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Messages - R1dO

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286
Tools / Re: MAPVIEW upgrade
« on: February 07, 2017, 10:06:26 pm »
Then I also have one: an UNDO button. :P

That goes entirely against the X-com spirit ... make expensive mistakes and learn to live with it   ;)

287
Troubleshooting / Re: Having sound problems
« on: January 23, 2017, 01:58:43 am »
Ah, so i' ve learned something new as well. Thanks for the pointer.

Too bad the flac bug still eludes us (i suppose you already ruled out the known flac 24bit 'bug' mentioned on the same the page).

288
Troubleshooting / Re: Having sound problems
« on: January 23, 2017, 12:56:46 am »
No problem .. sometimes the obvious info is not obvious for those that are new to the game ;)

As for the log, that one indeed does not show anything. But since you've stated that it works at the moment i suspect that the log comes from the last 'well behaving' game.
Unfortunatly OXC does not keep older versions of that log. It is overwritten upon each restart of the game. So it is best to store a copy of that file directly after a crash ;)

If your music slider affects all sound you indeed have found a bug. Unfortunately i cannot reproduce it here, if you can reproduce it reliably and show us the precise steps that would be of great help.

Good to hear you can at least play the game again.
Have fun rescuing earth

289
Open Feedback / Re: General Questions for install
« on: January 23, 2017, 12:42:37 am »
The game should work fine if you only have TFTD files, of course playing (even starting up) UFO is not possible in that scenario.

P.s. It is not needed to increase text size for complete posts. If we have difficulty reading normal text we can easily zoom in. Your post comes across as somebody having a loud voice.

290
Troubleshooting / Re: Having sound problems
« on: January 22, 2017, 11:43:07 pm »
First of all, if you experience crashes try to provide the log file (and some specs of your computer like Operating system). Now the best we can do is guessing.

As for the music, in the options part of OXC you can turn down the music while still keeping the sound (and even UI) effects. There are separate sliders for this.

The crashes might be because some files are missing (hence the request for the log file, it should indicate that).

Small tip, if you want to mess with music files while leaving the originals alone.
In your personal mod directory (the one where you've installed FMP) you can create music mods. Those mods can be activated ingame (make sure they are at the bottom of the list to ensure they override all other mods).

To create such a mod do the following steps (assuming you are inside the mod folder):
1) Create a named directory for your mod (e.g. myMusic). This name will be visible in your mod list.
2) Under myMusic create a folder called SOUND
3) Put your music files inside that folder
4) Start game ... activate mod ... enjoy your music.

Hope this helps.

291
Looking at the rulesets it is most likely a ruleset bug.

The deep one unlocks the STR_MC_LAB research. However the "No Psionics" mod deleted all references to that.

-- edit --
Quick workaround for this specific error:

You have to adapt the "No Psionics" ruleset file for this. It can be found in your installation folder under:
Code: [Select]
bin/standard/XcomUtil_No_Psionics_TFTD/XcomUtil_No_Psionics.rul

Look for the following snippet:
Code: [Select]
research:
  - delete: STR_MC_DISRUPTOR
  - delete: STR_MC_GENERATOR
  - delete: STR_MC_LAB
manufacture:
and replace it with:
Code: [Select]
research:
  - delete: STR_MC_DISRUPTOR
  - delete: STR_MC_GENERATOR
  - delete: STR_MC_LAB
  - name: STR_BIODRONE_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_CALCINITE_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_DEEP_ONE_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_HALLUCINOID_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_TENTACULAT_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_TRISCENE_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
  - name: STR_XARQUID_TERRORIST
    unlocks:
      - STR_ALIEN_ORIGINS
manufacture:

Please note that adaptations to game resource files are generally not advised, you run the risk of loosing your adaptations upon game updates or you could end up mangling your game-files up to the point that a re-installation is required.

P.S. The same error is most likely also present in UFO

292
Troubleshooting / Re: No sound on Linux Mint 17.3
« on: January 21, 2017, 05:34:34 pm »
It might sound like a no-brainer, but did you check if the sound is enabled in the game options since your log indeed does not seem to indicate an error.
Perhaps you can provide us with an image of the settings on the sound page, so we can check if something is wrong there.

...
I also tried installing the three recommended packages when I installed the PPA: musescore-soundfont-gm, fluid-soundfont-gm, and freepats. I'm not sure what they are for,
...
Those are all MIDI soundfonts, you need only one of those in order to play midi files (freepats is default dependency of sdl_mixer).

293
Suggestions / Re: [Suggestion] Vanilla - Extra Hard
« on: January 20, 2017, 01:50:20 am »
I would advice against modifying the rulesets that come with the game. Chances are your modifications will be lost upon some future update.

Instead it is much easier to write your own mod and activate it from within the game. For that you will need your mod folder [1].
Inside that folder create a new folder (e.g. "Vanilla - Extra Hard"). [2]
You can put a ruleset file in there (plain text, YAML formatted, ending with .rul)

You can paste the code from my post into that file and make other adaptations.
Please have a look at ruleset reference and editing basics if you need more information.

