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Messages - CanadianBeaver

Pages: 1 ... 3 4 [5] 6 7 ... 13
61
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 06, 2016, 08:54:15 pm »
Wrong order in UFOpedia

62
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 06, 2016, 07:16:45 pm »
I think the Craft Screen in OpenXcom Nightly is much better than in OXCE. What do you think?

63
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: September 06, 2016, 07:27:08 am »
This is a pretty nice modification and interesting plot. Great job.

64
Troubleshooting / Re: where openxcom.log file?
« on: September 06, 2016, 02:53:00 am »
I have to say, that soldiers will not move slowly if the OpenXcom game has been complied with Release option:

Code: [Select]
cmake -DCMAKE_BUILD_TYPE=Release ..

65
Released Mods / Re: [FULL MOD] Awesome Guns (updated 3rd September 2016)
« on: September 06, 2016, 01:28:25 am »
I would like to inform, that Awesome Guns modification is updated to the new Grand Release (1.3). Almost 150 files have been corrected during 100 hour of developing and testing.

1. The converted arsenal has been expanded by Cannon and Launcher:



Quote

2. The new type of weapon (melee weapon) has been implemented. There are knife, plasma blade, stun rod and a little surprise from a faraway distant galaxy - Laser Sword.

Quote

3. The Conventional, Laser Weapons and Alien weapons have been repainted

Quote

4. Other innovations are:
  • Some images of items and grenades have been corrected.
  • The snap shot was added for some weapons due reaction fire.
  • Prices, weights and sizes of weapons and items have been balanced.
  • Also, manufacturing requirements for converted weapons were balanced.
  • Research tree and manufacturing has been adapted due new weapons and items.
  • New cities have been added to the globe. Also, the regions of countries have been corrected.
  • Armor values have been corrected for all weapons and items.
  • Shooting distance of some weapons were balanced.
  • A few articles in UFOpedia were corrected.
  • Some mistakes have been corrected.
  • see all changes
Download release 1.3



Moreover, the additional modifications have been updated.

Awesome Guns - Laser
In version 1.4 Heavy Laser was repainted and two-handed Laser Sword was implemented.
https://www.openxcom.com/mod/awesome-guns-laser

Awesome Guns - Cities
In version 1.2 the regions of countries have been corrected and new cities have been added to the globe.
https://www.openxcom.com/mod/awesome-guns-cities

66
Programming / Re: Compatibility .rul(es)
« on: September 05, 2016, 07:13:39 pm »
Btw. there are literally dozens of breaking changes since 1.0.. you would make DEVs spend days if not weeks on functionality nobody (except of you) is using anymore.

You are not right. This functionality has been implemented and can be copied in 15 minutes. And there are a lot of mods for 1.0 version.

67
Programming / Re: Compatibility .rul(es)
« on: September 05, 2016, 06:09:25 pm »
You think that the backward compatibility is not important? Interesting...

Do you know about that: https://en.wikipedia.org/wiki/Backward_compatibility

68
Builds & Ports / Re: Debian8 packages
« on: September 05, 2016, 06:54:45 am »
I think this file has an error: https://github.com/SupSuper/OpenXcom/blob/master/cmake/modules/deb.cmake#L1

The DEBIAN_DEPENDENCYS should be ON

Also, two names of library are wrong, correct names are:

libsdl-gfx1.2 - libsdl-gfx1.2-5
libsdl1.2 - libsdl1.2debian

69
Builds & Ports / Re: Debian8 packages
« on: September 05, 2016, 06:18:30 am »
I found:

Quote
cpack -G DEB ..

70
Programming / Compatibility .rul(es)
« on: September 05, 2016, 01:17:35 am »
I request that the OpenXcom nightly can recognize the regions/cities section for backward compatibility.

I mean, that these rules:
Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    cities:
      - name: STR_TORONTO
        lon: 279.46
        lat: -42.93

should be recognized as

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionZones:
      -
        - [279.46, 279.46, -42.93, -42.93, -1, STR_TORONTO]

by OpenXcom nightly

71
Programming / Re: Melee animation
« on: September 04, 2016, 10:55:33 pm »
Arthanor, can we come back to our sheeps? It means to the melee animation in OpenXcom nightly.

72
Programming / Re: Melee animation
« on: September 04, 2016, 09:59:24 pm »
Arthanor, I am totally agree with you, but be aware that the OXCE and OXCE+ are same as OpenXcom and these forks do not have releases too.

73
Programming / Melee animation
« on: September 04, 2016, 08:58:19 pm »
SupSuper and Warboy, please return back 10 frames for melee animation in the nightly version, exactly how it exists in version 1.0.

74
Suggestions / Notify by email
« on: September 04, 2016, 12:06:32 am »
It will be great, if this forum does not send a notify by email when new post is created on forum by person, who has been placed in the ignore list.

75
Suggestions / Re: Realod configuration and images during game
« on: September 03, 2016, 11:45:37 pm »
Is it really hard to do it? Just reload images...

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