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Messages - null-painter

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The X-Com Files / Flashbangs?
« on: January 25, 2019, 04:44:24 am »
I was very excited to see the flashbang grenade, but I'm not sure I understand the usage. I saw the 40 stun and bought several, and was happy to see they are the "primeless" style, too - nice and easy to use!

But, I peppered some enemies (even "quad" enemies) with several without obvious effect. Then I looked in "stats for nerds":

0% armor effectiveness (whoa, really powerful)
0% radius effectiveness (hmm, not sure what this means )
10% stun damage multiplier (oh, so actually does 4 stun damage?)

I'm not sure I have the right interpretation of the stats, but at any rate I'm not sure how to use them effectively.

Thanks for all your awesome work!  :D

2
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 13, 2018, 03:02:53 am »
I was on a Black Lotus mission and feel pretty sure I encountered a totally invisible enemy. I had two agents with their backs against the dragonfly wall with full TUs. Something came right up on them and melee'd them both to death with some kind of blade.

I guess it makes sense for some ninja-y organization to have some invisibility, but I'm not too sure how to counter it. Are they literally unseeable? Any advice?

3
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 08, 2018, 06:50:55 pm »
Sure thing! Here is the "auto battle" for the relevant battle.

However, I suspect there was some kind of logic/pathing/etc bug rather than a missing graphics type of bug as it is not be reliably reproducable.
Middle clicking on the 3 forms of nightmare fuel I encountered also works fine.

Also, the fatal error was:
Code: [Select]
OpenXcom has crashed: There is already TileEngine movingUnit
 Let me know if there is anything else I can do to help.

4
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 08, 2018, 02:41:15 am »
Thanks for the help - I did find a couple of "armor ignoring" weapons - they seem a little less common in early game than piratez, and changes were made since Poet's game that caused my confusion.

Another possible bug (running current code, I think, so it might be relevant):
Code: [Select]
Gtk:ERROR:../../../../gtk/gtkiconhelper.c:494:ensure_surface_for_gicon: assertion failed (error == NULL): Failed to load /org/gtk/libgtk/icons/48x48/status/image-missing.png: Unrecognized image file format (gdk-pixbuf-error-quark, 3)
Aborted (core dumped)
OpenXcom has crashed: There is already TileEngine movingUnit

This was during "nightmare in antartica" or some such, first mission I played like this. Happened on enemy turn with some pink humanoid monster. Let me know if I can provide more details.

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The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 07, 2018, 06:03:16 pm »
Is there an "armor effectiveness" type of stat (like in piratez) in play for weapons in this mod?

For instance, the crossbow says that it is "better at piercing Kevlar than bullets". Is it just due to cutting damage vs kinetic? 

Looking at Starving Poet's let's play, it seems like some weapons used to ignore % armor, but I can't find a way to see if this is the case anymore.

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The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 07, 2018, 02:39:36 am »
Hmm, bug report. Running 9.6. Entered combat with some floaty urchin things ("muckstars", I guess?) for the first time. I middle mouse clicked one to look at it and the game crashed with:

Code: [Select]
(zenity:7586): Gtk-WARNING **: 18:30:57.245: Could not load a pixbuf from /org/gtk/libgtk/icons/48x48/status/image-missing.png.
This may indicate that pixbuf loaders or the mime database could not be found.
**
Gtk:ERROR:../../../../gtk/gtkiconhelper.c:494:ensure_surface_for_gicon: assertion failed (error == NULL): Failed to load /org/gtk/libgtk/icons/48x48/status/image-missing.png: Unrecognized image file format (gdk-pixbuf-error-quark, 3)
Aborted (core dumped)
OpenXcom has crashed: /home/scoundrel/games/xcom/mods2/mods/XComFiles/Resources/Races_Compilation/MuckstarRace/inventory_MUCKSTAR.png: OpenXcom is supporting only 8bit graphic

Let me know if any further data would be helpful, and I'll try to provide.

Awesome mod, by the way. It's got a great feel, and I think the progression of your organizations capabilities vs the difficulties of missions (recently took a crack at durathread factory with grenade launchers, thrown explosives, nitro rifles, and desert eagles - I was really close, but had to withdraw with only 4 of my 6 original crew). I'm already a big fan!

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The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 03, 2018, 12:10:59 am »
Thank you for your help, ohartenstein23!

Those command line options work great. I now also have two shell scripts to run the two games - much cleaner!

8
So, not too sure if this is the appropriate place for this post - perhaps should be in OXCE thread or piratez, (or not even mentioned at all)?

I'm having trouble getting piratez and xcom files to co-exist *nicely* on my linux machine...  this may also happen to Windoze users, can't confirm that myself. I can manage to play both games if I maintain two copies of everything, so maybe this isn't worth any developer time or hassle.

Also, I'd be happy to write a short post for stickying somewhere about how to make both work on a linux setup if that would be most useful (I wasn't able to find much info about this by searching, as the instructions tend to be for windows users).

Details:

OXCE binary uses a (user-specific) file @ $HOME/openxcom/options.cfg. This seems to be modified when OXCE is run somehow.

If xpiratez and xcom files are both placed in the mods folder of a linux OXCE install (https://lxnt.wtf/oxem/#/Extended), there is no mention of openxcom files in options.cfg - those gals hog the spotlight, I guess.  This means a user can't run openxcom files.

If the linux OXCE binary is moved into the xcom files folder (https://openxcom.mod.io/the-x-com-files), just replacing windows .exe it is possible to play easily.
However, adding xpiratez mods to this setup does not make piratez selectable from the mods menu. I guess the men in black redact the config file?

Ideally, it would be possible to have both in the same mods folder and switch between in the mods menu?

Are there significant problems with having a two folder setup?

1. My options.cfg file is shared by both "versions", which I thought would make me lose my preferred options, when switching games (I use "auto end battle", arrows and TUs on path, and "smooth bullet camera" - which aren't on by default). However, this isn't the case somehow - those settings were preserved between the two mods somehow? Maybe I'm just totally insane  ::).

2. I have to maintain two copies of  OXCE, UFO, and TFTD files on my machine (I guess TFTD isn't needed, though?) Not too big of a deal - these aren't huge files.

3. What happens if a user enables someting in xcom files that is verboten in piratez and switches games? I didn't want to try it.

At any rate, thanks all of you for making awesome games for us lurkers!

9
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: November 29, 2018, 03:15:56 am »
Hi Dioxine!

Long time lurker and fan here - both of xpiratez and your general demeanor. You make us something amazing for free and even respond to insane bullshit  posts creatively (I've pissed myself and been encouraged to research history from your responses :o).

Anyways, other than praise, wanted to mention a typo "strenght" in bootypedia for Wierdness - if typo reports are welcome. If not, just the praise!
 

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