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Messages - The_Atomik_Punk!

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16
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 23, 2016, 10:24:35 pm »
Awesome, so it seems I have the mod working, which is great, but I'm a little confused now about my install directories. So, I originally installed my GOG copy of XCom UFO Defense to C:/GOG:/Xcom Ufo Defense. I then installed OpenXcom's latest nightly in that same directory, so a openxcom folder is now in that Xcom Ufo Defense Folder.

What confuses me is the following: I also have a directory C:/ Program Files:/OpenXcom. I don't remember creating that- is it generated when installing openxcom? Is that left over from when I installed OpenXcom 1.0 previously? The reason I ask this is because when I installed this soldier diaries mod, I was instructed to overwrite the .dll files in openxcom.exe in my c:/programfiles:/oopenscom directory, and not my C:/GOG:/Xcom Ufo Defense/opensxcom directory as advised by the ufopedia installation guide.

My confusion is threefold:

1. Where'd the C:/ Program Files:/OpenXcom directory come from? Leftover from my previous OpenXcom .0 installation, or was it generated when starting up the latest nightly?

2. When I replaced the openxcom.exe in C:/ Program Files:/OpenXcom (where the .dll files were), it doesn't run when clicked, but my .exe in C:/GOG:/Xcom Ufo Defense/opensxcom (which I've always used) works, with the mod functioning. Is this correct, or should the replacement .exe from this mod work to launch the game?

3. Do I need to keep a folder in my C:/documents:/openxcom:/mods name nightly. that contains folders named standard, commendations, etc, or is that only needed in the C:/programfiles:/openxcom directory that I installed this mod to?

I'm really very sorry if my questions are confusing (they are to me!), it's just that while this mod (and others) are currently working great, I'd like to better understand the modding directory locations for this mod, as I'd like to avoid confusion and hassle in the future when this mod is inevitably updated. As an aside, this mod adds such awesome functionality, that I don't see the reason why it shouldn't come integrated as a toggleable mod with OpenXcom.

17
Open Feedback / No Audio Sample Rate option in latest nightly?
« on: July 23, 2016, 09:16:49 pm »
As the thread title says, I'm not seeing the drop down menu in audio options to change the audio sample rate in the latest nightly build? Is this intended, or is there something wrong with my install? I assume the functionality still exists when modifying options.cfg, because I found audio sample there, and it's set to 44100, but the ability to modify that in-game would be more convenient.

18
LOl.  Sorry about that.  I was connecting this with an earlier post you had made in the soldier stats thread, and I was thinking you were using the old version.  That said, I've not checked into this mod, so I'll try to be more specific.

Try to make your mod folder structure similar to what is in the faq here:
https://www.ufopaedia.org/index.php/Installation_FAQ_(OpenXcom)#Nightlies_.28eventually_to_be_used_for_v2.0.29_2

No worries Ivan, and I'm sorry if my post seemed snippy; I can totally understand the confusion due to my posting in two similar threads recently!  ;D

You nailed it bud; by organizing this "old mod" for use with the new mod file structure (creating Resources and ruleset  subfolders and placing these assets in there), everything now works like a charm! Thank you very much for the help, Ivan!

19
Yessir; first sentence in my OP.

20
Hey Solarius Scorch, thank you very much for the reply.

So I added the two lines to the specified sections, and no dice. I should have been more clear before: when I enable the mod in-game, I get a lockup where OpenXcom won't get past the DOS initialization screen, and the game won't start.

I could be wrong, but I think that there is an error on my part with the file structure of how the scoutdrone archive is compiled and thus extracted. Should I just be simply extracting the archive in my mod folder, or extracting it into it's own separate folder within mods? I ask this because if I just extract it to mods like all other archives, there are loose files (tank.rul, scoutdrone.rul) as well as another folder named the same as the one above it, scoutdrone. Within this scoutdrone folder (that is within a folder also named scoutdrone, there is another folder called drone which contains all the .gif files, except for three which are one level above, SD_UP.gif, floorbob_84.gif, and bigbobs_63. I think the intial DOS initialization error message mentioned something about not being able to access bigbobs_63.gif?

21
Released Mods / Scout Drone compatible with lastest nightly build?
« on: July 23, 2016, 09:27:44 am »

So I completed a playthrough of OpenXcom 1.0 using the Scoutdrone mod, but I can't seem to get it configured to work with the latest nightly in the mod folder. Does anyone know if it's compatible? I surely hope so, as I found it to be an increadibly useful tactical addition to the game, and would love to be able to use it with the latest OpenXcom build; any insights would be greatly appreciated!

22
Suggestions / PSX Cutscenes
« on: July 23, 2016, 01:48:13 am »
As the thread title says, I think it would be awesome to have the ability to integrate the Playstation cinematics into OpenXcom: https://www.youtube.com/watch?v=htwC1_e-KeU

I just finished playing (Open)Xcom for the very first time (beginner, Ironman), and it was one of the best gaming experiences I've had in a long time; Xcom- thanks to this mod- is easily in my top 10 games of all time now. Having said that, the slideshow ending after such a momentous achievement was quite lackluster, particularly considering how improved the gameplay/ and audio visual experience is with all of these mods. To me, having the ability to insert the PSX prerendered cinematics would improve the OpenXcom experience.

Has this been discussed before? Anyone else on board?

23
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 23, 2016, 01:36:03 am »
Hey guys, I could really use some help in setting this mod up with my OpenXcom 1.0 install. I've tried multiple versions, but it doesn't seem to work for me. The game loads, I see the option to enable it in the "MODS" section of options, but in-game I don't see the "record" button on the soldier screen. Should it be visible from the start, or only after the soldiers have something to record? I'd really appreciate any help in setting this up, as this mod seem like such an asset in creating a more immersive and meaningful connection with you soldiers, as well as a cool way to remind yourslef of all the craziness that goes down across countless missions.

24
Released Mods / Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
« on: July 23, 2016, 01:26:00 am »
Hey guys, this mod seems awesome, but I'm having trouble getting it set up with my OpenXcom install. I'm running OpenXcom 1.0, and grabbed the Plasma_Melee 1.6 archive.  My folder setup is Openxcom/data/ and then the following: Ruleset, Resources, TERRAIN, MAPS, ROUTES.  Where do I place all of the contained files/folders of Plasma_Melee 1.6? Simply extracting the archive to my data folder doesn't work, and individually placing the .rul file in the ruleset folder, resource stuff in resources etc doesn't seem to work either. Am I doing something wrong here? Is this mod incompatible with certain other mods? Any insight would be greatly appreciated, as I'd love to be able to whip out a hot plasma knife to dice up some cryssilids who get up in my face!

*EDIT Changing my build to the latest nightly made it possible to get this mod working!

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