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Messages - yergnoor

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91
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 12, 2019, 06:09:25 pm »
Stoddard, Thank you for reminding. However, it seemed obvious to me that you can use only one copy of each mod at a time. Although I understand that someone may forget to delete the old version. However, if you update X-Files with this method, then the archive name (given to it when downloading) will be the same - “XComFiles-master.zip”. And this means that when you try to place a second one along the same, the system will give a warning. In Android, you cannot have two files with the same name in the same directory. There will be extra insurance against oversight.

92
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 12, 2019, 12:06:21 pm »
You can just click "save as zip" and use it as any other packed mod.
I confirm. I downloaded the XComFiles-master.zip archive, weighing 121.89 megabytes. When I moved it to the /openxcom/mods/ folder, OXCE for Android accepted it as an X-Files mod and safely launched the game with it. Thank you, this is much more convenient than extracting the mod itself from a common archive containing an exe file, unnecessary on Android. And much faster, unpacking the archive on my slow device takes considerable time.

93
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 10, 2019, 05:05:14 pm »
Can you provide a Mod only version without executable?
I support.
Also, users of OXCE for Android experience inconvenience, who have to release each new version of X-Files from everything superfluous and extract only the pure mod. I even wrote a special instruction on the Russian-language forum OpenXcom for Android, how to extract X-Files and X-Piratez mods for Android games. However, regularly have to personally explain all the details of newcomers.
Considering the ability of new versions of OXCE (on any devices) to see mods packed in zip archives, it would be much more convenient to download one such archive. Then there would be no need for unpacking at all, it was enough to put the X-Files.zip archive in the mods folder. I checked, the mod on Android in this case works fine. The inconvenience is only in the need to first unpack and then re-pack in a zip.
P.S. Thank you so much from me and all the Russian players for this interesting mod!

94
OXCE Suggestions DONE / Re: Time to clean up user options
« on: February 06, 2019, 09:19:08 pm »
Display map borders on the Minimap - turned off by default, turn on by pressing ALT
For most OXCE for Android users, this feature will be lost. Few will want to search and install a keyboard that can be opened in the game.

95
OpenXcom Extended / Re: OXCE Future plans
« on: January 29, 2019, 04:09:43 pm »
I was playing around with keyboard input too recently... and although there is no easy way to force-open a standard keyboard... I found a so called "hacker keyboard" app, which can be opened at any time (from the notification panel).
Thanks, I know the Hacker's Keyboard, but it seemed to me too inconvenient and difficult to use. Maybe because I do not have the habit of a real computer keyboard. Therefore, I asked the developer of the Jbak2 Keyboard used by me to add a similar keyboard call from the notification panel. In OXC for Android, everything works, most of the functions are available. But I haven’t figured out the Ctrl + combinations yet. It seems that they should work, but for some reason it did not work in OXCE. In general, while I have put off the attempts, all the more so as you can do without Ctrl +.

96
OpenXcom Extended / Re: OXCE Future plans
« on: January 29, 2019, 03:35:10 pm »
Oops!
I apologize, I once tried to enable this mode, but since there is no keyboard input on Android, I did not succeed. And debag: true remained in options.cfg.
Thanks for telling me.
But once before, I had to prompt many times to those who had such a problem, so that they would delete either the mod or the options.cfg file. And then they helped. I am glad that now this will no longer happen.

