aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - yergnoor

Pages: 1 ... 8 9 [10]
136
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 08:30:59 pm »
What a nightmare. And I have such a picture is not the only one. Worse, I do not remember what and why renamed.
Code: [Select]
[26-07-2018_22-05-47] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Antonov_An-32B.png:Unsupported image format

[26-07-2018_22-09-56] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/AC-130H_Hercules.png:Unsupported image format

[26-07-2018_22-11-45] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/C-27J_Spartan_.png:Unsupported image format

[26-07-2018_22-13-44] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Antonov_An-178.png:Unsupported image format

[26-07-2018_22-15-32] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/MIG-25.png:Unsupported image format

[26-07-2018_22-17-30] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Su-34.png:Unsupported image format

[26-07-2018_22-19-03] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Su-35.png:Unsupported image format
Probably this is all pseudo png, since after I converted them into real png, the mod started to work.
Наверное это все псевдо png, поскольку после того, как я их сконвертировал в настоящие png, мод начал работать.
And whether it will continue to work properly - it will be seen.
А будет ли и дальше правильно работать - видно будет.

Addition.
Дополнение.
The very first image format error I did not copy, I wrote about it earlier.
Самую первую ошибку формата изображения я не копировал, о ней написали ранее.

137
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 04:36:57 pm »
Recompiled. Just unpack to "openxcom\user\mods"folder. I hope it will be workable. At first glance, there is only a leapfrog in ufopedia, due to the fact that not affixed "listOrder", but I hope it is not very critical.
Нет, к сожалению, у меня не заработало. Вначале шла загрузка ресурсов игры и мода, но потом случилась какая-то несовместимость и приложение потребовало заново указать папки игры. Что-то пошло не так.
No, unfortunately, it did not work for me. Initially, there was loading of game resources and mod, but then some incompatibility happened and the application required to re-specify the game folders. Something went wrong.
Удалил мод из openxcom/mods (таково место хранения модов на Андроид), сразу всё заработало. А с данным модом не хочет.
I removed the mod from openxcom/mods (this is the place where mods are stored on Android), everything worked right away. And he does not want this mod.

138
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 01:24:47 pm »
Да, у меня стоит именно эта последняя версия OXCE+ и она прекрасно справляется, например, с X-Files. Можно даже X-Piratez запустить, но 1 гигабайта оперативной памяти надолго не хватает с этим мегамодом.
То есть, по возможностям OXCE+ для Андроида практически ничем не отличается от того, что на компьютере.
Но вот с установкой поверх - не уверен. Поскольку при первом запуске приложение OXCE+ автоматически перезаписывает содержание папок common и standard, загружая в них стандартное содержимое (удобно при обновлениях, всё само на новое заменяется). А в твоём моде и они все переделаны донельзя. Почему я и спрашивал, не будет ли мод отдельно сделан, как большинство прочих.
Так-что, если только уже потом попробовать подменить - твой мод подгрузить. Нужно будет попробовать, как время свободное появится.

139
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 08:07:38 am »
As far as I understand, the use of this mod on the Android tablet is impossible? I once downloaded the very first version, so everything was scattered around folders, in fact it was not a mod, but a complete replacement of the original OXC. The situation has not changed?
Насколько я понимаю, использование этого мода на планшете Андроид невозможно? Я когда-то скачивал самую первую версию, так там всё было раскидано по папкам, фактически это был не мод, а полная замена оригинального OXC. Ситуация не изменилась?
Since I do not know languages ​​other than Russian, then the mods with Russian language is very interesting to me.But I'm playing on Android, so that the mods with the converted exe I just do not work.
Поскольку я не знаю языков, кроме русского, то моды с русским языком меня очень интересуют. Но играю на Андроиде, так-что моды с переделанным exe у меня просто не работают.

140
where is the link to download VR 0.0958
The XenoOperations0.958.zip file is attached to the first comment of this topic.

141
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: April 21, 2018, 06:29:50 am »
New version coming!
I'm sorry, but ... where exactly can I download this new version? The file is not attached to the description, and all other comments in this thread were last edited last month.
Sorry for my Google-English.

