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Messages - ohartenstein23

Pages: 1 ... 126 127 [128] 129
1906
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 11:15:40 pm »
Those are the same version of the yaml library that I have, although you have the 32-bit ones (i386).  @buenaventura, what do you get as output from the same command?  Did you install the dev version before compiling (libyaml-cpp-dev)?

As for the system update, I haven't ever run a linux system as a virtual machine, and I don't have any experience with Kubuntu, so... somebody else got an idea?

Edit:  @Meridian, wait, try pressing Ctl+Alt+F1 when you get to the mouse cursor?  That should bring up terminal-style input/output without the graphical desktop environment, it may help you troubleshoot from there.  After that, google's knowledge is better than mine at fixing this one.

1907
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 09:24:00 pm »
Hey Meridian, do you know offhand what version of the yaml library you're using?  Or, could you post the output from listing the package in an Ubuntu terminal, using a command like

Code: [Select]
dpkg -l | grep libyaml

1908
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 04:49:30 pm »
The config looks a little strange on a few lines under mods:, where the id: and active: tags seem to be reversed.  Try switching the following lines

Code: [Select]
  - active: false
    id: XcomUtil_Always_Daytime

  - active: false
    id: XcomUtil_Starting_Defensive_Base

  - active: false
    id: altSGC

  - active: true
    id: piratezNaughtyMod

with

Code: [Select]
  - id: XcomUtil_Always_Daytime
    active: false

  - id: XcomUtil_Starting_Defensive_Base
    active: false

  - id: altSGC
    active: false

  - id: piratezNaughtyMod
    active: true

Here's a link to my executable:
https://drive.google.com/file/d/0BzdM3YhNg14pc0VmakR2bUxqQ2c/view?usp=sharing

1909
XPiratez / Re: Imperial Probe: The Dark Ones
« on: June 10, 2016, 04:22:10 pm »
Even better, an absolute slaughter should be nice for a change.  I was just concerned about their difficulty vis-a-vis resistance to stun damage, since I really want to get the VooDoo stuff out of them.

1910
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 04:18:47 pm »
I don't know if it'll help for you, but I've had some success by using command line parameters to make sure I'm using the user and config files supplied by Dioxine.  Try running the executable with

Code: [Select]
./OpenXcomEx -user "./user" -config "./user"
Replace ./OpenXcomEx with the executable name if it's something different for you, and make sure the OpenXcom_XPiratez folder you downloaded has options.cfg in the OpenXcom_XPiratez/user folder.

Edit:  I generally create a bash script to run those command line parameters, placed in the same folder as the executable, just so I don't have to type the parameters every time.

1911
XPiratez / Re: Imperial Probe: The Dark Ones
« on: June 10, 2016, 03:43:53 pm »
Ah, thanks.  I'm not up to date on the let's play yet.  Standard smoke/sniper tactics for the imps and maybe some plinking before stunning sound like the order of the day.  I'll have a report after I finish this presentation for work today.

1912
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 03:25:09 pm »
Link for great justice: https://openxcom.org/forum/index.php/topic,4187.600.html

Edit: Follow Meridian's link, it'll point you straight to the post and he found it before I did.  It works for Ubuntu 14.04 LTS in my case.

1913
Troubleshooting / Re: Segmentation fault (core dumped) on starting
« on: June 10, 2016, 03:21:53 pm »
At the end of the first thread he posted, Meridian's extra resources for XPiratez, there are some instructions from a few of us who compiled his custom executable.  Basically, download his source code, and make using the Makefile.simple in the src/ subfolder of his code.

1914
XPiratez / Imperial Probe: The Dark Ones
« on: June 10, 2016, 02:50:19 pm »
Just before running out of time to play last night, my hyperwave decoder picked up an Imperial probe on its way to a dark ones site.   I've read that interrogations lead to the Destruction school of VooDoo, but I've also read they're extremely difficult to stun.  Any suggestions for kitting out here?

Constraints on my equipment: I recently researched and manufactured smartrifles, commando rifles, and custom snipin' guns, my heaviest armor is the heavy tac armor, and I can bring a few bardiches if I really need the melee pain.  Unfortunately my VooDoo trained gals are out for a week or so more, but I can supplement my firepower with some looted gauss and laser weapons, plus a very healthy dose of chemical munitions.

1915
XPZ Strategy/Tactics / Re: Fun but unconventional strategies.
« on: June 08, 2016, 02:35:44 pm »
Going tribal all over a shipping - every gal in amazon outfit, spears, and stone axes.  Slightly more effective than swabbies with only flintlocks and handles.

1916
Sorry to be mostly posting bugs here, but I found a glitch with one of the UFO maps.  In the save attached, I'm assaulting one of the very large UFOs from either a infiltration or base construction mission (I'll see at the end of the month).  If you instruct the selected UAV to move up to the next higher level, it does so by pathing through the floor straight into one of the side engine rooms - I had discovered this with the other UAV already in the room, just wanted to make sure it was reproducible.  It's a possible exploit for making the assault easier using armed UAVs or flying armor.

1917
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 28, 2016, 12:36:34 am »
First, the obvious part of downloading the source from Meridian, it's the source link in his original post, I'll copy it here too: https://github.com/MeridianOXC/OpenXcom/tree/oxce2.9-plus-proto
Either download or make a git clone, just get all the source files in a directory you can easily find with the terminal.

Next come all the required libraries, listed on https://ufopaedia.org at: https://www.ufopaedia.org/index.php/Installing_(OpenXcom) under the instructions for Unix-like systems.  We need all the dev versions, so I installed them with the command
Code: [Select]
sudo apt-get install libsdl1.2-dev libsdl-mixer1.2-dev libsdl-gfx1.2-dev libsdl-image1.2-dev libyaml-cpp-dev libboost-devNote the addition of libboost-dev - I don't remember quite why I needed it, I think it popped up as an error that it was required during my first try.

Finally, navigate in your terminal to the src folder from Meridian's files and make using the Makefile.simple that he provided:
Code: [Select]
make -f Makefile.simpleAfter a few minutes, you should have a binary that you can use!  I then moved it to the Piratez directory, the same location that Dioxine puts the .exe file for Windows.  Make sure it's set as executable, and you can either run it from a terminal or just double-click from a file browser.

Edit: If you're having trouble finding the executable after compiling, it was in the bin/ subfolder for me.


1918
I tend to use incendiary rounds and molotovs instead of electro-flares, since I don't want to stand in the light to re-use my source, so it's most likely the engines of the craft.

1919
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 27, 2016, 03:12:17 pm »
I've been able to to compile Meridian's source by using apt-get to install the libraries listed on ufopaedia's site, but they have to be the dev version, with -dev appended to the library name.  I can come up with some better instructions when I'm not on my phone if you'd like.

1920
Yes, if they're looking in your direction and within the view distance, which is 40 with the latest update, they'll spot you.  They won't be able to shoot though until they can spot you on their turn, but they'll remember where your gals are, and may start hunting them more aggressively.

On a related note, I've found that reloading a save turns the lights back on even when they were off when you saved, so be careful about needing to come back to a night op you had to leave partway through.  Also, the Pachyderm is terrible for disembarking at night; even when personal lights are off, the engines are a beacon declaring 'Yarr! Here there be piratez!'

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