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Messages - Constantine

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16
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 28, 2016, 07:03:45 am »
Now I haven't. But after some time I'll post it here, OK.

Here is save. I'm researching floater corpse. Play the game until research is finished and you'll see you can research other corpses. But you already can do it.

17
Open Feedback / Re: How does R button work in battlescape?
« on: November 16, 2016, 09:48:58 pm »
Unless you play with OXCE/OXCE+ :)

What do these incantations mean? )

18
Open Feedback / Re: How does R button work in battlescape?
« on: November 16, 2016, 09:31:10 pm »
Every clip from every slot for every weapon takes 15 TUs to reload. Well, mathematically, you were exactly right  ;)

19
Open Feedback / Re: How does R button work in battlescape?
« on: November 16, 2016, 06:16:48 pm »
 ;D :) Suspected that, I understand you.

This one however has number 2 hardcoded... would you put that one in a constant too? :)

Two as amount of human's hands? Yes, I would ))
First of all, I don't know at the point how much bizarre the project would be in the future, or how much mad the mod makers are to construct very much mad mod. And readablity one:

Code: [Select]
for (int i = 0; i < HUMAN_HANDS_NUMBER; ++i)
is more self-explanating than just

Code: [Select]
for (int i = 0; i < 2; ++i)

20
Open Feedback / Re: How does R button work in battlescape?
« on: November 15, 2016, 10:42:48 pm »
:)

I've read many books on programming. But nowhere I saw a line saying "there are situations where you should not use literals". Every author positively says "you must you const" and gives a pretty good reason.

Could you give at least a couple of such explanations?

21
Open Feedback / Re: How does R button work in battlescape?
« on: November 15, 2016, 09:34:18 pm »
Thank you for quick and exact answer.

But why guys don't use constants in the code instead of integer literals?

22
Open Feedback / How does R button work in battlescape?
« on: November 15, 2016, 08:33:46 pm »
I am not idiot, yes, I know it is reload in general (-:

I want to know how exactly it works. For instance, I have 3 different ammos in different body slots. Which one would reload my gun if I press R? And which gun (left of right) will be reloaded?

23
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 15, 2016, 09:20:23 am »
https://openxcom.org/bugs/openxcom/issues/1299

That's my post. I didn't write mods there in bugtracker, but you know what I mean )

24
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 12, 2016, 05:13:56 pm »
'Alien threat' research text has a misprint: 'cilivian' should be 'civilian'.
And also there is word combination 'if they aliens'. Maybe word 'they' is redundant here? And if no, what dose it mean here?

https:// English is not my native

25
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 03, 2016, 08:39:43 pm »
Now I haven't. But after some time I'll post it here, OK.

26
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 03, 2016, 05:59:31 pm »
This also occurs in Vanilla, so it should not be a mod related bug.

Hmm... I don't remember such behavior nor in vanilla under DOS neither in OpenXcom. Otherwise I would have posted that to OpenXcom bugtracker already.

27
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 03, 2016, 12:09:54 pm »
The next research bug )

I have in storage corpses of sectoid, silacoid, etc. In lab I see I can research them all. I do research sectoid corpse and then get message: Now you can research silacoid corpse, chryssalid corpse.
That just seems to be excessive.

28
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: October 30, 2016, 03:03:05 pm »
And one more bug in research tree: Alien Grenade should be dependent on Elerium.

29
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: October 28, 2016, 03:52:38 pm »
I am sorry, no, it was overwritten.
Hmm, but I remember definitely that I had taken my savefile from user/xcom1 folder. Strange...

But there is one more bug)
In Research_Tree_Hardmode_Expansion (both .jpg and .dia) Soldier Armor Repair depends on Alloy Vest, whereas in reality it is available from the beginning.

Btw, where can I see list of modules included into Hardmode Expansion? At first place I'm interested in Muton Commander module.

30
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: October 22, 2016, 09:11:57 pm »
OpenXcom nightly 2016.09.25
Harmode Expansion 0.99.2d

What happened just before saving: alien shot Gebre Cristos Negasi, he got 3 fatal wounds and his health dropped down to 27 (very little aftershot drop, accounting 3 FWs, by the way). On next turn his health correctly dropped to 24. A soldier, Peter Stanimirov, came to him. He has Field Medic Pack, which showed that Negasi had 1 fatal wound - torso. He healed that wound, now medic pack shows there are no FWs, but Negast still have three ones.

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