Have fun modding

[1]
I'm not using windows myself, so i can't point you to the exact path.
Try searching for your save games in explorer (for instance ``_autogeo_.asav``) and note the path, it would look somewhat like
Code: [Select]
C:\<SOME_LONG_PATH>\openxcom\xcom1\ your mod-folder would be
Code: [Select]
C:\<SOME_LONG_PATH>\openxcom\mod\
[2]
Not absolutely necessary, but it helps differentiating in case you have multiple mods.

294
Suggestions / Re: [Suggestion] Vanilla - Extra Hard
« on: January 18, 2017, 11:58:30 pm »
You can always combine Meridian's suggestion with a relabel of the buttons
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_1_BEGINNER: "Superhumanier"
      STR_2_EXPERIENCED: "Superhumaniest"
      STR_3_VETERAN: "I am Badass"
      STR_4_GENIUS: "No seriously ... I am"
      STR_5_SUPERHUMAN: "Utmost Superhumanism ... cause badass++ aint difficult enough"

P.s. some strings might not fit inside a button

295
XPiratez / Re: Bugs & Crash Reports
« on: December 31, 2016, 03:44:47 am »
Well, that's a rather nasty bug.

There's a dying reaper (see attached), which dies when turn ends... and the game tries to convert it to corpse... but in the process it checks some tiles outside of map boundaries, where it fails on null pointer exception.

That sounds an awful lot similar to a crash when a player tank died on the south-west boundary of a map, reported by hellrazor for OXC some months ago. It was supposed to be fixed by commit: fa60079
If i remember correctly the most important part was:
Code: [Select]
+ if (_unit == _parent->getSave()->getSelectedUnit())
+ {
+ _parent->getSave()->setSelectedUnit(0);
+ }
Without that piece of code any tile of the tank can serve as the starting point for the conversion to corpse process. While the conversion assumes the starting point is always the northernmost tile.

Perhaps something similar is needed for enemy units.

296
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 16, 2016, 03:20:16 am »
I'd say the dragonfly. I kinda like it's looks [1].

Besides that i think the first one would better serve as an early game improvement of the skyranger with a comparable price tag, due to the following reasoning:
* The tactical advantage of front 'doors' is something that Xcom came to realize after a few battles surrounded by enemies, hence they want a quick solution.
* Adding doors is a structural nightmare (in the mechanical sense). Requiring shortening of the craft due to weight limitations. The increase in production complexity ($$$$) would undo any materials savings.

[1] To me it's looks would probably improve if the tail is shortened by 1 or 2 rows.

297
XPiratez / Re: Bugs & Crash Reports
« on: November 26, 2016, 01:43:21 am »
I have tested/debugged on 3.5 actually.
The z level checks are not sufficient.

Oh .. ok. Too bad it wasn't that easy.
Is it due to some changes in extended or do you consider it a 'bug' in regular OXC?

298
XPiratez / Re: Bugs & Crash Reports
« on: November 25, 2016, 01:33:59 am »
The culprit is the RMP files... one example is DESERT13.RMP.

I'll add some checks and logging to report such problems and prevent crashes.

Perhaps you're lucky, the latest merge on 3.5+proto (18 nov) included some nighly fixes in that department
sha's: 3e64d7d ; 4f40084 ; 12f1212 ; 0731b64 and 98400bb

299
Let see if i can answer them all ;)

1) The error on win loose is probably due to a damaged original file. My bet would be:
   
Code: [Select]
UFO/UFOINTRO/UFOINT.FLI    If i'm correct it happens when trying to initialize a new game, thereby loading the cinematic. You could try if it also
    happens when starting up the game without disabling the opening animation (assuming you've turned it off).
2) I assume you mean interceptor not skyranger. What happens here is that the game unloads aircraft armament
   and sell them as well. You can check by first unequiping the craft before selling (and compare the space when
   selling the correct armament and ammo).
3) I believe the order is based on occurence in the ruleset. The first one encountered when loading is on top, last
   one on bottom. I'm not aware of any listorder parameter (but i'm not that initmate with this part of the
   code/modding so perhaps it exist) meaning a lot of deleting originals and redefining them in your desired order.
4) Ugly underline. I'm quite ccertain oyu've found a bug here. The Missiontype for the T'Leth missions consist of 2
   lines (all others are single). This is not rendered correctly. What happens is that the second line is shadowed
   by the next entry. If Mission 1 line 2 contains a word on the same position where Mission 2 line 1 contains a
  space, some residual texts is visible (due to interline distance of -1) .

Hope my answers help (and are clear enough)

300
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 22, 2016, 12:36:41 am »
If you enabled the option after getting those 20 in the AC it is entirely possible that the game won't complain until the next mission (with live aliens as trophy). It depends if the check occurs on geoscape time interval or on mission end.

Also, unless something has changed, i believe the option "weapon self destruct" is not recommend for FMP (makes it almost impossible to research some weapons).

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