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 2 3 [4] 5 6 7
46
I like the brighter color of the buttons.

47
OXCE Builds & Ports / Re: OXCE v6.8.1 for Android
« on: November 24, 2020, 07:02:18 pm »
Thanks.  I updated the game and warned other Russian-speaking users of the Android version about this fix.

48
Quite an interesting mod, I liked its idea - to rebalance the original game without adding new content, but making it interesting again, posing new problems.  For example, how to do without super-profitable production.
Unfortunately, the mod did not run on the OXCE I am using.  But I managed to solve this problem by adding some missing lines to the rul file of the mod, earlier in OpenXcom it was not necessary to indicate them, but OXCE is more strict.
I also added Russian localization, in addition to the English strings contained in the mod.

But although I liked a lot, there are some that seem to me to be disadvantages.  For example, arc shots from cannons actually turn them into grenade launchers.  But the arc trajectory of the projectile also means its low velocity.  As long as the projectile is explosive or incendiary, this is not a problem.  But if it is armor-piercing ... The penetrating power of such a projectile directly depends on its speed.  The higher the bullet speed, the more powerful the weapon.  But the trajectory of the shot also tends to a straight line.
Therefore, it seems to me that two types of shots should be introduced for the modified weapon.  The first is with a straight trajectory for armor-piercing bullets.  And the second - with an arc, for explosive and incendiary.  This can be explained by the fact that different ammunition has different powder charge power.
However, I'm not sure how this can be done, if at all.  My knowledge of mod building is pretty superficial.  OXCE introduces so many new features with each new version that I have long since stopped trying to figure them out.

But here and now I am posting the version without any changes, except for those necessary for its performance.  Perhaps this old mod will also interest someone else, especially those who prefer to play with mods that do not change the original game too radically.

49
OXCE Builds & Ports / Re: OXCE v6.7.2 for Android
« on: October 24, 2020, 03:52:59 pm »
Meridian, thanks a lot.  Good decision.

50
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 10:16:50 am »
Meridian, thanks.
Of course, it's better if the location of the mods folder can be customized.  But for now, it will be possible to use the standard folder on Android for this.
For a computer, there is no such need, only troubles.  I remember how confusing it was when players advised each other to use different folders for mods.

51
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 09:58:48 am »
From the source code, Android has following folder search:
This is the default data location.
How did you make OpenXcom search for data folder on the SD card?
In the settings, in the SYSTEM section, it is possible to change the location of the game folders.  Also, this setting appears on first launch.
You can change:
1. The location of the game data. 
2. Location of mods and save folders (only together). 
3. The location of the settings file.
But the save and the settings file must be in internal memory (so that the game can overwrite them).  And along with them is the mods folder.  Game data can be moved to a memory card through the first of three buttons.  I move the data itself through a third-party file manager, and then indicate the path to it in the game settings.  I have been doing this since the days of playing in the port of regular OpenXcom (not Extended).

52
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 08:42:30 am »
Greetings.
Is it possible to add a separate setting for the location of the mods folder for Android?
Now it is tied to the location of the save folder, which makes it impossible to transfer mods to a memory card (the game does not have write rights to this place).  Meanwhile, the internal memory of Android does not have enough space to store the heaviest mods, for example, X-Piratez.
Previously, I got around this limitation by placing heavy mods in the standard folder, which is located along with the game data, I have them on the memory card.
But some time ago, such misuse of the standard folder was reasonably prohibited.  But this also led to the impossibility of transferring mods to a memory card, and in the internal memory of my Android there is rarely more than half a gigabyte of free space.
Sufficient for light mods, but too few for heavy mods.

53
Help / Re: Mod applying order
« on: October 14, 2020, 02:49:49 pm »
The question is: can this be arbitrarily changed?
Next to each mod there are buttons to raise and lower in the list.
But sorting can only be done manually.  It is impossible to specify the desired order in the mod itself.

