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Messages - Ethereal

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 02, 2021, 11:10:32 pm »
Announce the list of changes in OXCE v7.0.5, please.

2
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 02, 2021, 10:49:37 pm »
- on OpenXcom discord
- on X-Piratez discord

Very funny. And what should I, Russian-speaking, do? Not only was the most important discussion moved to some kind of ass of world, so also ustonavlivat additional (unnecessary for me) software.

Stop this practice and return the discussion to this site.

3
OpenXcom Extended / Re: [Suggestion] Medikit Priority
« on: April 30, 2021, 08:56:23 pm »
Hands -> Front -> Ground -> Self?

Yes, this is a good solution.

That would be a step in the right direction, however it wouldn't be a good solution to the problem. You'd still need to spend TU picking up the body, but now you'd need both hands free. Freeing up both hands would take more TU than it would take to use one hand to relocate the body.

Reduce the time spent using the first aid kit.

4
OpenXcom Extended / Re: [Suggestion] Medikit Priority
« on: April 30, 2021, 06:37:20 pm »
Well, you can make the body in the medic's hands the priority target for the first aid kit.

5
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 19, 2021, 09:55:06 am »
Code: [Select]
[ERROR] Error processing 'STR_TANK_CANNON' in items: Vehicle weapons support only one ammo type
It's a pity. :D

6
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: April 16, 2021, 11:07:43 am »
Update.
- Fixed "vapor", now works under water (Thanks Meridian).

Modification in the first post.

7
OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 07:28:43 pm »
You are missing PAL_BATTLESCAPE_3 (for sea depth = 3).

Just add this to your custom palettes and it will work.

And of course also this for STR_HWP_ROCKETS

Thank you very much. I would never have guessed. Everything works fine.

8
OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 05:20:38 pm »
Saves is not necessary. You can simply test it in "Battle" mode. In this mode, everything works the same as in a regular game. I checked. Very convenient, by the way.

Although, here's the save, if that's more convenient for you.

9
OpenXcom Extended / Re: How underwater bullet trajectory works?
« on: April 15, 2021, 03:26:58 pm »
Vapor works only underwater.
Fake underwater... as the name says... is not underwater.

For surface (including fake underwater) missions, you can use surface vapor.

Poporobuy. "Vapor...Surface" does not work with setting depth on the terrain. And without the set depth, "drawBubbles", underwater animation of explosions, missions and  race "_UNDERWATER" do not work.

In my modification, the rocket launchers have "vaporColorSurface:" and "vaporDensitySurface:", but this only works on land. And if we set the usual "vaporColor: vaporDensity:" we get -

Code: [Select]
[15-04-2021_15-25-20] [FATAL] A fatal error has occurred: Segmentation fault.
[15-04-2021_15-25-20] [FATAL] 0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[15-04-2021_15-25-20] [FATAL] 0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-04-2021_15-25-20] [FATAL] 0x41c7f0 signalLogger(int)
[15-04-2021_15-25-20] [FATAL] 0x9ba390 OpenXcom::UfopaediaStartState::think()
[15-04-2021_15-25-20] [FATAL] 0x774e72fc _C_specific_handler
[15-04-2021_15-25-20] [FATAL] 0x774fbee0 _chkstk
[15-04-2021_15-25-20] [FATAL] 0x774cff00 RtlInitializeResource
[15-04-2021_15-25-20] [FATAL] 0x774fb5f0 KiUserExceptionDispatcher
[15-04-2021_15-25-20] [FATAL] 0x55f0f0 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[15-04-2021_15-25-20] [FATAL] 0x68ed50 OpenXcom::Surface::blit(SDL_Surface*)
[15-04-2021_15-25-20] [FATAL] 0x68d290 OpenXcom::State::blit()
[15-04-2021_15-25-20] [FATAL] 0x5cef20 OpenXcom::Game::run()
[15-04-2021_15-25-20] [FATAL] 0x41c950 SDL_main
[15-04-2021_15-25-20] [FATAL] 0x9bbec0 console_main
[15-04-2021_15-25-20] [FATAL] 0x9bbfe0 WinMain
[15-04-2021_15-25-20] [FATAL] ??
[15-04-2021_15-25-20] [FATAL] ??
[15-04-2021_15-25-20] [FATAL] 0x77385550 BaseThreadInitThunk
[15-04-2021_15-25-20] [FATAL] 0x774e3840 RtlUserThreadStart
[15-04-2021_15-25-23] [FATAL] OpenXcom has crashed: Segmentation fault.

10
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: April 15, 2021, 02:07:08 pm »
Update.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement. "Vapor" doesn't work under "fakeUnderwater", but that's not for me question.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
- 4 new terrorists of varying degrees of danger.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post.

11
Work In Progress / Re: [UFO] [INTERFACE] New interface.
« on: April 15, 2021, 02:00:09 pm »
Added the TFTD menu sound.

12
OpenXcom Extended / Re: [SUGGESTION] Base Func Affect buy and sell
« on: April 13, 2021, 01:57:14 am »
By the way, it would be nice to have buyAddCoefficient in addition to sellPriceCoefficient.
It would look really good.

Code: [Select]
sellPriceCoefficient: [100, 90, 80, 65, 50]
buyAddCoefficient: [100, 125, 150, 175, 200]

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2021, 06:37:28 pm »
In fact, it is possible to do this even in "Paint" (32). It's just that I have a hybrid modification and for me the TFTD format is also vanilla.   :D

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2021, 09:09:25 am »
I thought it might come in handy...

15
Work In Progress / [UFO] [INTERFACE] New interface.
« on: April 06, 2021, 01:32:18 pm »
Interface for the UFO, close to TFTD interface.

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