142
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 14, 2018, 10:15:07 pm »
or dont be a idiot and enable extra inventory informations...
Spoiler:




143
Help / Re: Why the game ignores my race rules?
« on: April 05, 2018, 10:43:28 am »
Я абсолютно не разбираюсь в TFTD, но, взглянув на набор правил alienMissions сразу заметил недостаток. Все правила добавлены поверх оригинальных, не удаляя их. К чему это приводит, постараюсь объяснить. Итак, возьму набор оригинальных правил для одной из миссий.
I absolutely do not understand TFTD, but after looking at the set of rules, alienMissions immediately noticed a flaw. All the rules are added over the original ones without deleting them. What this leads to, I'll try to explain. So, I'll take a set of original rules for one of the missions.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_SURFACE_ATTACK
    points: 10
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    raceWeights:
      0:
          STR_GILLMAN: 100
      1:
          STR_AQUATOID: 20
          STR_GILLMAN: 80
      3:
          STR_AQUATOID: 20
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 50
      5:
          STR_AQUATOID: 10
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 20
          STR_TASOTH: 20
          STR_MIXED_CREW: 20
      7:
          STR_AQUATOID: 20
          STR_GILLMAN: 20
          STR_LOBSTERMAN: 20
          STR_TASOTH: 10
          STR_MIXED_CREW: 30
И набор правил из мода для неё-же
And a set of rules from the mod for it
Code: [Select]
  - type: STR_ALIEN_SURFACE_ATTACK
    points: 10
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    raceWeights: &onebyoneraces
      0:
          STR_GILLMAN: 50
          STR_AQUATOID: 40
          STR_NAGA: 10
      3:
          STR_AQUATOID: 20
          STR_GILLMAN: 50
          STR_NAGA: 30
      6:
          STR_AQUATOID: 20
          STR_GILLMAN: 30
          STR_NAGA: 30
          STR_CARCHARODON: 20
      8:
          STR_AQUATOID: 30
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 10
          STR_CARCHARODON: 20
          STR_NAGA: 10
      10:
          STR_HEAVYAQUATOID: 10
          STR_HEAVYGILLMAN: 10
          STR_CARCHARODON: 10
          STR_LOBSTERMAN: 20
          STR_TASOTH: 20
          STR_NAGA: 10
          STR_MIXED_CREW: 20
      12:
          STR_HEAVYAQUATOID: 20
          STR_HEAVYGILLMAN: 15
          STR_LOBSTERMAN: 15
          STR_TASOTH: 10
          STR_CARCHARODON: 10
          STR_MIXED_CREW: 30
В месяц 0 сработает набор из мода: STR_GILLMAN: 50 STR_AQUATOID: 40 STR_NAGA: 10, но набор оригинала для месяца 1 никуда не делся - не был изменён. И с месяца 1 начнёт действовать уже STR_AQUATOID: 20 STR_GILLMAN: 80. В месяц 3 сработает набор из мода, в месяц 5 снова из оригинала, 6 из мода, 7 из оригинала.
In month 0, the set from the mod will work: STR_GILLMAN: 50 STR_AQUATOID: 40 STR_NAGA: 10, but the original set for month 1 has not gone anywhere - it has not been changed. And starting from month 1, STR_AQUATOID will begin to operate: 20 STR_GILLMAN: 80. In month 3, a set of fashion will work, in month 5 again from the original, 6 from fashion, 7 from the original.
Итого, от простого наложения правил мода на правила оригинала получается такой набор
In total, from a simple overlay of rules of mod to the rules of the original, such a set is obtained
Code: [Select]
alienMissions:
  - type: STR_ALIEN_SURFACE_ATTACK
    points: 10
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    raceWeights: &onebyoneraces
      0:
          STR_GILLMAN: 50
          STR_AQUATOID: 40
          STR_NAGA: 10
      1:
          STR_AQUATOID: 20
          STR_GILLMAN: 80
      3:
          STR_AQUATOID: 20
          STR_GILLMAN: 50
          STR_NAGA: 30
      5:
          STR_AQUATOID: 10
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 20
          STR_TASOTH: 20
          STR_MIXED_CREW: 20
      6:
          STR_AQUATOID: 20
          STR_GILLMAN: 30
          STR_NAGA: 30
          STR_CARCHARODON: 20
      7:
          STR_AQUATOID: 20
          STR_GILLMAN: 20
          STR_LOBSTERMAN: 20
          STR_TASOTH: 10
          STR_MIXED_CREW: 30
      8:
          STR_AQUATOID: 30
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 10
          STR_CARCHARODON: 20
          STR_NAGA: 10
      10:
          STR_HEAVYAQUATOID: 10
          STR_HEAVYGILLMAN: 10
          STR_CARCHARODON: 10
          STR_LOBSTERMAN: 20
          STR_TASOTH: 20
          STR_NAGA: 10
          STR_MIXED_CREW: 20
      12:
          STR_HEAVYAQUATOID: 20
          STR_HEAVYGILLMAN: 15
          STR_LOBSTERMAN: 15
          STR_TASOTH: 10
          STR_CARCHARODON: 10
          STR_MIXED_CREW: 30
Как этого избежать? В начале блока alienMissions удалить все наборы правил оригинала для изменяемых миссий (и оставить те, которые неизменны).
How can this be avoided? At the beginning of the block, alienMissions remove all sets of original rules for mutable missions (and leave those that are unchanged).
Code: [Select]
alienMissions:
  - delete: STR_ALIEN_SURFACE_ATTACK
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
  - delete: STR_ALIEN_...
И тогда правила из оригинала не будут вмешиваться в миссии из мода.
And then the rules from the original will not interfere with the mission from the mod.
Извините за мой недостаточно английский английский язык.
Sorry for my not enough english english.

