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Messages - TheDeparted

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16
40k / Re: Text and Lore
« on: January 14, 2019, 06:07:31 pm »
1. So proud bulletdesigner mentioned me in the credits section! Much obliged, kind sir!

2. I just wanted you guys (bullet and ohartenstein23, mostly) that ALL the strings (not just thee extraStrings) have been verified and it's safe to use them in the next update (I tried them myself yesterday, and there were no issues to be reported, just an odd comma or two).

3. If you think there is other stuff I could edit our double-check, feel free to ask.


17
40k / Re: Text and Lore
« on: January 10, 2019, 10:58:25 pm »
thanks for the swift reply! do tell if the work is worthwhile. please bear in mind this is my first openxcom endeavor, so mistakes are bound to happen. as I speak, I realise that  there are some typos I overlooked. as stated previously, will revisit the text asap.

18
40k / Re: Text and Lore
« on: January 10, 2019, 10:12:54 pm »
String files proofread and edited. 10x to Bullet and Ohartenstein23.

Once the next version goes online, will promise to revisit the text. In the meanwhile, all visitors with a decent command of English and some familiarity with the lore are kindly asked to go through the texts.

19
40k / Re: Text and Lore
« on: January 08, 2019, 01:16:15 pm »
10x a lot for your guidance, bulletdesigner! Will post the edited files here. Hope it helps!

20
40k / Re: Text and Lore
« on: January 07, 2019, 10:10:28 pm »
I just realized that not all the text used in the mod is available in the extraStrings... I need a bit of assistance to locate the other text files, so I can proofread them. Any help would be appreciated! Should I just check out the strings files? I would gladly proofread everything, if I had ALL the bloody text files in the same place! :P

21
40k / Re: 40k
« on: January 06, 2019, 11:44:53 pm »
Hi TheDeparted, we have pedia text for all of the IG stuff and I've been working my way through the current set of strings/text to clean them up, but for any article that looks like it has just stand-in text (e.g. the article text is just the title of the article) or is copied straight from UFO we'd appreciate it if you wanted to write those.

If you have any artistic inclination or are good at finding other image sources, I'd appreciate a good image for the IG medic armor in the pedia, both in Flak and Carapace - nothing I've found so far really fits the aesthetic for the rest of the pedia.

Hi there! Sure, will do (the part with the text)! Could you please attach the said files in the thread "Text and lore"?

Regarding the images, I'm afraid I cannot do much, but maybe I'll get lucky with Google.

22
40k / Re: Text and Lore
« on: January 06, 2019, 11:38:24 pm »
Just fired up the mod again and noticed there are still a lot of typos  :-[. Promise will weed them out asap.

23
40k / Text and Lore
« on: January 03, 2019, 08:58:17 pm »
Hello, everyone!

As promised (to ohartenstein23 on mod.io), please see attached a revised version of the text used in the game (basically, I used notepad++ to edit the text).

Bear in mind that English is not my native language, but this version should be slightly better than the original. If anyone wants to give the text another brush of editing, it would be better to use this file. Unfortunately, my poor computer skills prevented me from installing a notepad+++ track changes tool.

24
40k / Re: 40k
« on: December 23, 2018, 12:41:51 pm »
Fabulous mod! Thanks to all of you guys involved in this amazing work.

Please allow me to share some of my thoughts after playing for about 3-4 hours or so (Openxcom Extended +). Be advised, I'm a total noob:

1. The assault bike crashed the game to desktop (Resources/Bike.PNG. Couldn't open etc.)
2. It's not always obvious which units are unlocked after the research is complete.
3. Why can't I not equip the craft's third weapon slot?
4. The Battle Sisters seem rather underwhelming compared to the Space Marines.
5. Using Guardsmen seems a bit pointless once you unlock Space Marines, doesn't it? (it may be just a difference in taste).

Is there any way I can help with the project? I have absolutely no skills at programming, but I'm decent at editing text.

25
Released Mods / Re: Reaver's Rebalance
« on: December 23, 2018, 07:09:41 am »
One of the best mods ever. Thanks, Reaver!

26
Released Mods / Re: Auto supply
« on: December 23, 2018, 07:00:17 am »
That would be so awesome!

27
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: November 28, 2018, 11:02:40 pm »
Thank you, Reaver for your clear and detailed response! Much obliged, kind sir.

28
Released Mods / Re: Static smoke for TFTD
« on: November 28, 2018, 10:58:19 pm »
Nois! Could this be a openxcom extended + feature?

29
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: November 27, 2018, 11:46:12 pm »
Dear Meridian,

Can you please teach me/us how to "steal" some mods from the truly amazing megamods out there? For example, I would just like sniper rifles addes to the vanilla, or maybe a gym.

Thank you for your patience and dedication!

30
Released Mods / Re: Just sound mods
« on: July 09, 2018, 08:43:19 pm »
For example, I did manage to find this mod https://www.dropbox.com/s/0so54cahfjkky2d/XCOM2Music.zip?dl=0. Sadly, I could not get it to work in oxce+.

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