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 - Lord_Kane

Pages: 1 2 [3] 4
31
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 23, 2018, 07:44:07 am »
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.

Any news on that fix? or does this not affect vanilla MC/Psi?

32
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 13, 2018, 12:52:56 am »
Weirdness, because I am just using photoshop to edit this stuff, oh well I guess if it works it works
just fix it as the problems come I guess.

33
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 12, 2018, 11:03:28 pm »
I don't know what's wrong with OXCE and I may not have the latest version, though mine is pretty close to up to date. The fact that you aren't experiencing the issue with other images in Faithful means that the image fix I provided should work both for you and me, and anyone else, because it doesn't have any format changes from the other images that work. My original laser image had a format problem in which the image's palette listed index #255 as transparent, instead of 0. It worked fine because I used 0 for background anyway. Your fix switched the background to index 255. Any version of OXCE in which it worked would be one that checks the transparency indexing on the image, rather than assuming #0 is transparent, which I'm pretty sure is not what it is supposed to do.

My fix will work because it keeps 0 as the index color for the background and sets the palette to treat 0 as transparent.

It is working, but so did mine, so I don't know whats going on.

34
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 12, 2018, 07:15:56 pm »
No, I'm seeing black boxes when loading it in OXCE. Above, in the edit edit, I explain why. Your image won't work for normal OXC or OXCE, and if you have a version of OXCE in which color index 255 does work for transparency, you should update, also tell Meridian about it.

edit: I fixed it such that it looks right both in-game and in photo viewer. I copied the image into a file that had the correct transparency setting, and put in the correct palette including index 0 as green. I'll put up a new version of Faithful for it eventually but it looks like I might have a lot more of these to fix first.

Reaver, I am using the latest version!  and the only things broken in megamod (and mine initially ) for me where the laser bigobs everything else was fine
here is some screenies using the latest oxce + my fix:

something funky is going on, either we arent communicating properly or I am missing something....(both are extremely likely considering its me here)

35
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 12, 2018, 06:06:40 pm »
I think it might be a bug with how OXC uses transparency. Some of my textures were bugged, and I never found out until I started playing in OXCE. Sure enough, I check the images, and they don't have a transparency set.

But I had thought I fixed them all.

edit: I'm not experiencing transparency issues with my laser sprites in-game even though they display without transparency in photo viewer. However, when I install your fix sprite, which looks correct in photo viewer, it causes a lack of transparency in-game.

Its for OXCE not OXC, I noticed that too, its weird, I think OXC and OXCE have different means of handling transparency.

36
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 12, 2018, 03:49:56 am »
thats a bug with how oxce uses transparency I have attached a fix that will be part of my mod (which is a mod of reavers mod, but more on that later.)

37
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 22, 2018, 09:21:54 pm »
but this also means that this weapon is not really required to win the game though, but if found, makes it easier. In this case, if you need to capture it to manufacture it, the luck factor will be multiplied by you being able to replenish the ammo.

Just in a general perspective, in case of a narrow win/loss situation, not finding this weapon before going to Cydonia might result in a loss, if you find it, it'll be an easy win. So if you keep it very rare and hard to find with a launcher that can't be reproduced, but very powerful and let the player get the ammo for it, there's no way it won't screw the balance. It either will be too easy if found, or too difficult if not found.

just make an edit the research and manufacture rule files to make the ammo buildable after research.

38
Released Mods / Re: [UFO] Improved Geoscape Icons
« on: November 09, 2018, 02:50:49 am »
I just have this crash on a vanilla Xcom. :( Any ideas?

Code: [Select]
[08-11-2018_17-43-17] [WARN] disabling mod with invalid ruleset: GeoIconsUFO
[08-11-2018_17-43-17] [ERROR] failed to load 'Detailed Geoscape Icons'; mod disabled for next startup
C:\Users\biblio54.CSOCIALES\Desktop\wORK\UNEXCOM\user\mods\GeoIconsUFO/markers.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa

EDIT: Yeah, I fixed it. It only work with the new OXCE released yesterday, my folder version was outdated.  ;D

You readed my mind! I was about to ask this. I suppose that this can be expanded with additional icons.

Update to the newest nightly for vanilla OXC he added in support for geoscape icon mods, like a month or two ago. I think, but yeah running the latest OXC (2018_11_07) here and its working fine. 

39
Released Mods / Re: [UFO] Improved Geoscape Icons
« on: November 08, 2018, 08:46:10 am »
NICE.

40
Released Mods / Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
« on: October 03, 2018, 10:47:40 am »
You will be pleased to know that this mod still works on the current version of the nightlies, it has made my TFTD playthrough much more enjoyable.
I encourage you to continue development of this mod as TFTD has a lack of mods other then TWOTS.

41
Released Mods / Re: Ironfist Dropship 1.4
« on: September 27, 2018, 08:01:15 pm »
Sorry to necro a old thread, but this is completely broken on the current nightlies

42
Released Mods / Re: Reaver's Rebalance
« on: September 23, 2018, 12:30:18 am »
Am liking it so far.

43
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 19, 2018, 01:39:36 am »
It loaded fine here
I am using the latest nightly + FMP 2.2d.


44
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 18, 2018, 06:13:16 am »
Hello, guys!

Here is some crash in OpenXCOM FMP. Will be glad if it will be fixed

Try updating to the newest nightly. if that fails try updating to FMP 2.2c and if that fails try starting a new campaign. (with the updated nightly and FMP)  :(

45
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: August 15, 2018, 12:38:42 pm »
I fixed it! Changing the walls to various bigwall types worked exactly as I expected. Apparently I wasn't updating it correctly before.

Wall fix update released, along with upgrading the Lightning, Heracles, and Stalker maps to the same version I have in my mod in development, that way there's less chance of me releasing a mod update with mismatching map and tileset which I may or may not have previously done.

Update thoroughly tested by awake me, so should be much more bug-free than any other recent updates.

I will test this and annoy you on discord!

Pages: 1 2 [3] 4