144
Suggestions / Re: Dealing dmg to UFO only (battlescape) ?
« on: March 15, 2018, 06:05:22 pm »
Maybe because for the global impact on the body of a UFO, the source of the electromagnetic field will have a few seconds in the immediate vicinity of the target (previously leveling the speed and approaching). Then begin to operate at a certain frequency without moving. Then (if the enemy does not maneuver or drive off an annoying fellow traveler with his weapon), after a while (the process is not instantaneous), a part of the hull will collapse. Only the energy used in this case will cause no less destruction (or even greater) if it is converted into a plasma discharge. And by the time of the development of the electromagnetic destroyer has long been used quite effective shipborne plasma weapons. The only advantage of an electromagnetic destroyer is that it does not harm living creatures. That is, and the sense of using it is only for soldiers on the battlefield, but there the radius of its action is minimal - to make a small hole manually it is possible, but not to destroy the UFO entirely.

145
Suggestions / Re: Dealing dmg to UFO only (battlescape) ?
« on: March 15, 2018, 01:12:11 pm »
Balance is one thing, but another is the rationalization - why doesn't it work on people? It was never explained.
The destruction of the hull can occur not only through direct exposure to high energies. Here is the standard definition
Quote
STR_ALIEN_ALLOYS_UFOPEDIA: "Alien craft are constructed from special alloys with unique properties. They are extremely light and durable, and can be molded by electro-magnetic methods. This material can be reproduced and used in many kinds of manufacturing processes."
The device can be an emitter of the electromagnetic field, tuned to change the shape - the destruction of the alien alloy. On living beings, it will almost not work. At least, it is insignificant.
Although, only not in the case when inside the opponent there are implants from the same alloy. But the aliens use them extensively.
There are probably two explanations. Alternatively, another alloy, biologically more compatible, is used in the implants. Either an exposure of the alloy requires a close contact between the emitter and the alloy, approximately the same as for the shocker, contact of the electrodes with the target is necessary.
Addition.
I read it and realized that it was not very clear.
I meant that the knowledge of the technology of formation of extraneous alloy and further study of its properties allows us to open its weak place - the ability to influence it with the help of powerful electromagnetic fields, which leads to the reverse process - destruction, instead of formation.
But the use of this process is very limited. The field at great distances is very weak - close contact is necessary, and the exposure time before the destruction begins, is too great. Therefore, in an air battle, it is almost impossible to use a destroyer (even if delivered to the site by a rocket, it will only do a small hole in the hull, without destroying anything).
For a manual emitter I would recommend a long exposure time (not less than 90% of one stroke). And also the need for ammunition - disposable energy sources, manufactured from Elerium-115. This will limit the use of a tool that is too convenient.
Sorry for my not enough english english.

146
I hope this works on my phone, too. :D
The version of OXCE +, supporting hunter-killer ufos, has not yet been ported to Android. For this mod, they are necessary.

147
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
« on: February 07, 2018, 01:16:28 pm »
I have finally integrated your OXCE+ strings translations, see attached screenshot.
About 60% of all strings are translated.
Приветствую, Meridian.
Greetings, Meridian.
В данной теме это конечно оффтоп, но всё-же решил зарегистрироваться и ответить. Не так давно я доработал мой более ранний мод, добавляющий русский язык в Андроид-версию OpenXcom.
In this topic it is certainly offtopic, but still decided to register and respond. Not so long ago, I finalized my earlier mod, which adds Russian to the Android version of OpenXcom.
Он рассчитан на OXCEPlus-v3.10a-c3de291 от 01.02.18 и содержит все строки, присутствующие в английской локализации. Сам я пользуюсь для игры на Андроид именно им.
It is designed for OXCEPlus-v3.10a-c3de291 from 01.02.18 and contains all the lines present in English localization. I myself use it for the game on Android.
Возможно, что он вам пригодится.
It is possible that it will come in handy.
Перевод частично позаимствован мною у Kammerer'а, из его русских локализаций, за что я ему весьма благодарен. Остальное же допереведено лично мною.
The translation was partly borrowed from me by Kammerer, from his Russian localizations, for which I am very grateful. The rest is personally translated by me.
К сожалению, английский язык мне не знаком, а то, что я пишу сейчас - перевод через Гугл. Также я не считаю себя достаточно квалифицированным для работы на transifex.
Unfortunately, I'm not familiar with English, but what I'm writing now is a translation through Google. Also, I do not consider myself skilled enough to work on transifex.
С уважением.
Sincerely.

Pages: 1 ... 8 9 [10]