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Messages - mutantlord

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31
OXCE Support / Diving suit ignore sonic damage
« on: April 08, 2023, 03:15:23 pm »
Hi trying to help out a player, he found the diving suit is ignoring damage from sonic weapon underwater
I check the damageModifier of the armour vs the damageType of the weapon class as 10 in the Hybrid mod, I can’t find an explanation why it is the armour ignoring damage. It should receive sonic damage from land and sea.

32
OXCE Support / Re: Best mods for OXCE 2023?
« on: April 06, 2023, 02:18:29 pm »
One man’s notoriety and ego was his own downfall.

33
OXCE Support / Re: Best mods for OXCE 2023?
« on: April 05, 2023, 03:51:22 pm »
Brutal OXCE combo with other mods are the best,

34
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: March 12, 2023, 06:09:25 pm »
If voting is allowed for the solution propose in the prior post, I will put mine in. If it fully works and is simple to meet the requirement.

35
OXCE Support / Re: Unexplainable Battlescape crash/Segmentation fault.
« on: March 05, 2023, 03:00:12 pm »
Again, thank you very much for this.


You should rejoined the Openxcom Discord Server. They miss you there.

regards

36
OXCE Support / Re: Unexplainable Battlescape crash/Segmentation fault.
« on: March 05, 2023, 05:57:43 am »
Same crash but different save game

37
OXCE Support / [Solved] Segmentation fault
« on: March 05, 2023, 05:51:50 am »
Hi, I am trying to help a player to find and fix this segmentation fault. The error logs is not helping and I don't know if it is the mod or the OXCE engine is causing the fault.

This crash always happen when the battlescape mission is completed.

For faster result to the crash, Ctrl-D and Ctrl-k.

save game is: autobattle_(1).asav

error logs + player's save game is in the mod from the link below.

https://www.mediafire.com/file/gle1rvh11h0lftm/Disconnected_Future_Latest.zip

38
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: March 04, 2023, 04:34:23 pm »
We should let the modders vote for what they actually want from this feature. Obviously the more ambitious the feature is, the more time and commitment the devs need to spend to make it happen.

If the general modders wanting only something basic and not the more ambitious parts of the feature, then it is not necessary for the Dev to enable of something the modders don’t use.

The most basic of this hanger feature that I as a modder would want is

1x1 hanger for small general
2x2 Already exist for medium general
3x3 for large general type

1 size and 1 craft per hanger.  No specialisation or multiple craft hangers. 

39
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 03, 2023, 06:47:28 pm »
Well if someone just hand rewrites them all to be compatible with each other then there should be no worries! : D

Try it at your own risk. It works but just maybe buggy or messy.

https://openxcom.old.mod.io/the-hybrid-mod-version-36-with-expansions

40
OXCE Support / Re: Unexplainable Region bug
« on: March 03, 2023, 06:43:49 pm »
Thanks for the reply and solution. Much appreciated. I will update the author.
Sorry for the late reply.

41
OXCE Support / [Solved] Retaliation run trajectory issue
« on: March 01, 2023, 02:27:32 pm »
Hi, I am trying to help a player who has come across of this bug. The Author is stumped on how to fix the bug.

Please see the original error log attached.

The Mod the Disconnected Future uses a TFTD type region for its spawns.

So it is using only zone 0 in the region LANDSPAWNS

The Alienmission is as follow, from the code snippet.

Code: [Select]

  - type: STR_FACTION_RETALIATIONWEST
    points: 0
    objective: 4
    multiUfoRetaliation: true
    spawnZone: 0
    spawnUfo: STR_CONQUERORBATTLESHIPRAIDER3
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_WILDWEST_REGIMENT: 100
    waves:
      - ufo: STR_ENEMYSKYBUSRAIDER2
        count: 1
        trajectory: P27
        timer: 3000
        interruptPercentage: 5
      - ufo: STR_CONQUERORBATTLESHIPRAIDER2
        count: 1
        trajectory: P20
        timer: 5000
        objective: true
        interruptPercentage: 20
      - ufo: STR_ENEMYMIG192
        count: 1
        trajectory: P21
        timer: 3500
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1
      - ufo: STR_ENEMYQ5FANTAN2
        count: 1
        trajectory: P21
        timer: 4600
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1



The Ufo trajectories for those above,

Code: [Select]

  - id: P20
    groundTimer: 3000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 74]
      - [0, 1, 28]
      - [0, 1, 47]
      - [0, 2, 100]
  - id: P21
    groundTimer: 4000
    waypoints:
      - [0, 4, 100]
      - [0, 2, 76]
      - [0, 2, 20]
      - [0, 1, 44]
      - [0, 1, 20]
      - [0, 2, 32]
      - [0, 1, 65]
      - [0, 1, 100]
  - id: P27
    groundTimer: 9000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 60]
      - [0, 2, 30]
      - [0, 1, 20]
      - [0, 0, 100]

99% of the cases, the out of zone error doesn't occurred. This is a rare one. I am out of explanation as to why it happened.

Link to the latest version of the mod

https://www.mediafire.com/file/pykamqf29w4wpnj/Disconnected_Future_Latest.zip

42
Help / Re: Strike Carrier Mod
« on: February 24, 2023, 03:36:58 pm »
Those screen shots were taken with X1 settings

43
I have already presented my ideas here.  It is up to the other modders if they wanted it and pushed for it.  I see its application in specialised missions.

44
Understood. It may or may not happen. No must. However, thank you very much for pondering of my idea. Thank you

45
Help / Re: Strike Carrier Mod
« on: February 23, 2023, 03:14:22 pm »
Here is the updated version of the Carrier.

Sorry for the hacked screen shot, I can't find a enlarge screen option in OXCE

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