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Topics - Thermite

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Programming / Stuck AI
« on: January 10, 2021, 11:33:50 pm »
Basically going to link the snippet I put on the modded part here:
Been off from the forum for a good while, but something quite funny happened to me today after returning to the game, the game got stuck on the alien's turn because the enemy tried to enter a tile that they couldn't see through, but a unit of mine was on the other side.
XD
Going to attach the save to this, but perhaps this isn't just a modded thing, so will also notify the general topic about this bug...
Kisses to you all and happy late new year!

2
The X-Com Files / The Arasaka is too stronk!
« on: May 26, 2020, 03:55:24 am »
Look what it did to this bullfrog's face!

Jokes aside, I don't know if it is a problem with the sprite or with open xcom...

3
Suggestions / Mirrorred sprites/mirrorred sprite functionality?
« on: May 13, 2020, 12:00:13 am »
Something I noticed, and it bothers me, is that, in some missions in the XCF, some of the factory buildings have double doors, but those doors are treated as two individual doors, instead of double doors, so they always open to the same side, even when it doesn't make sense to. So I am proposing that tiles have a property to be rendered mirrored, including their behaviour during gameplay, so double doors can, not only be opened individually, but also be opened in a way that would, also, allow 2x2 units to move through it, since it is quite bothersome when you have enemies stuck inside warehouses that they could, easily, leave from in real life, just because the doors are wrong.

4
The X-Com Files / Door isn't a door
« on: April 28, 2020, 02:50:41 am »
This building's blue "door" that goes to the bathroom isn't exactly a door, but something akin to those curtains that you can go through.

5
Suggestions / Crashes
« on: April 27, 2020, 01:44:54 am »
I don't know if you ever considered this, but I think it would be nice if, instead of asking every time for the user to send certain files and what not every time the game crashes, you generated a .zip file that would contain a copy of the log, a copy of the savefile that is being used and a list containing what mods are being used by the player?
The mods don't necessarily need to be annexed to the file automatically, just a list containing the mods's metadata info.

6
Troubleshooting / Screenshots
« on: April 27, 2020, 01:40:44 am »
So, I am having a problem right now, I don't know why, but I can't take screenshots with print screen, because what happens is that, although a print screen is generated, OpenXcom isn't on focus, even though the game shows on my screen. So could there be a way to make so that, when a key is pressed, a screenshot is generated and saved on the documents folder?

7
OXCE Support / [Solved] Segmentation fault (bigSprite was missing)
« on: April 25, 2020, 02:04:02 am »
So, see attachments.
There you will find the log, mods I used and my save file on the "crash.zip" file.
I am working on a submod for XCF and, when the research "Breeding" is completed and I click on "show report" it crashes.
Could I be doing something wrong as a modder?

Edit: sorry for all caps, I am freaking out.

8
The X-Com Files / A few problems I noticed
« on: April 17, 2020, 07:24:31 pm »
1st: The UAC craft cannon is, on the buy menu, listed as STR_CRAFT_SYSTEM, which isn't defined for neither en-US nor en-UK, maybe a typo on either the translations or the cannon entry, also would recommend listing it as STR_CRAFT_ARMAMENT, since it fits better with it's purpose.

2nd: Whenever a Red Ops soldier is interrogated, only the combat analysis of the male model is unlocked, making so that I can't know the stats of female Red Ops soldiers while on the battlefield by middle clicking them.

3rd: this made me wheeze, maybe it was already fixed, but a tire dump in the middle of the road feels funny. (See first attachment)

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The X-Com Files / [WIP][somewhat finished][XCF submod] X-Com breeding
« on: April 14, 2020, 06:38:42 am »
 This is a submod for the X-Com Files. Since Giant rats aren't that easy to come by to some of us, I made this mod with a few recipes to let you breed your own. Maybe add Gilldogs and Bloodhounds too if Solarius ever comes to make them units. Any help is appreciated.
 Git repository

 The mod can be downloaded from the repo by clicking the green button "clone or download" and downloading the ZIP file. Note that the folder will have the hidden .git folder that is used by the git software for version control, which let's you update the mod without having to download everything again.

 The X-Com Files also has a Git Repo, if you are interested.

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The X-Com Files / How do I make a subMod?
« on: April 10, 2020, 04:53:34 pm »
I had this idea for a XCF submod, actually more like a few features, but I don't know how I would do them, could someone help me? It would involve a few recipes and techs.

11
OXCE Support / [Solved] Xcom Utils: statstrings
« on: April 10, 2020, 03:59:09 pm »
 Hello, I don't know who keeps Xcom Utils, but I thought this might be the place to talk about it, since I didn't find it anywhere on the folders.
 So, I am playing Xcom Files, but the statstrings mod doesn't seem to work with it, I think because "sanity" was added. So could anyone help me out on how to make a fix for that? I know there is a way to solve it. Maybe even by making the original mod "platform" agnostic?
 Anyway, thanks for the help in advance.

12
The X-Com Files / Sawn-offs are listed as pistols, not shotguns.
« on: April 07, 2020, 07:07:12 pm »
Under the buy/sell list, if you filter under pistols, the sawn-off is there, but when listed as shotguns it isn't.

P.s.: if you research the sawn-off before you research the double barrel, you can't buy DB ammo.

P.p.s.: Couldn't you add, instead of a "shot" attack, the "special attack" for the Kukri?

13
The X-Com Files / Is there a version control system for this mod?
« on: April 07, 2020, 03:31:36 am »
It's always annoying to have to download the entire mod pack every time I want to update it. So, in sum, is there a git repo from where I can download it and keep it updated from?

14
The X-Com Files / Has Ctrl + h been disabled during hostiles's turns?
« on: April 05, 2020, 01:46:14 am »
Basically, whenever I try to Ctrl + h during the opposition's turn to see if/how I was hit, nothing shows.

15
OXCE Support / [Feedback] More info in the Ufopedia item articles
« on: April 03, 2020, 01:24:04 am »
Basically, as I said here: https://openxcom.org/forum/index.php/topic,8045.msg125186.html#msg125186
It would be nifty if there was a way to insert small symbols on weapon ufopaedia entries showing to which group a certain item is associated to. Let's say we have weapons that can't work above water, there would then be a crossed out "island" on the bottom of the ufopaedia entry. If it worked underwater there would be a diving suit helmet. If it could go to spacer, there would be a planet and so on. I don't know which one is better though, having all the "badges", so to speak, shown and the ones the item isn't a part of crossed out, or if we only show the ones which the item is a part of.

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