aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856970 times)

Offline Searmay

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #675 on: July 09, 2016, 04:03:49 pm »
Okay, this should be the stderr from make.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #676 on: July 09, 2016, 04:20:29 pm »
To fix it you need add `Engine/Script.cpp` to cmake.

Offline Searmay

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #677 on: July 09, 2016, 06:03:16 pm »
The bad news: it still failed. The good news: extrapolating and adding more files did. I added the following to src/CMakeLists.txt
Code: [Select]
Battlescape/ItemSprite.cpp
Battlescape.ItemSprite.h
Geoscape/AllocateTrainingState.cpp
Geoscape/AllocateTrainingState.h
Geoscape/TrainingState.cpp
Geoscape/TrainingState.h

Thanks for your help.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #678 on: July 09, 2016, 06:39:35 pm »
Sh***, my bad, I do not include all needed files to it :/ I thought that cmake is more up to date.
I will fix it in next version.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9101
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #679 on: July 14, 2016, 08:03:29 pm »
New version is up.

v2016-07-14
  + Fixed merge issue (various issues with the Inventory UI)
  + Ufopedia.org about a medal can be also directly accessed from Debriefing (Medals UI and Lost In Service UI)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9101
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #680 on: July 17, 2016, 01:20:32 am »
New version is up.

v2016-07-16
  + Fixed CTD (reported in bugs thread, Cacodemon could not render)
  + Fixed issues with overkill
  + Fixed issue with building custom base

Download: https://drive.google.com/open?id=0B8itkFQbhj-Ya1NyclM5UHliY0U
« Last Edit: July 21, 2016, 10:49:12 am by Meridian »

Offline alinare

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #681 on: July 17, 2016, 02:48:14 pm »
Hello:
When I run the latest version of exe (OpenxcomExPlus32.exe, I get this error.
Any idea?

Thanks in advance.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #682 on: July 17, 2016, 03:28:00 pm »
Any idea?
We could have idea if you say when it exactly happened.

Offline alinare

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #683 on: July 17, 2016, 03:43:34 pm »

Hi, sorry for not giving more details. Basically, I run the exe, the game seems to start, but a drop to desktop occurs, displaying the message I put into the picture. It may be due to some of the mods, I have installed, but that none of them had bugs in version 2.9. All other versions, the 3.0, the 3.1, have also given me the same problem. Other times, it happens during the game, to change the month, or in combat, barely two shifts, or when shooting at an enemy, and kill him. CTD also occurs during customizadas battles. In addition, the exe, remains as frozen, showing an error message saying that stopped working.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #684 on: July 17, 2016, 04:02:57 pm »
Have you updated the OXCOM rulesets along with the .exe?

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9101
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #685 on: July 17, 2016, 08:54:40 pm »
Have you updated the OXCOM rulesets along with the .exe?

There was no change from 3.1 to 3.2... take the data from 3.1

EDIT: Oh, I guess that wasn't a question for me :)

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 #686 on: July 18, 2016, 01:48:36 am »
Upgraded to 3.2 last night - but ran into a small problem.

When I looked at the comendations/missions section of the Gal's stats - there were things like STR_LOC_ACADEMY_OUTPOST_COLD, STR_LOC_CHURCH_OUTPOS_JUNGLE and STR_TERROR_MISSION_NO_PENALTY in the list.

After snooping throught the rule files, I came up with a little patch that gives actual names like "Artic Academy Outpost", "Jungle Temple Raid" and "POGROM" rarther than undefined string names.

I put this together in less than 5min so if you can think of better names please post them.

I've included the code for those who want it.

SpoilerNew Mission Ruleset:
extraStrings:
  - type: en-US
    strings:
      STR_LOC_ACADEMY_OUTPOST_COLD: "Artic Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_DESERT: "Desert Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_JUNGLE: "Jungle Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_TEMPARATE: "Academy Outpost"
      STR_LOC_CHURCH_OUTPOST_COLD: "Icy Temple Raid"
      STR_LOC_CHURCH_OUTPOST_DESERT: "Desert Temple Raid"
      STR_LOC_CHURCH_OUTPOST_JUNGLE: "Jungle Temple Raid"
      STR_LOC_CHURCH_OUTPOST_TEMPERATE: "Temple Raid"
      STR_LOC_GUILD_OUTPOST_COLD: "Icy Warehouse"
      STR_LOC_GUILD_OUTPOST_DESERT: "Isolated Warehouse"
      STR_LOC_GUILD_OUTPOST_JUNGLE: "Jungle Warehouse"
      STR_LOC_GUILD_OUTPOST_TEMPERATE: "Guild Warehouse"
      STR_TERROR_MISSION_NO_PENALTY: "POGROM"

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #687 on: July 18, 2016, 02:49:04 am »
Already fixed, but it might help someone who doesn't want to wait for my release :)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9101
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #688 on: July 20, 2016, 08:16:07 pm »
A plea to fix an age-old deficiency...
Could the Pedia read accuracyMelee and melee TU Cost from Battletype: 3 items (melee weapon) and display them, like it displays accuracies and and TU costs for ranged weapons? It would save a lot of writing for modders and a lot of reading small letters for the players... :)

@Dioxine: I have on my todo list the same for medikits and psiamps... probably came from you, but I can't find it anymore...

1/ can you check the medikits in attachment, if it's OK like that?
2/ do you want it for psiamps too? if yes, do you have also some psiamp-like weapon that has also "Use" besides "Panic" and "Mindcontrol"?

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #689 on: July 20, 2016, 10:38:31 pm »
Hmm this takes too many space... and yes, I do have Psi amps with 'use'. Maybe it should list all TU costs in the upper window? With this, descriptions won't fit...