aliens

Author Topic: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations v0.98  (Read 275465 times)

Offline VSx86

  • Sergeant
  • **
  • Posts: 29
    • View Profile
Xeno Operations Mod - is it discontinued?..
« Reply #330 on: August 09, 2017, 08:31:52 pm »
It looks like this really good and promising mod are abandoned...


So, we need to find a not-so-busy and experienced modder,
who will be maintaining the XenoOps Mod:

> fixing future incompatibilities with newest OpenXcom nightlies
and
> probably fix the existing gameplay-related bugs.


(I cannot do this myself because I'm too busy with real life stuff
like cooking, housekeeping, photography tours and, of course, work).

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #331 on: August 10, 2017, 03:19:12 am »
I pretty much liked your attitude to this mod, but the XENO OPS mod is compatible with the latest nightlies, my best bet is that for you to use OXCE+ to fix the bugs, been playing it from last year and I continued on upgrading into the newest nightlies were the mod is still working WITH a lot of bugs, that's why I recommended you to use OXCE+, but you must also download the mod "Missing Strings" so the game will work properly without incorrect typos

Offline nadir-1648

  • Captain
  • ***
  • Posts: 90
  • Oh yes, this is going to be dreadful.
    • View Profile
Re: Xeno Operations Mod - is it discontinued?..
« Reply #332 on: August 15, 2017, 03:51:05 pm »
It looks like this really good and promising mod are abandoned...


So, we need to find a not-so-busy and experienced modder,
who will be maintaining the XenoOps Mod:

> fixing future incompatibilities with newest OpenXcom nightlies
and
> probably fix the existing gameplay-related bugs.


(I cannot do this myself because I'm too busy with real life stuff
like cooking, housekeeping, photography tours and, of course, work).

Y'know... unless XOps stays gone for a much longer time without a word, or has given express permission for continuation by an external party, I feel like it's kind of a dick move to write him off as gone and declare that someone else should do his job for him.

Especially if you don't want to do it yourself. What are you, a mod coroner?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11738
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #333 on: August 15, 2017, 05:32:25 pm »
Well, not coroner, but I think we could use a mod orphanage... It's a much needed position.

Of course, a mod must be a confirmed orphan before going to the orphanage. ;)

Offline SteamXCOM

  • Colonel
  • ****
  • Posts: 150
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #334 on: August 15, 2017, 09:45:02 pm »
Maintenance is something everyone who is interested can participate in such as what Cristao did for eliminating a problem with  STR_MUTON_GUARD.

He posted the fix and where we can add (or remove ) it ourselves if we are playing that mod.

Offline Wolfstarr

  • Colonel
  • ****
  • Posts: 248
    • View Profile
Re: Xeno Operations Mod - is it discontinued?..
« Reply #335 on: August 15, 2017, 11:07:49 pm »
It looks like this really good and promising mod are abandoned...


So, we need to find a not-so-busy and experienced modder,
who will be maintaining the XenoOps Mod:

> fixing future incompatibilities with newest OpenXcom nightlies
and
> probably fix the existing gameplay-related bugs.


(I cannot do this myself because I'm too busy with real life stuff
like cooking, housekeeping, photography tours and, of course, work).

The problem is that we all have busy lives and many of us have our own projects that we are working on here in our limited spare time.

If you want to develop your own mod or a spiritual successor to his work then perhaps invest the time into picking it up yourself, it is quite daunting at first but as stuff starts to work out the ideas keep flowing :)

Offline Vermoin

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #336 on: August 18, 2017, 11:31:44 pm »
This is easily my favourite mod out of them all for XCOM, and it's pretty sad to see it in a stagnant state. I would love at least a peep from the developer too confirm he is at least alive, you know? Obviously his life takes first priority over the mod, but a word of acknowledgement would be wonderful.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #337 on: August 24, 2017, 09:28:07 pm »
Small QoL mod for those still playing Xeno Operations - it makes all of those armor color variants use the same armor as the standard version, meaning you only need to manufacture one set of armor to get access to all the colors.

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #338 on: September 14, 2017, 02:31:17 pm »
Oh cool a sub mod

Offline Xenobyte

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #339 on: October 21, 2017, 09:58:56 pm »
Hello everybody, my name is Dmitriy. You speak, that mod is abandoned and it need a not busy modder. I am not modder, but i can translate it to russian and maybe there are some not busy modders in russian users of OpenXCOM and a XOps mod.

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #340 on: October 22, 2017, 07:48:52 am »
Well, I'm not the mod 'owner', but a very busy modder. So if you want to translate it to Russian, you can, then I'll implement it to the mod, how about that?

Offline Xenobyte

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #341 on: October 22, 2017, 10:55:17 am »
Well, I'm not the mod 'owner', but a very busy modder. So if you want to translate it to Russian, you can, then I'll implement it to the mod, how about that?
Hello. I already started translation, i will message you when i'll done with it. I'll be very honored if you implement my translation in XOps. It will have full translation.

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #342 on: October 22, 2017, 11:31:53 am »
Nah, just post it here, and I'll do the rest

Hyper2Snyper

  • Guest
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #343 on: January 23, 2018, 04:51:36 am »

Hyper2Snyper

  • Guest
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #344 on: January 23, 2018, 04:59:56 am »
Your welcome