97
OpenXcom Extended / Re: OXCE Future plans
« on: January 29, 2019, 03:06:42 pm »
Paths-to-gamefiles should ever come up a single time, when you first don't have openxcom directory on the sdcard. Maybe you're moving it around or something?
This also happens when you try to start a game with a mod that contains errors. For example, I tried to run the X-Piratez J10, once downloaded, but not tested then. But there were a mistake in the ruleset files. Instead of STR_SCOUT_OUTFIT_UC, STR_STR_SCOUT_OUTFIT_UC was written. Then the game interrupted the download and demanded to re-specify the data folder. But when I found this error and fixed it, everything worked fine. In the X-Piratez J10, this was fixed a long time ago, but I had an outdated version.
More similar happens when trying to simultaneously run two incompatible mods between themselves, there is some kind of conflict of rules.
Well, with some very outdated mods, if they do not meet modern standards.
I had reports of people being stuck there... don't know the reason.
Uninstalling/deleting everything and starting fresh usually helped.
When choosing which mods you need to restart OXC, this data is saved in the options.cfg file. If the mods cause a crash, then for any attempt to restart, the same conflicting modes will again be taken from the options.cfg file and start loading again, which again causes a conflict. There is a vicious circle - the mods can not be disabled, because the settings are not available.
There are two options. Either delete the mod that you tried to run from the mods folder, or delete the options.cfg file (you can still edit it). In either case, the conflicting mode stops loading and crash does not occur. Reinstalling the application on OXCE for Android does not help in this case, since the openxcom folder and the options.cfg file in it are not deleted from the device’s memory. And the launch of the newly installed OXCE leads to the same results.

98
OXCE Builds & Ports / Re: OXCE v5.2 for Android
« on: January 26, 2019, 08:17:08 am »
I'd like to ask for help with testing... to begin with, just try installing and running the new version and let me know if it runs fine on your device...
Thanks for all the help.
On my Android 6.0 with 1 gigabyte of RAM, this version works well. I did not play a lot, but I ran several mods, including X-Files and X-Piratez, packed in zip-archives, there were no failures.

Of the features of the work, I can only indicate increased RAM consumption. When playing in X-Piratez, other applications running in the background are unloaded. Perhaps this is due to unpacking the mod. On older OXCE for Android, with X-Piratez not packed in the archive, this did not happen. But maybe there were some other reasons.

I also post OXCE for Android on the Russian-language forum for those who are uncomfortable to follow the updates here. I reported about this version as soon as it appeared, gave a link to the repository with it (and tried it myself at the same time). And when the link to download was changed here, I posted the apk-file itself, with a description of its capabilities. The file was downloaded 13 times (and someone could have previously downloaded from the repository), but so far there have been no reports of incorrect work.

99
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: January 18, 2019, 05:11:25 pm »
Can you be more specific?
What/where is laggy?
Maybe because in the main theme of OXCE there was no announcement of the update from January 15, 2019? Personally, I just found out that the download links have changed, but I haven’t found the update history for this version, although I reviewed the topic.
P.S. Since I play on Android, the exe that is attached to the mode has to be discarded, and OXCE is updated via apk.

100
Released Mods / Re: Reaver's Rebalance
« on: January 17, 2019, 08:03:01 am »
The mod was made by WarBoy, and is quite similar to Reaver's RebalanceMod (the only way to play vanillo, imho). Hope Reaver won't mind I posted this here...
I could be wrong, but in my opinion what is attached is not what we now call a mod. This is alpha version 0.4.5 of OpenXcom itself, the predecessor of OpenXcom 1.0. At first glance, apart from vanilla UFO, there is nothing inside, and indeed it is trimmed, since then the game was not fully realized. Launching it now by itself should be easy if you follow the instructions in the archive. It will only be necessary to add the data of the original UFO game (previously used this format) to the DATA folder and run the attached exe-file. As a separate mod, it cannot be used in the archive.
But this is just one more way to play vanilla, and even incomplete. It is much easier in the same OXCE to turn off all the mods and play it.