54
Released Mods / Re: Build mods from Ethereal.
« on: November 27, 2019, 01:28:23 pm »
Alas, but I crash when I try to run this mod and load its resources. I have the latest version of OXCE - 6.1.1, only for Android, not on your PC. But it should work the same way. If you check the log, the game does not like the formats of graphic files, many of them, until you do not get completely unacceptable.
As far as I remember, Meridian has adapted many mods to the requirements of the new OXCE. Would it be worth it to do with this? Or is it impossible?
SpoilerRussian:
Увы, но у меня при попытке запустить этот мод происходит крах, при загрузке его ресурсов. Версия OXCE у меня последняя - 6.1.1, только для Android, а не на компьютер. Но работать она должна так-же. Если проверить лог, игре не нравятся форматы графических файлов, очень многих из них, пока не попадается полностью недопустимый.
Насколько я помню, Meridian адаптировал многие моды под требования новых OXCE. Может стоило бы ему сделать и с этим? Или это невозможно?

55
Troubleshooting / Re: Sneaky AI - a cheat?
« on: May 22, 2019, 02:02:55 pm »
i am new user of openxcom extended+ version. for some reason, option for sneaky ai is shaded for me (grey). i tried to change it manually (in config file), but without success.
Most likely this is due to some kind of included custom mod. Options in mods can be set on or off, and then the player cannot change this while the mod is running.

56
OXCE Builds & Ports / Re: OXCE v5.4.1 for Android
« on: May 05, 2019, 08:07:04 pm »
Fixed.
Thank you for your efforts!

57
OXCE Builds & Ports / Re: OXCE v5.4.1 for Android
« on: May 04, 2019, 02:54:05 pm »
Android version bug detected
Quote
The global map zoom with your fingers stopped working. What could be the problem? OXCE latest version if that.
This is a message from the Russian-language forum 4pda, I myself also checked several recent versions of OXCE for Android, including the one from 04/30/2019. Scaling the map with a pinch of two fingers does not work, only using the buttons in the right-bottom corner of the screen.

58
OXCE Suggestions DONE / Re: [DONE] Time to clean up user options
« on: March 09, 2019, 03:33:45 pm »
Can you tell me what I'm doing wrong, and what I need to do to re-enable the statistical bullet saving behavior?
As far as I understand
Convert into a mod option (instead of user option):
---------------
* Statistical Bullet Saving - default NO
* Draw enemy radar circles - change to 0 (never draw), 1 (draw if hyperdetected), 2 (always draw) => default 1

Code: [Select]
statisticalBulletConservation: false
drawEnemyRadarCircles: 1
It is said that these opportunities can be set only in the mod itself, and not by editing options.cfg. And these changes will be effective only as long as the corresponding mod is on, and after it is turned off, they will be reset to their default values.
If I'm right, then the string
Code: [Select]
statisticsBulletConservation: true
you need to add either to your own mod, which includes the Statistical Bullet Saving if necessary, or add X-Piratez to the same mod, in one of its rul-files.
But I could be wrong, I did not try to do it myself.

59
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: February 26, 2019, 12:53:24 pm »
suicicoo, I am well aware of this error, Meridian correctly said how to cope with it.
I'd add that Dioxine at https://openxcom.mod.io/x-piratez hasn't updated its mod for a long time. And the last version of J10 laid out there is with this error. The error was corrected almost immediately, but this fix did not hit the modportal. Therefore, you need to download X-Piratez from where they are constantly updated by the author - https://openxcom.org/forum/index.php/topic,3626.msg44450.html#msg44450
Now there is already version J12.

60
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 10:01:11 am »
I updated OXCE to the latest version, and now I'm getting a 'FileRecord::at(SoldierName/19-Russian.nam): requested file not found.' error.
NebulaM78, ​​I think I understood, and this is my fault. The fact is that I borrowed for myself from the Ethereal mod its set of names written in Russian letters. It's more convenient for me to play not only with his mod, but also with others. But in his mod For some types of soldiers, specific files are indicated, from where names must come. Like the one you specified SoldierName/19-Russian.nam - a certain kind of soldiers is hired only among Russians (there is another kind hired in Japan). I have this file available, therefore The mod started, but with the original OXCE names it failed, there the names of the files with the names others.
Try to replace inside the mod file soldiers.rul on the attached. I changed the pointers to those that operate inside normal OXCE.
I apologize and ask to write about the result. I myself can not check whether it happened correctly. If everything works, then I will upload the mod file above. Thank you for writing about the error.
Addition:
Fine! I see that while I was fighting with the Google translator (it slows down the drafting of comments) you have already figured out the reasons. In any case, the error is an error and the mod file will have to be changed. That each new user did not face this problem.

Pages: 1 2 3 [4] 5 6 7