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 - robin

Pages: 1 ... 3 4 [5] 6 7 ... 82
61
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
« on: April 18, 2022, 09:11:27 pm »
The hyperworm ovule shouldn't be used in the game, elerium too is unused IIRC, maybe I have to properly delete both.
Seems I forgot to update the indexes for destroyed tiles, on that MCD library.
Thanks a lot for the feedback.
Will check, but it's going to take some time before I'll be able to do it.

62
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
« on: April 14, 2022, 11:34:04 pm »
fix is up, version 0.19.4.

63
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.3
« on: April 12, 2022, 10:02:58 pm »
Thanks for this. Also, by any chance, do you have plans to make the human enemies researchable?

EDIT: Also, got another error for you. I got this after completing the Hyperworm research.

[12-04-2022_10-01-23]   [FATAL]   OpenXcom has crashed: Research STR_HYPERWORM not found
Log file: C:/Users/Jason/Desktop/Games/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Cult of Sirius units will be researchable I'd say (maybe not all of them).
Corporation units probably won't.. maybe the scientists, IDK.

Thanks for feedback, will fix ASAP.

64
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.2
« on: April 10, 2022, 09:19:58 pm »
Hello again. Sorry to bother you, but I encountered another error, this time while I was performing a Dimensional Gate mission. Just so you know, I had captured a Wormling that appeared in the mission.
Should be fixed now with 0.19.3, Wormling live items was indeed missing, but I couldn't run a test at this moment so hopefully it's just that.
Don't worry about reporting bugs! I've had very little time to playtest so they are numerous and your feedback is very precious.

65
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
« on: April 09, 2022, 12:44:42 pm »
I encountered the following error after starting a landed craft mission.

Should be fixed, deployments for EGGS crafts were missing.
Thanks for feedback!

66
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
« on: March 20, 2022, 09:44:40 pm »
new version up, 0.19.0:
- hyperworm added (actually called with a different name)
- mortar agent weapon added.

67
Troubleshooting / Re: No Audio
« on: February 27, 2022, 10:07:06 pm »
It's like the audio for OXCE is outputted in another audio channel, not the speakers

Edit: I did it!
Somewho the "generic" speaker volume was set to 100%, while the "left" and "right" speakers were both set to 0%... I didn't even know these settings existed at all!
This nice tool helped me understand what the hell was going on:
https://www.nirsoft.net/utils/app_audio_config.html

68
Troubleshooting / Re: No Audio
« on: February 27, 2022, 07:26:56 pm »
Here you go.
I don't think OXCE is the culprit, but rather some kind of bullshit is going on on my computer.
I opened the Windows Mixer Volume and the volume for OXCE process was set to 0. After raising it, still no sound (but the audio bar blips green, so the game seems to be normally playing the audio, yet somehow it is muted).

69
Troubleshooting / No Audio
« on: February 27, 2022, 04:50:43 pm »
So.. suddenly I get no audio whatsoever.
I get normal audio everywhere else, only OXCE is completely silent.

I was modding and launching the OXCE several times, and I had audio.
Then I used audacity to make a new sound, and I also downloaded audio from youtube using a firefox plugin..
..and boom, no more sound.

-restarted PC.
-wiped OXCE folder and user folder.
-installed latest OXCE version (I was running an old one).
nothing.

Is my computer possessed?

Edit: I also cannot enter debug mode using CTRL+D, what is going on aaahhh


70
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.18.0
« on: February 20, 2022, 10:32:33 pm »
new version, 0.18.0.
one more new alien

71
OXCE Support / Re: spawnUnit VS overkill
« on: February 15, 2022, 11:11:09 pm »
Thank you, I missed that.

72
OXCE Support / Re: spawnUnit VS overkill
« on: February 15, 2022, 09:38:42 pm »
Now it makes sense, thanks!

73
OXCE Support / Re: spawnUnit VS overkill
« on: February 15, 2022, 12:39:22 am »
On ruleset reference I can only find:

armor
    overkill (default=0.5; which AFAIK is the threshold you speak of).

item
    damageAlter
        IgnoreOverKill (default=false).

What is there to enable? Seems to be enabled by default to me.

Edit: wait, so I should set IgnoreOverKill=true? But to me setting true sounds like I'm DISABLING the overkill function. Kind of confusing the way it is explained.

74
OXCE Support / [Solved] spawnUnit VS overkill
« on: February 15, 2022, 12:20:04 am »
For my swarm alien I wanted to give the impression that you're thinning it out as you damage it.
So I used the spawnUnit function to create 3 "stages" (actual units) for the alien.
At the same time I want you to be able to obliterate it in one hit with fire/explosive.

I thought that overkill allowed to disintegrate units preventing them to spawn the children units.. but it doesn't seem to work: I set fire/explosive damage to 999 and the children unit is still there.

(I guess I can use just 2 stages but the 3 stages don't seem to be the issue).

So at this point I'm doubting that overkill has that prevention function at all. Does it?
Thanks

75
OXCE Suggestions DONE / Re: [DONE] Cosmetic units
« on: February 06, 2022, 09:24:56 pm »
With this and ignoredByAI I could turn all the robots in my maps, currently MCDs, into actual units.
The problem will be to draw all the animations...

Pages: 1 ... 3 4 [5] 6 7 ... 82