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Messages - yergnoor

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76
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.

77
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?

78
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.

79
OXCE Builds & Ports / Re: OXCE v5.4.1 for Android
« on: May 05, 2019, 08:07:04 pm »
Fixed.
Thank you for your efforts!

80
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.

81
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.

82
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.

83
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.

84
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 08:14:53 am »
NebulaM78, ​​are we talking about a separate version of the mod? If so, which version of OpenXcom was used to launch? The mod from Ethereal can only work with OpenXcom Extended, version of December 22, 2018 or later. If you use the usual OpenXcom, not Extended, an error will be generated.
With the usual installation method (original from Ethereal), the required version of OXCE is already attached. When used as a mod, the user himself should do it.
P.S. I forgot to specify this part, because I use the application on Android, and for it the current version exists only OpenXcom Extended.

85
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 06:12:56 am »
Ethereal, Android is what I tested (for lack of something else), but OXCE works the same on different devices, except for some nuances. Such as the lack of a computer keyboard in Android or problems with the display of gif in MacOS. But the mod action itself does not depend on a particular device. Therefore, it is enough to check the usual OXCE, only without a converted set of rules, as is done in your mod build.
The only significant difference of my version is the absence of the Russian version of the recruitment of names for X-Com soldiers. These names are located in a different place (not in standard/xcom1/), so they were not included in the mod. True, I was thinking of making an autonomous mod with Russian variants of names, as it was done, for example, in X-Piratez. The matter is simple, but for Western players it’s still more convenient to use original names, so the Russians could include only those who need it.
The rest of the alteration was incredibly simple. Since all your resources are located in the xcom1 folder (with the exception of the original UFO game data), it is already a ready mod. It was only necessary to change the metadata from the ones that the UFO game had to those that the mod had to have. And now what happened can be used on any device that has OXCE. If you want, you can also make standalone versions of your mod and subsequently, but only until all changes are made in the same xcom1 folder.
Judging by the fact that none of those who downloaded my version wrote about the error, it works not only for me.

Well, here all this text is in Russian.
Spoiler:
Ethereal, Android - это то, а чём тестировал я (за неимением другого), но OXCE работает одинаково на разных устройствах, кроме некоторых нюансов. Таких как отсутствие компьютерной клавиатуры в Android или проблемы с отображением gif в MacOS. Но само действие мода от конкретного устройства не зависит. Поэтому и для проверки достаточно обычного OXCE, только без переделанного набора правил, как это сделано в твоей сборке мода.
Единственное значимое отличие моего варианта - отсутствие русского варианта набора имён для солдат X-Com. Эти имена располагаются в другом месте (не в standard/xcom1/), поэтому в мод и не попали. Правда, я подумывал сделать автономный мод с русскими вариантами имён, как это сделано, например, в X-Piratez. Дело несложное, а для западных игроков всё-же удобнее использовать оригинальные имена, поэтому русские могли бы включать только те, кому это необходимо.
В остальном же переделка была невероятно проста. Поскольку все ресурсы у тебя расположены в папке xcom1 (за исключением данных оригинальной игры UFO), то она уже является готовым модом. Нужно было только изменить метаданные с тех, какие были у игры UFO, на те, которые должны быть у отдельного мода. И теперь то, что получилось можно использовать на любом устройстве на котором есть OXCE. Если захочешь, то можешь так-же делать автономные версии своего мода и впоследствии, но только пока все изменения производятся в одной папке xcom1.
Судя по тому, что никто из скачавших мой вариант не написал об ошибке, работает он не только у меня.

86
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: February 25, 2019, 02:01:27 pm »
do i have to point the oxce-folders to somewhere else?
they are all pointed to /openxcom/
This is the most correct option settings. All game data is located in the same openxcom folder, in the internal memory of Android, to which the application has access to both read and write files. You can change these settings, but you need to understand what you are doing - there is a risk of failure.
and i can't choose xpiratez as a mod, only ufo & tftd
It’s hard to understand what could have gone wrong. If everything was done according to the instructions (and it looks like it was), then the absence of X-Piratez in the list along with UFO and TFTD can only be explained by the fact that the game was not restarted after moving the piratez folder to openxcom/mods/. OXCE should re-check this folder for mods, and this only happens at startup.
But this is only an assumption, maybe there was some other reason.

87
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: February 25, 2019, 05:16:01 am »
suicicoo, Perhaps this little instruction will help. It was written by me for Android users, so that newbies could quickly figure out how to install these mods. However, since this is a Google translation from Russian, then something may be unclear.
Quote
I will write instructions on how to extract megamodes such as X-Piratez and X-Files, after downloading them. Unlike simpler mods, they come with their own exe-files, which are necessary when running a game on a computer. We have this role performs the installation apk-file OpenXcom Extended for Android.
Therefore, after downloading the archive with the mod should be unpacked. Find the user/mods/ subfolder in the resulting folder, extract the mod itself from it, and move it to the openxcom/mods/ folder, which is used by the Android version. Remaining from unpacking can be removed.
Next, the X-Piratez mod is selected in the same way as switching between UFO and TFTD.
Addition.
Just in case, I will clarify. For the X-Piratez mod, it is NOT the usual OpenXcom for Android, laid out in this topic, but OpenXcom Extended for Android that you can download https://openxcom.org/forum/index.php/topic,5258.msg78462.html#msg78462

88
Released Mods / Re: Build mods from Ethereal.
« on: February 23, 2019, 08:35:26 am »
The mod does not need to be compiled.

You can use OXCE for MacOS (I gave you the link several times already) and just copy the mod into the mods folder.
The problem is that the latest version of this mod does not have a standalone version. The mod is an OXCE game folder with its exe. And the mod itself replaces the vanilla version of UFO in it, the resources are not located in the user/mods/ folder but in the standard/xcom1/. Therefore, without understanding the mod structure, it is difficult to extract it separately from the rest.
Now I tinker and made a separate mod, by editing the file metadata.yml. I tried it - it works on the latest version of OXCE for Android, you can even put it in the mods folder as an attached archive without unpacking it.
Addition 26.02.2019
The mod file has been replaced due to an error detected. Thank you for the message about her NebulaM78.

89
Help / Re: Aliens vs Humans, Xenowar or OpenXcom for Android phone?
« on: February 20, 2019, 07:59:47 am »
IDK what's up with the PSX version, never seen it, but very much suspect there was nothing of the sort.
I started playing with the PSX version of the UFO and there was definitely no turning and zooming in it. This version was the exact port from the computer, with the exception of the control, converted under the gamepad (due to the lack of both keyboard and mouse, and touch input).
Twists and turns of the battlefield existed in some other tactical turn-based games, such as Final Fantasy Tactics and Saiyuki: Journey West. Perhaps just the memories of a few similar games messed up.
P.S. Ah, there were times ... And there were games from which it was impossible to break away ...

90
This is already implemented in the latest version of OXCE.
Keep (as user option on the GUI):
---------------
* Wounded fight if base attacked (health >= x%) - default 100%
In the settings you can set the level of soldiers' health in percent, below which soldiers do not participate in the defense of the base.

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