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Messages - harre

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31
Troubleshooting / Re: Need help compiling under Windows/VS2015
« on: March 03, 2016, 01:50:26 am »
That's caused by the newest version of yaml-cpp, more info here: https://openxcom.org/forum/index.php/topic,4313.0.html
Just add the #include <algorithm> everywhere you see the error.

Cool, I got it compiled and running now. Thanks..

Now I need to get time to dig some in the code, I need to make a own fork and then I can make a pull request for the include fixes for yaml-cpp ;)

32
Troubleshooting / Re: Need help compiling under Windows/VS2010
« on: March 01, 2016, 02:33:13 am »
Thanks for the prebuilt dependancies, I tried to build the project but I got alot of std::min and std::max identifier not found.

33
Work In Progress / Re: Soldier Portrait Mod
« on: February 24, 2016, 04:53:08 pm »
is any of it ever going to be pushed upstream?

+1

34
Work In Progress / Re: XCOM PS1 music renaming
« on: February 16, 2016, 11:02:37 pm »
This is probably what you look for.

https://www.ufopaedia.org/index.php?title=Audio_Options_%28OpenXcom%29#Custom_Music

However, someone has already put up a mod with the PS music:

https://www.openxcom.com/mod/ufo-defense-psx-music

36
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 28, 2016, 12:42:20 am »
Looks interesting. I will definitely try this out when I'm done with my current epic game :)

37
I have still this bug. Anyone else having this problem?

38
Haha, have you seen new X-files 10x01? Thier UFO fueled with 115 element! I knew it! Ha!

I noticed that too, can't be a coincidence ;)

39
Offtopic / Re: Introduce yourself
« on: January 24, 2016, 09:55:08 pm »
I got i touch with Terror from the Deep first when I was a child so that's always been the best game of the two so I was always lurking this page for TFTD support and ability to import my old save that I have grown tired of after all micro management.

Now I'm able to play a little now and then and I just love that the game is like the original but with just small additions.

40
Well done on the blinking HP-bar when having wounded soldiers.

I have found one problem though.

Don't know if it's just TFTD that is affected.

Seems however that if you switch from a wounded alien to a soldier when HP-bar is blinking and switch when the bar is not solid the new selected unit keeps the non solid HP-bar.

see attached screenshot.

steps to reproduce.
* load attached save
* select wounded lobsterman
* press tab when hp-bar is non-solid

41
cool, it seems to work now. Good work man!

42
I have updated to the latest OpenXCOM now and tried to load my old save. It seems though that some things was converted incorrectly.

All my aquanauts had plastic aqua armor in vanilla TFTH but it seems that after conversion most got no armour at all, and one got ion armour that I didn't even have researched.

All bases had some research about living aliens, even when lacking both alien containment and researchers

Also some bases had some manufacture orders that didn't exist in vanilla TFTD.

Just poke me if you need more information.

43
TFTD legacy saves should be working now.

Yep, it's indeed working now. Awesome work! It will be fun to continue my old game ;)

Can I excpect anything that is not yet implemented, or are there just bugs left to fix for TFTD?

I was looking for any roadmap or any docs for the progress but I was unable to find any.

When I get the time I'm going to setup a build and try to compile OpenXcom myself.

Do you have any bugtracker or anything in case I get it up and running and want to find anything to work on?

44
Aha, that explains it. I hoped it to work as it displayed my saves with it name and dates correctly. I know it's a bit rude to ask for any ETAs on free software, but do you have any idea when it's ready?

Also, what's left now on TFTD support? I'm more than happy to help out and bugtest.

I'm a programmer too and can probably help out if you have any small isolated issues. I'm mostly working with C# nowdays and it been a couple years since i touched C++ but then again, if-statements and junk are all the same

45
Well, I checked saves, and I got question: it is unusual XCOM? One of your Skyranger have weapon slots. Is there XcomUtils used before?

OpenXcom has debug string in options.cfg, but in your case this is useless - game didn't expect fatal errors in your saves, so there no verbose information. It cannot handle corrupted/malformed data from legacy saves, so it fails with generic throwing exeption.

Thanks for looking into it. I have used xcomutil, but only activated the bugfixes and soldier sorting. It's a tftd-save, as there is no skyranger. But perhaps the game treats the barracuda as skyranger?

Here is a link to my tftd folder with xcomutil config.

https://drive.google.com/folderview?id=0B3mBIMkQuHa9TkZ0Smo4LVV4amc

As you can see it's the steam version.

Please let me know if you find anything or need more info.

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