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Author Topic: [OXCE] XCOM Multimod  (Read 32239 times)

Offline kevL

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Re: [OXCE] XCOM Multimod
« Reply #15 on: November 14, 2020, 02:53:13 am »
gratz. That's the most representative map I've seen yet :)

Offline Solarius Scorch

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Re: [OXCE] XCOM Multimod
« Reply #16 on: November 14, 2020, 03:00:32 am »
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.

Offline efrenespartano

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Re: [OXCE] XCOM Multimod
« Reply #17 on: November 14, 2020, 03:50:44 am »
Wonderful globe!

I liked your game, I'm your first subscriber on the mod.io! I'm rooting to see more of your work.

Also, I see your screenshots are in Spanish

¿Hermano latino?  :D

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #18 on: November 14, 2020, 04:14:04 am »
Wonderful globe!

I liked your game, I'm your first subscriber on the mod.io! I'm rooting to see more of your work.

Also, I see your screenshots are in Spanish

¿Hermano latino?  :D

Thanks for the support! I'm glad you like it.

Si, soy de Venezuela  :D

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #19 on: November 14, 2020, 04:14:44 am »
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.

Sure, no problem. I will do it.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #20 on: November 14, 2020, 04:57:58 am »
Solarius, these are the images without filter.


Offline Solarius Scorch

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Re: [OXCE] XCOM Multimod
« Reply #21 on: November 14, 2020, 11:44:38 am »
Thanks!
These mountains are interesting, but I'm not sure, they clash with the rest of the globe - they're more "3D". But maybe I'm just not used to it.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #22 on: November 14, 2020, 03:51:12 pm »
Yes, you are correct. That was my critic about the vanilla "pile of rice grains" for the mountains texture. That is the first try to change the situation, but i'm thinking about another solution more in line with the rest of the map.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #23 on: November 14, 2020, 09:05:16 pm »
gratz. That's the most representative map I've seen yet :)

Thanks. I'm glad you like it.

Offline WaldoTheRanger

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Re: [OXCE] XCOM Multimod
« Reply #24 on: November 17, 2020, 09:37:52 am »
Hello there

Looks like a wonderful mod. unfortunately I'm having a bit of trouble playing it.

Whenever I try to start it it says something about a missing asset related to terror missions.

happens on both the latest version and the first one, so I doubt it has to do with dehobbesifying. and other mods are disabled too of course.

full logs for both versions included:

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #25 on: November 17, 2020, 02:59:35 pm »
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version

Online Meridian

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Re: [OXCE] XCOM Multimod
« Reply #26 on: November 17, 2020, 03:22:46 pm »
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version

Wrong syntax.
Same issue as here, probably copypasted: https://openxcom.org/forum/index.php/topic,7152.msg133477.html#msg133477

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #27 on: November 17, 2020, 04:28:51 pm »
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?

Online Meridian

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Re: [OXCE] XCOM Multimod
« Reply #28 on: November 17, 2020, 04:31:59 pm »
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?

It's not working on 6.5.3 either.
If you test it, you will see that it doesn't do anything, it's just ignored.

The validation was added, so that such errors are not silently ignored.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #29 on: November 17, 2020, 04:37:55 pm »
Ok, i will test again, because these civilians appears in my scenario and my mod doesn't crash because these error.