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Author Topic: [OXCE] XCOM Multimod  (Read 40670 times)

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #30 on: November 17, 2020, 04:44:28 pm »
Quote
The validation was added, so that such errors are not silently ignored.

Ohh that explain why doesn't crash.
« Last Edit: November 21, 2020, 02:27:45 pm by cevaralien »

Offline efrenespartano

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Re: [OXCE] XCOM Multimod
« Reply #31 on: November 17, 2020, 09:46:26 pm »
Thanks for the support! I'm glad you like it.

Si, soy de Venezuela  :D

Un abrazote desde México. ;D

I tried to send you a PM on Discord, but I couldn't. I thought you used the same username here and in the app.

Anyways, if you want to add extra maps I humble offer you the CMP!

https://openxcom.mod.io/community-map-pack

As opposite to Terrain Pack, it's available for modders (not just the players). ;)

Of course, it is open to new contributions)) *wink wink*

Offline SIMON BAILIE

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Re: [OXCE] XCOM Multimod
« Reply #32 on: November 18, 2020, 12:01:05 am »
Looks interesting but as others have stated, doesn't seem to work on latest OXE-see attached, but does seem to work on v6.53 but my knowledge is very limited.

Offline BlackStaff

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Re: [OXCE] XCOM Multimod
« Reply #33 on: November 18, 2020, 12:20:48 am »
What is needed to play with this Mod (v1.02)?
I tried on clean OXCE 6.7.2 and I can't get it started!
After the error of the "STR_TERROR" that I corrected it is the turn of another error with the "STR_PARAMEDIC" (units) that does not find the "STR_MEDIKIT"!
Normal in OXCE and in your xm-items.rul is "STR_MEDI_KIT".
And after that more and more crashes ... !!
Too bad...  :-[
Luckily I was able to extract your relook from the Skyranger and add it as a standalone mod.
« Last Edit: November 18, 2020, 12:30:33 am by BlackStaff »

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #34 on: November 19, 2020, 01:00:28 am »
Un abrazote desde México. ;D

I tried to send you a PM on Discord, but I couldn't. I thought you used the same username here and in the app.

Anyways, if you want to add extra maps I humble offer you the CMP!

https://openxcom.mod.io/community-map-pack

As opposite to Terrain Pack, it's available for modders (not just the players). ;)

Of course, it is open to new contributions)) *wink wink*

Igual para ti hermano!

Ah thanks. I will check the community map. And of course, my work could be used by the community. I'm working on a more detailed geoscape. I'm waiting more feedback from users, so, i could fix the errors that doesn't show with 6.5.3. Along these fixes i will add the updated geoscape and maybe some maps from community.

If i could help, count with me.
« Last Edit: November 19, 2020, 01:13:54 am by cevaralien »

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #35 on: November 19, 2020, 01:10:35 am »
What is needed to play with this Mod (v1.02)?
I tried on clean OXCE 6.7.2 and I can't get it started!
After the error of the "STR_TERROR" that I corrected it is the turn of another error with the "STR_PARAMEDIC" (units) that does not find the "STR_MEDIKIT"!
Normal in OXCE and in your xm-items.rul is "STR_MEDI_KIT".
And after that more and more crashes ... !!
Too bad...  :-[
Luckily I was able to extract your relook from the Skyranger and add it as a standalone mod.

Thanks for your feedback.

The mod was developed under 6.5.3. At the moment, the "latest" version. I'm playing the mod, i finish it two times and i haven't any crashes. Is for that reason that i publish it.

But no problem, that could be fixed. I will download the last version of OXCE to run the mod.

I'm glad you like the Skyranger work. I have no problem if you decide to use parts of XCOM Multimod instead of full mod.

Thanks for the support.

Offline BlackStaff

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Re: [OXCE] XCOM Multimod
« Reply #36 on: November 19, 2020, 02:18:38 am »
I'm glad you like the Skyranger work. I have no problem if you decide to use parts of XCOM Multimod instead of full mod.
Thank you!
I assure you I am not a modder!
This is for my personal use and to add it to my OXCE which contains many many Mods.  8)   ;)   ;D

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #37 on: November 19, 2020, 02:19:44 pm »
Thank you!
I assure you I am not a modder!
This is for my personal use and to add it to my OXCE which contains many many Mods.  8)   ;)   ;D

At first moment, i was doing it too, but my game crashes many times because conflicts between mods, so, i decided to do XCOM Multimod. In fact, my objective wasn't publish it, but, at the end, i decided to share it.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #38 on: November 19, 2020, 06:21:10 pm »
I have published a new version of XCOM Multimod.

All errors at 6.7.2 loading was fixed.

There is an updated geoscape with a enhancement of the Iran landscape and the texture map of the mountains. If you don't like the new texture, you can use the older file. If you have problems with it, please, tell me and i can guide you.

These are the pictures of the new texture for mountains and the landscape of Iran. I'm working on more detailed geoscape and textures. The pictures are with filter and without filter.

thePaleone

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Re: [OXCE] XCOM Multimod
« Reply #39 on: November 19, 2020, 07:11:39 pm »
How did you get these extra borders drawn on the map in your geoscape?

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #40 on: November 19, 2020, 07:21:37 pm »
I do them point by point, at the file xm-globe.rul. First, i studied the pattern of the points near a known border and added the rest. Some borders aren't mine, but frankly, i don't remeber what is the basis mod.

But you don't need to do a harder work. There is a program from Falko that allows to do these borders. I haven't used it yet, but i know that it could do that.
« Last Edit: November 20, 2020, 04:07:02 pm by cevaralien »

Offline BlackStaff

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Re: [OXCE] XCOM Multimod
« Reply #41 on: November 20, 2020, 04:00:21 pm »
I have published a new version of XCOM Multimod.
v1.03 work fine !
Bravo and thank you very much !
I will be able to analyse your pack to find an answer to one of my questions that no one has answered here!  ;)

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

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #42 on: November 20, 2020, 04:14:53 pm »
v1.03 work fine !
Bravo and thank you very much !
I will be able to analyse your pack to find an answer to one of my questions that no one has answered here!  ;)

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

Question?

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #43 on: November 26, 2020, 10:51:13 pm »
I have released a new version of XCOM Multimod.

What changes?

Updated geoscape WORLD.DAT for a more detailed one.
New textures for geoscape.
Added First Aid Kit, allowing the healing of units before availability of Medi Kit.
Civilian doesn't recover weapons, only soldiers or police.
Added more handobs from Improved_Handobs mod and originals from Multimod's author.
Added aircraft missile sounds from HQSounds mod.
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).
Rebalanced weight of Medi Kit, because the implementation of First Aid Kit.
Enhancement of wounding script.
Added new Alien Containment mapblock.
Increased no-LOS penalty.
Rebalanced side armor of Alloy Armor. All side hits goes to arms, so, there is no reason to increase protection compared to Kevlar Armor.
New mapblocks for brown mountains.
New mapblocks for desertic/brown mountain urban maps.

In the attachment:

Updated geoscape and textures.

New Alien Containment (top level and basement)

Urban desertic/brown mountain mapblocks.

Offline Meridian

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Re: [OXCE] XCOM Multimod
« Reply #44 on: November 26, 2020, 10:55:59 pm »
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).

Hmm, why did you integrate such an old version?
There's version 3.2 already.

2.1 is more than 3 years old.