Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855367 times)

Offline Roxis231

  • Colonel
  • ****
  • Posts: 484
  • Catching the feral kitten hiding in my rubish bin
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #390 on: March 27, 2016, 12:35:58 pm »
0.97D is taken from the piratez ruleset, so it is the actual mod version... the executable version is oxce 2.9+ 2016-02-13.

And these two don't mix!
What are you trying to install anyway?... seems like you have a total mess in your directory.

One way to sort this out - Make a clean install (as though you were just instaling the game for the first time) in a different folder and see if that works, then add your save files.

That's what I do with each major update.

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #391 on: March 27, 2016, 12:44:48 pm »
Incase anyone wants to know im trying to download the latest version 98.Which is where all the problems have started as the previous versions seem to work fine,the api-ms-win-crt-runtime-l1-1-0dll is the problem as even with the vc redist 86x and even with unistaling all of the previous vc redist versions
i still get this issue

Unless dioxine's mediafire link gives me the download for 97D,but now im getting really confused with downloading the dll file both manualy and with the dll fixer installing it in system32.

86x is for 32 bit right?Or do i need a specific version of the api-ms-win-crt-runtime-l1-1-0 dll file? (im pretty sure i havent downloaded the 64 bit version of it)

Interestingly i get the same problem even without vcredist 86x installed.


Made a clean install and i still got the same exe crash about ucrtbase.terminate and the api-ms-win-crt-runtime-l1010.dll not being found in the dynamic library.So lets take this one step at time,im going to unistall vc redist and reinstall it right now.
« Last Edit: March 27, 2016, 12:58:30 pm by doctor medic »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #392 on: March 27, 2016, 02:04:20 pm »
First, try with the EXE I sent you today few posts ago... that one doesn't need the vc redist at all.

That is use fresh x-piratez 0.98a and oxce 2.9+ v2016-02-13... if that doesn't work, you must be doing something completely wrong.

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #393 on: March 27, 2016, 02:25:48 pm »
The exe you gave me works fine,im going to search at new battle and try to find a poison gas grenade to be sure that everything really is in place.

Seems like its the 97D version all along,no novice rob or poison gas grenades.

But on the clean install i made it works fine and it shows the correct version,that's odd but thanks for the help and the time you spent on trying to help me with this issue.
« Last Edit: March 27, 2016, 02:34:56 pm by doctor medic »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #394 on: March 27, 2016, 03:11:30 pm »
The EXE I gave you will NOT work correctly with 0.97D... you can expect crashes!!

Again, for million-th time:
Use oxce 2.5b+ for piratez 0.97x
Use oxce 2.9+ for piratez 0.98x

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #395 on: March 27, 2016, 10:11:20 pm »
New version is up.

v2016-03-27
  + Added support for nationalities/flags, more info here: https://openxcom.org/forum/index.php/topic,4442.msg61114.html#msg61114

Download (courtesy of Yankes): https://drive.google.com/open?id=0B8itkFQbhj-YVkl0X1B6N1ZrcjA

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #396 on: March 28, 2016, 10:28:53 am »
SupSuper just fixed a "minor cosmetic shit" in battlescape load screen.
My day just got brighter! Love you man...

Attached are two screenshots... spot the 5 differences :)

PS: the different times don't count as differences... although I'd like to know why the heck that happens (before screen is with Yankes' EXE, which shows all saves 1 hour younger than they actually are, weird)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #397 on: March 28, 2016, 12:04:25 pm »
This date bug is interesting. Its look like one ignoring time zone or something. But this would mean that you live around UK (or other country with similar longitude).

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #398 on: March 28, 2016, 12:12:22 pm »
Yes, I live in Switzerland. One hour difference to UK.

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #399 on: March 28, 2016, 03:03:26 pm »
Another possibility is that one of the scrienies was made before daylight saving and the other after ;)

(just my 2 cents)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #400 on: March 28, 2016, 03:23:32 pm »
Another possibility is that one of the scrienies was made before daylight saving and the other after ;)

(just my 2 cents)

No, both were taken at the same time.
But a nice idea :)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #401 on: March 28, 2016, 09:32:56 pm »
Yes, I live in Switzerland. One hour difference to UK.
+1 or +0 time zone or even +2 if gcc standard library adds time zone hour two times.

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #402 on: April 01, 2016, 03:42:22 pm »
Suggestion - possible to have a post which shows keystrokes and what they do.

If this exists already, ignore.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #403 on: April 01, 2016, 06:14:05 pm »
You can define most key shortcuts in the options. Hopefully Meridian adds a line there to configure his new options too? (If not, then that's a good suggestion!)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9091
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #404 on: April 01, 2016, 08:29:14 pm »
New version's up.

v2016-04-01
  + Added support for "Starting conditions", more info here: https://openxcom.org/forum/index.php/topic,4444.0.html
v2016-03-28
  + Added UFO Tracker (hotkey T), more info here: https://openxcom.org/forum/index.php/topic,4263.msg61169.html#msg61169
  + Fixed visual glitches in battlescape loading/saving screen (cherry-picked from SupSuper/master)

I am now out of features to implement (no, that's not April Fool's joke)... I'll do some documentation and then talk to DEVs if they would be interested in any of this in master.

Download: https://drive.google.com/open?id=0B8itkFQbhj-YZm1JRVIzT0VyRUE