for the information.

Troubleshooting / Re: New error and CTD in TEW
« on: February 08, 2019, 01:31:04 am »
It's fixed. Works seamlessly with the 64-bit exe.
Thanks for everything.

Troubleshooting / New error and CTD in TEW
« on: February 06, 2019, 07:50:24 pm »
I need some help again. I wouldn't want to abuse anyone's patience or be tiresome, but I have tried to solve this error by every means at my disposal, and I no longer know where to continue.
I managed to update the mod thanks to the invaluable help of Meridian and those who responded kindly, but when I try to start a mission, either in the Geoescape or in the battle simulator, another error appears, std:: bad_alloc with the consequent CTD. I can't figure out what it could be, and it also happens when I initiate an interception in the Geoscape.  I still have to correct some more images with the right palette, after modifying or replacing others, but I don't think it's a matter of that, - although I could be wrong, of course - and the attached openlog does not indicate what kind of failure it is. It only qualifies it as an error.  The openlog alerts, for each wrong image, are different. I'm going to reorganize the structure of the mod so that it is not so chaotic, I learned the lesson, but first I would like to let it work because I have managed to update it, if possible. The mod worked normally until a November exe version last year.
Thank you very much in advance.

Troubleshooting / Re: Problems updating my mod
« on: February 04, 2019, 09:53:30 pm »
Okay. They're the same. I've had a mistake. Thanks for everything.

Troubleshooting / Re: Problems updating my mod
« on: February 04, 2019, 06:45:38 pm »
Hello, Meridian:
Again, thank you so much for your help, patience, and for your time. If it is not too much to abuse I would like to give you one last consultation. I have the necessary set of pallets to change the incorrect images, but could you please tell me if there have been any different ones to the ones I have, if the ones I have, have they become outdated?
Thanks again.

Troubleshooting / Re: Problems updating my mod
« on: February 03, 2019, 03:00:13 pm »
Hello, Meridian:
Thank you very much for your help. This is the latest version, along with the last exe of November 2018, with which it works. From there, I haven't been able to make it work.
And again, thank you very much.   :D

Troubleshooting / Re: Problems updating my mod
« on: February 02, 2019, 09:34:36 pm »
Yes, I agree. I don't ask anyone to do the work for me of course, if not if there was some way to fix so much mess in less time.
Well, thank you for everything. I'll get on it. We can take the matter for closed.

Troubleshooting / Re: Problems updating my mod
« on: February 02, 2019, 08:41:25 pm »
Yes, you're absolutely right. I am well employed by simple and pure stubbornness, and not having listened to those who came to warn me of it, but it was not out of arrogance but because I was convinced that it was a good way to work. Until now it had worked, and I didn't think this was going to happen, but I started working that way, and when I tried to rethink things, I had already gone too far.  Of course, I deserve all the reproaches, and I am willing to rectify, if anyone wants to or can help me.

Troubleshooting / Problems updating my mod
« on: February 02, 2019, 08:14:01 pm »
I am the author of TEW, (The Endless War), and I have an important problem. I'm trying to update my mod, to the latest version of the exe, dated 23-1-2019, which includes random production, which I think I suggested at the time. The thing is, I get errors from the technology tree, the kind that doesn't recognize certain research, and I think I've found the key to the problem. I have all the research sections spread over hundreds of files, instead of just one, so I think the error comes from there. My question is, is there any simple way or program to copy sections of text from several rulesets, in this case, the mass research, and then paste it into a single txt, to create a single ruleset of research?
In the end I have been a victim of my own system, since doing what I propose manually, with more than four thousand folders, makes me very complicated and would take too long.
I'm sorry I haven't been more organized, the truth and the problems that this may have caused to other players, besides myself. Until now I had managed to solve the problems arising from each update, but this one surpasses me, since I can not continue to include the new modifications so incredible that come out periodically.
I hope to have explained myself, given that my English is not very good, which is another of the problems of the mod, although at the moment I would be interested in solving, if possible, this one. Very grateful for any help.

Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: February 01, 2019, 10:44:39 pm »
I thought your criticism was totally correct and correct. You are right in all your assessments, and I am constantly trying to improve the mod. Your words are very accurate and to offend me, nothing at all. It is true that my command of English is not exactly good. I am a Spanish speaker, but I decided to write the texts like this, so that it would reach more people. Now I'm trying to adapt it to the latest version of the Exe recently created by Meridian, from late January, because I have some errors related to the technology tree. This mod includes all the things that, in my personal opinion, I think the Original XCOM of 1994 should have had, although naturally, it doesn't have to be like that for everybody.

Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: January 01, 2019, 08:33:46 pm »
Thank you for your opinion. I try to polish it as much as I can, solving any errors that may arise.

Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: December 29, 2018, 11:37:04 pm »
New version ready:
Changelog v.1.19:
- New units:
   - SPHW
   - Tamed Mutant Crusher
   - VTC-88 Cruiser MBT
   - NLM6 Meteor
New enemies:
   - Scibot
   - Highlander
   - AQB
   - Intelligence Officer
   - Stalker
   - Protectorate Dreadnought
   - Technical Supervisor
   - Mutant Crusher
   - Ambassador of the Protectorate
   - Protectorate Miner
   - Council of Nations Politic
   - Governor Comissar
   - MK-3000 Vigilante 
   - Cyborgide
   - Robolegionarie
   - Battlewagon
   - Legionary Tank
   - Krogan Solider
   - Master Spy
   - Evolved Sectoid
   - Syndicate Infiltrator
   - Extinction Diciple
   - Militant
   - Servitron
   - Bibliotecarius
   - HUP Hammer
   - M6A2E1 Heavy Tank
   - Corporate Clerk
New Missions:
   - Assault on the Martian Palace
   - Machine Wars
   - Storming Enemy Artic Base
   - Ambush to irregular forces
   - Exploring Misterious Space Installation
   - Assault on enemy factory
   - Assault Enemy Antarctic Base
   - Storming RPM Base
   - Storming Atzlan Base
   - Storming Atzlan Genetic Lab
   - Storming Californian Factory
   - Forge Wars
   - Assault in Alien Tribal Poblado
   - Phoenix Interceptor
   - Key character Extraction
   - Assault on Industrial Complex
New Weapons:
   - Gauss Shotgun
   - Plasma Rotogun
   - Laser Shotgun
   - Gyrogun
   - M45 Pulse Rifle
   - Calico M100
   - Gas Shotgun
   - Turbogun
   - Cryogun
   - Tesla Vibrogun
   - Extinction Dagger
   - FACT
New Armors:
   - Mech Suit Pilot
New Facilities:
   - Drone Bay
   - Heavy Drone Bay
New Items:
  - Digital Timer
  - EFS
  - Circular Wave Amplifier
  - Super Steel Fyber
  - Adrenal Gland
  - Blastema
  - Dreadnought Controller
  - Large Intestine
  - Smart Module
  - Healthy Animal Hear
  - Poison Gland
Happy Holidays to all and Happy New Year.  :D

IDT Modding Hub / Re: [WIP] The Great War of the Worlds
« on: November 29, 2018, 01:23:14 pm »
New screenshots:

Pages: [1] 2 3 ... 9