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Messages - BlackStaff

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151
OpenXcom Extended / Re: Hide items in the Purchase Screen
« on: March 25, 2018, 03:12:20 pm »
Not meant as an insult, just as frustrated/disappointed comment.
I know that feeling!
I am moderator and modder on another site and for another game.
You have to breathe deeply and tell yourself that as modellers you don't have the same vision of things and therefore some things that seem simple to us are not for an end user.

Translated by https://www.deepl.com/translator

152
OpenXcom Extended / Re: Hide items in the Purchase Screen
« on: March 25, 2018, 11:51:32 am »
... how serious should I take feedback here, if features you're asking for as "must haves" are actually there for a long time and you ignore them? Or maybe you even didn't find them (which would be even worse)?
I prefer to consider that my ignorance of the English language does not make me believe that your remarks are at the limit of insult.
Just say it already exists.
Sorry to be ignorant.

This function would be interesting for the vehicle/vessel/aircraft loading screen.
But the right click is already used on this screen.
But the possibility of viewing only the objects already on board is already a very good thing.

Translated by https://www.deepl.com/translator

153
OpenXcom Extended / Re: Hide items in the Purchase Screen
« on: March 25, 2018, 10:48:06 am »
Bravo and very interesting!
For the manufacturing screen it's interesting too!
But not for the Sales screen.
My two cents !  8)

155
I'm a very old UFO and TFTD player.
Recently I discovered OpenXcom. That's beautiful.
And now I discover OXCE+ and XFiles.
Unbelievable! Congratulations on your work! Bravo, bravo, bravo, bravo! And thank you!  :)  :)  :)

156
OpenXcom Extended / Re: OXCE+ Graphics Transparency Problem
« on: February 26, 2018, 11:17:12 am »
I had the same problem with an added Mod in OXCE+!
The only solution I found was to change the' HandOb' images.
https://openxcom.org/forum/index.php/topic,5982.0.html

157
They are not missing, you just didn't install OXCE+ properly.
;D
I don't see what caused this mistake!
But it doesn't matter because I like this "mistake"!  8)   ;)
Maybe that's because I kept all the lines (#Extended+ BEGIN /.../ #Extended+ END) in the yml files.
While these lines have disappeared since your lastest version.  :-\

158
I noticed that these three constants are missing:
  STR_UFO_LANDING_ALERT
  STR_UFO_LANDING_ALERT_DESC
  STR_UFO_HAS_LANDED

I added them to the yml files!
...\common\Language\...
That's better!    :)
Tks !

159
These are issues with original TFTD game data files.

Hopefully, when OpenXcom 2.0 comes out, there will be an universal patch for that... similar to the existing patch for UFO Defense.

In the meantime you can download a work-in-progress version here:
Thanks for your quick reply !
This fix is already active in my games.
I don't think that's the cause of the error.  :'(

PS : Work fine in Nightlies version (openxcom_git_master_2018_01_28_1443)

160
Sorry I have a bug in tactic mission.
Alarm :
Code: [Select]
[06-02-2018_17-48-31] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.



2018-01-31-OpenXcomExPlus310a version.

build: " (v2018-01-31)"
version: Extended+ 3.10a
name: test au sol
mission: STR_UFO_GROUND_ASSAULT
time:
  second: 25
  hour: 20
  minute: 42
  month: 1
  day: 14
  weekday: 5
  year: 2040
turn: 1
mods:
  - "xcom2 ver: 1.0"
  - "Aliens_Pick_Up_Weapons_TFTD ver: 1.0"
  - "StrategyCore_Swap_Small_USOs_TFTD ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire_TFTD ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"

161
OpenXcom Extended / Re: Black rectangle instead of armour.
« on: February 01, 2018, 10:22:48 pm »
I found the culprit!  ;)
It's the Mass_Weapons Mod.
I think the "HandObj" images are not correct.

162
OpenXcom Extended / [Question] [Solved] Black rectangle instead of armour
« on: February 01, 2018, 07:16:10 pm »
Hello,

Black rectangle instead of armour in tactical mission.  :-[
Same "bug" in OXCE+ v3.9c and 3.10a !

I'm new to using the OXCE+ package.
I use the same graphical filter parameters as in the Nightly version. By default : deactivated !
Work fine in the Nightly version.
I tested all the graphical filters but I have the same bug.
With no mod armor or with mod Armor_Moriarty it's the same!

Any ideas please ?
Tks !

Translated by https://www.deepl.com/translator

163
Suggestions / Re: Training Centre
« on: January 31, 2018, 04:00:57 pm »
Thank you for your response!
I am French and I don't understand English. I use an online translator. Excuse me if I'm being silly.

I have loaded and installed the OXCE+! Everything works.
But there is no training center.
So I extracted the "mod" Training Pool from the TWoTS package.
Everything now works in UFO and TFTD.
Of course, the image of the training centre is not optimised for UFO.  8)

Translated by https://www.deepl.com/translator

164
Suggestions / Training Centre
« on: January 31, 2018, 12:32:25 pm »
Hello,

I saw in a special pack (TWoTS) that there was a training centre.
Is it possible to do the same for UFO and TFTD in Nightlies ?
Tks !

Translated by https://www.deepl.com/translator

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