aliens

Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1950538 times)

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2280 on: January 09, 2019, 09:20:13 pm »
V0.98c work fine !  :)   Thank you very much ![/color]

Good!

- did you change the game's home screen (colors/texture)? The one who proposes "new game/loading/options/...) ![/color]

I included an experimental Geoscape palette just to try it out... It might be that.

- in the log there are non-lethal alarms. Can we fix this problem?
Multiple lines with the same text:
   [WARN]   Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/FactionsPack/MenInBlack/bigob_MIB_POWER_ARMOR.png (from lodepng) have set incorrect transparent color index 255 instead of 0

Thanks, fixed.

Well, by then you should have better guns, agents and possibly hybrids to help you deal with such annoying missions. The armored coat looks cool at least and has a RL movie reference.

Well, it's true. Still, there was no advanced infiltration armour, so I made one. (okay okay, Dioxine made most of it lol)

Sorry if this should be redundant, since i'm still on 0.9.6, but would you mind refactoring/resizing the "aliens attack financial district"-mission? I like big maps just as much as the next guy, but is it really a good idea to put two or three high-rise buildings in one map, seeing the impact even the one in the syndicate map has on game performance? At least on my system the map more or less constantly lags while scrolling or when movement or shooting of any kind is going on. Might i suggest either lowering the number of potential buildings, the height of said buildings or overall map size?

In my experience they are very soon reduced to Swiss cheese, but I am open to opinions.

Offline BlackStaff

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2281 on: January 09, 2019, 09:52:48 pm »
I included an experimental Geoscape palette just to try it out... It might be that.
Ok !


Edit by Meridian: made the images smaller


I will remove the links from the screens tomorrow....


Thanks, fixed.
Thanks at you !  :)   :)
« Last Edit: January 09, 2019, 10:07:15 pm by Meridian »

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2282 on: January 09, 2019, 09:58:04 pm »
No, that's seriously not how it's suppose to look... :o
Looks fine on my side. Must be some problem on your PC.

(Also no need to remove the pics, they're relevant and not too big)

Offline Meridian

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2283 on: January 09, 2019, 10:05:28 pm »


You didn't upgrade properly... this is caused by outdated xcom1 ruleset, more specifically interfaces.rul

Offline BlackStaff

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2284 on: January 10, 2019, 12:05:02 am »
You didn't upgrade properly... this is caused by outdated xcom1 ruleset, more specifically interfaces.rul
You're very good at it!  :) :)
The installation was correct... at first!
But by adding French language files I took an old "interface.rul" file in \standard\xcom1 folder !
The line was missing: "backgroundImage: BACK01.SCR" !
I'll have to be careful with the following updates!    8)

Sorry for the inconvenience!  :-[
Big thanks at you two !  :) :)
Now work fine !

Translated by https://www.deepl.com/translator



Offline Solarius Scorch

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2285 on: January 14, 2019, 03:17:03 pm »
New version 0.9.8d released.

0.9.8d:
- New Cydonia stage: Chryssalid Hives.
- New mission: Cybermines.
- New tank types (tritanium rockets).
- New Ufopaedia articles.
- Some enemies change stats underwater.
- Retooled the Power Suit and the Flying Suit.
- Changed prerequisites for the Alien Electronics.
- Light Fighters now yield some Alien Alloys.
- Fixed some palettes (by Meridian).
- Fixed The Root of All Evil mission appearing more than once.
- Fixed drone resistance to E-115 damage.
- Fixed Power Suit sprite.
- Text positioning fixes.

It's a bit too big for a minor "patch", but too small for 0.9.9... So I guess I'm falling into Piratez nomenclature slowly. :P

Offline Abyss

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2286 on: January 14, 2019, 07:01:10 pm »
New version 0.9.8d released.
It's a bit too big for a minor "patch", but too small for 0.9.9... So I guess I'm falling into Piratez nomenclature slowly. :P

The more I play the less I believe it's all made by independent developers. 

Online HinterDemGlas

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2287 on: January 15, 2019, 02:17:55 am »
Another update already? Changes in the cloudy olymp of the END GAME that I haven't even gotten close to yet?

Thank you! Will I need to edit my save to get the Cybemines Mission?

Offline Niewiem

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2288 on: January 15, 2019, 08:38:54 am »
No need to edit anything unless clearly stated otherwise - it will just have a chance of appearing from next month if conditions for it are fullfiled

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2289 on: January 17, 2019, 03:43:16 pm »
New version 0.9.8e released.

- Updated to the latest OXCE.
- Fixed the Engineer interrogation.
- Fixed some issues with the Tritanium Rockets.
- Fixed Female Farmer point value.
- Fixed carrying capacity on Durathread Gear.
- Minor fixes.

This is a critical update, as it fixes the Alien Engineers. (You want alien tech, don't you?)
« Last Edit: January 18, 2019, 12:34:25 am by Solarius Scorch »

Offline BlackStaff

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2290 on: January 17, 2019, 04:52:13 pm »
New version 0.9.8e released.
Thank you very much !
« Last Edit: January 18, 2019, 11:56:55 am by BlackStaff »

Offline Nord

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2291 on: January 18, 2019, 07:26:23 am »
Two more sprites.

Offline Abyss

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2292 on: January 18, 2019, 09:29:27 am »
What if you could train robots in the empty hangar? Just the suggestion.  ???
They are quite bulky but let's say there's a lot of the spare space.
It may need an engeneer or a scientist allocated too, but there's still an operator in the barracks.

UPD The last OXCE is laggy, I'd suggest take previous version before code is revised.
Nevertheless you are a bit hie about the latest OXCE implementation. There should be tests done before.

UPD2
X-COM: UNIT tech previously researched appeared in the lab again

UPD3
Cyberweb fortress is awesome
« Last Edit: January 18, 2019, 12:52:23 pm by Abyss »

Offline mrbiasha

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2293 on: January 18, 2019, 02:36:28 pm »
It's a bit too big for a minor "patch", but too small for 0.9.9... So I guess I'm falling into Piratez nomenclature slowly. :P

Is it really avoidable with similar scope of modding?  :D

Since Dioxine made quite a number of updates since I last tried Piratez, I decided to try it out again and found myself tied in a prolonged campaign, which really prevents me from trying out your latest late game updates. It is hard to have so many good mods around! :)

Offline Meridian

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2294 on: January 18, 2019, 03:13:19 pm »
UPD The last OXCE is laggy, I'd suggest take previous version before code is revised.

Can you be more specific?
What/where is laggy?

Is it really avoidable with similar scope of modding?  :D

Yes, they should just use 1.0, 2.0, 3.0, 4.0, etc.