101
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 10, 2019, 02:53:32 pm »
Nice idea.
Too much work, not interested.
As a suggestion, I can state the idea that came to me when the UFO Hunters-Killers were added. It is somewhat simpler, maybe it will not be so difficult to implement it. The idea was to equalize the capabilities of people and aliens, not only in air combat, but also in ground combat. Now people can attack downed UFOs, and aliens cannot attack people from a downed transport worker. So, the idea was that the Hunter-Killer should have another property - can they sit down after people from a downed transport worker. It makes sense to assign this flag to big Hunters carrying many aliens and terrorist units. Small ones, with a small detachment of aliens, have little chance of winning, so the flag is not assigned to them - they only shoot down planes. So, if the Hunter-Killer knocks down an X-Com transport, then if he can, then he descends after the survivors and lands. At the same time, the soldier scatters around the battlefield (they parachuted with parachutes and did not have time to group themselves), and from their weapons and equipment they only had what had been assigned in advance. There was no equipment window before the fight, but the one that was already assigned was fastened to the uniform or was at hand, so professional soldiers could grab this weapon when leaving the ship. The aliens themselves are partly inside the UFO, partly manage to disperse across the battlefield (as they do now when attacking a stranded UFO). However, many people may be at a disadvantage, surrounded by enemies. The initiative of the first move will be for attacking newcomers, but the X-Com soldiers will have the opportunity to respond to the return fire, as it is now on the first move in a normal battle, only the sides change places. Opportunities to evacuate people do not have - refusal from battle is a recognition of defeat. In case of victory, soldiers can use the help of local allies to return to the base, but lose all trophies (they are picked up by the local army or whoever is there), and their equipment is destroyed, according to the instructions. That is, the return will still not be fast, all equipment is lost, only the battle is added, in which the soldiers have to defend their right to life.
Sorry if it turned out incomprehensible. The text was translated into English with the help of a Google translator.

Update:
Yes, probably it is better to clarify right away. I myself do not create fashion, so this was an offer from a player who wants to see diversity in mods, not a modode's proposal. And it is worth realizing it only if there are interested mod creators interested in it. They may somehow complement it, how it will be better suited to them.

102
OXCE Builds & Ports / Re: OXCE v5.1 for Android
« on: December 22, 2018, 07:38:12 pm »
I have a small problem with the sound in the new version of OXCE for Android, laid out today. File Extended-5.2-245e998-2018-12-22-android.apk.
After installation and launch, the background music in the game began to sound much quieter. At the same time, all other sounds (button presses, shots, screams) remained at the same level. This is observed both in the vanilla version and with the FMP mod.
The problem is not very significant, after I increased the volume of the music in the settings from about 40% to 100%, the music began to sound something like in older versions of the game. But I wonder, this is how it works only for me or for everyone who plays on Android?

103
OXCE Builds & Ports / Re: OXCE v5.1 for Android
« on: November 12, 2018, 03:00:59 pm »
I use Russian, at first glance this version works well.

104
Translations / Re: Russian Translation
« on: November 03, 2018, 11:22:54 pm »
Ага, кажется здесь и по русски можно писать.
Решил написать про одно своё недоумение. Дело в том, что мне уже довольно давно мозолит глаза стандартный брифинг из UFO
Quote
  STR_UFO_GROUND_ASSAULT: "НАЗЕМНЫЙ ШТУРМ НЛО"
  STR_UFO_GROUND_ASSAULT_BRIEFING: "Исследуйте место посадки и, по возможности, получите доступ к НЛО. Миссия будет успешно завершена, если все силы противника будут уничтожены или нейтрализованы. Обломки субмарины, артефакты и тела пришельцев можно впоследствии использовать. Чтобы прервать миссию, верните акванавтов X-Com в субмарину и нажмите кнопку \"Покинуть поле боя\"."
в котором дважды используется слово "субмарины".
Поначалу я думал, что текст выдают мне моды X-Files, FMP и прочие. Но потом проверил - оно в оригинальной русской локали OXC. Но играю я на версии Андроид. Отсюда вопрос - на компе тот же косяк или нет? И нельзя ли его исправить?
P.S. А, да! Ещё и "акванавтов X-Com" - это я как-то и не замечал.

105
Offtopic / Re: TFTD and the "Ocean Girl" series
« on: October 20, 2018, 08:22:09 pm »
I started watching this show, it was shown on Russian television. But for a long time I did not have enough interest. I watched part of the first season and a few episodes from the second, and then finally abandoned. But there were very interesting children's fiction series of Australian production! “Thunderstones”, “Magicians”, “Girl from Tomorrow” (Russian versions of the names may differ from the original ones) - the first thing that comes to mind from what I know and have seen before. Not always the best props and special effects, but very interesting scenes. But about the "Girl and Ocean" I can not say such a thing, unfortunately.

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