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Author Topic: [submod] XCom Files Arsenal Additions (ver 0.8.1f Anarchic Anachronism)  (Read 76179 times)

Offline YolosaurusRex

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #165 on: August 31, 2023, 04:08:10 pm »
delete or move the mod in the filesystem

or edit options.cfg manually

Thanks!

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #166 on: September 01, 2023, 06:06:06 am »
Hello!
First of all, thank you for this mod :).


Secondly, when I tried activating it, I got a bunch of errors on load (see attached picture). I only have this mod & XCOM files enabled.
Did I do something wrong?

Also...I don't know how to un-enable it in order to get back into the game itself xD. How do I do that?
You're welcome! sorry that it's not running though
Can you check if theres any other unzipped XCFAA versions in your mods folder? and are you on the most recent versions of this and Xcom Files? I unfortunately cannot pinpoint whats wrong on my end since I am running the most recent build like you probably are, I do however have the newest OXCE which is 7.9.11 (I think), however I really dont think that would cause this

Offline YolosaurusRex

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #167 on: September 01, 2023, 02:04:57 pm »
There are not any other zipped or unzipped XCFAA versions in my mod folder (1st time installing). I did notice that my OXCE is version 7.9.8, so I'll see if that's the problem...

Offline YolosaurusRex

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #168 on: September 01, 2023, 02:10:42 pm »
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #169 on: September 01, 2023, 09:21:56 pm »
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

No that's on my end lmao, I haven't changed that in ages I will next update. Also yes that should be the latest stable OXCE

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #170 on: September 01, 2023, 10:27:48 pm »
More fixes!
0.8.1d
fixed BlackOps Smart Launcher ammo missing categories
Added monthly buy limits to ammo provided by sharing tech with M.A.G.M.A.
Added new soldier types as being eligible for the law enforcement training transformation
Fixed BlackOps Executioner sprite
Added recovery points for Male VIP hostage
Slightly buffed M42 Carl Gustav (Clip size +1 , +2 more power, stronger against armor)
Slightly buffed RT-20 (Clip size +1, +1 more power, stronger against armor)
All tracite related equipment should be buyable (with a monthly limit) after sharing the Tracite tech
Rebalanced tracite equipment prices accordingly
Groza, AK47 and AKM can now use extended clips
Added missing extra page for M16 M203 and Masterkey underbarrel ammo
Fixed Greatest Manors not unlocking their respective milestones
Reduced BlackOps Scout Rifle's regular clip to 15 (This was an oversight, it was always meant to have 15 on both Trit and Regular)
Added missing string for the plated light tank machine gun
Altered Cult Convoys progression so that you no longer need to find the HQ to raid the warehouse, if you capture the warehouse specialist (the special mini boss) you unlock the HQ's location
Added Tracite Rocket manufacturing
Tracite and Tritanium Var Cannon Clip manufacturing is more expensive
Gas Rocket, Mortar, Mini Mortar and Sturmpistole Gas Clips are more expensive to manufacture
Added missing Large Fuel Tank ufopedia entry.
Added missing Convoy/Warehouse article entries
Golden Whisper now has male sounds
Updated version compatibility (Purely visual)
Updated the values shown in the Wieldable shields ufopedia articles to reflect the updated ones

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
« Reply #171 on: September 01, 2023, 11:46:22 pm »
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

can you check if Lazy Loading is on in your options ? if it is, turn it off and see if that makes the mod run
Update: Found out what was causing it, fixing it
« Last Edit: September 02, 2023, 12:53:02 am by 8mono »

Offline Killbotvii

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #172 on: September 11, 2023, 05:53:14 pm »
I'm having a problem where, even if I'm using this as the sole submod, there are huge problems with graphics. The most egregious I've found so far is the inventory display for the riot armor, which results in most of the screen being white. In-mission, the armor displays correctly, but then I briefly caught a glimpse of an enemy that became a white square later on, though I wasn't able to capture that because I couldn't find them again.

I am using XCF 3.1 and OXCE 7.9.10.

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #173 on: September 13, 2023, 03:08:18 am »
I'm having a problem where, even if I'm using this as the sole submod, there are huge problems with graphics. The most egregious I've found so far is the inventory display for the riot armor, which results in most of the screen being white. In-mission, the armor displays correctly, but then I briefly caught a glimpse of an enemy that became a white square later on, though I wasn't able to capture that because I couldn't find them again.

I am using XCF 3.1 and OXCE 7.9.10.

First time I've ever encountered this that looks horrible!, can you send me a save file just so I can try replicating it on my end?

Offline Meridian

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #174 on: September 13, 2023, 01:13:55 pm »
The save was incorrectly uploaded here: https://openxcom.org/forum/index.php/topic,6596.msg157672.html#msg157672

As for the issue, my guess would be using GIF files, which MacOS (resp. SDL on MacOS) doesn't (fully) support.
I'd recommend using PNGs only.

Second guess would be incorrect transparency palette index, even for PNGs.
« Last Edit: September 13, 2023, 01:18:05 pm by Meridian »

Offline Killbotvii

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #175 on: September 13, 2023, 05:16:54 pm »
The save was incorrectly uploaded here: https://openxcom.org/forum/index.php/topic,6596.msg157672.html#msg157672
I don't think I've ever managed to do that before, whoops. I had that thread up ensure there wasn't some oddity I should mention before posting, didn't realize I was posting in it!

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #176 on: September 13, 2023, 08:50:35 pm »
I don't think I've ever managed to do that before, whoops. I had that thread up ensure there wasn't some oddity I should mention before posting, didn't realize I was posting in it!
Mmmm it doesn't seem to be visible on my end, now I did recently change some of this in the rulesets rather than the sprites (they're now consistent with the other vanilla XCF armors in that certain armors show the head without helmets like in the second picture) but that shouldn't realistically affect it since that soldier doesn't have an exposed face + it is the exact same sprite as well, also none of the mods you're using would affect it

while I am using .PNG for all the sprites I might have messed up the transparency in some of them (like Meridian said) BUT for some reason they work fine on Windows?? (third picture shows that sprite on the top and vanilla on the bottom, notice the first two colors being on different slots) I am guessing the the white squares you saw as enemies were from this mod so that would confirm it
« Last Edit: September 13, 2023, 09:01:20 pm by 8mono »

Offline Lyneral

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #177 on: October 03, 2023, 06:49:36 am »
received this error when attempting to launch the mod:

ERROR: During linking rulesets of armors:
Error for 'STR_RIOT_VEST_SHIELD_UC' : Missing surface definition for 'HUMAN_AGENT__14_F49_HAIR_FRONT'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_OLYMPIAN_UC' : Missing Surface definition for 'HUMAN_AGENT__14__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_PROTEAN_UC' : Missing Surface definition for 'HUMAN_AGENT__11__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_UC' : Missing Surface definition for 'HUMAN_AGENT__15__HAIR_FRONT'

I've triple checked my versions for everything, and the only other submod active is dark geoscape.

Anything else i can provide to figure this one out?

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #178 on: October 04, 2023, 06:13:54 am »
received this error when attempting to launch the mod:

ERROR: During linking rulesets of armors:
Error for 'STR_RIOT_VEST_SHIELD_UC' : Missing surface definition for 'HUMAN_AGENT__14_F49_HAIR_FRONT'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_OLYMPIAN_UC' : Missing Surface definition for 'HUMAN_AGENT__14__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_PROTEAN_UC' : Missing Surface definition for 'HUMAN_AGENT__11__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_UC' : Missing Surface definition for 'HUMAN_AGENT__15__HAIR_FRONT'

I've triple checked my versions for everything, and the only other submod active is dark geoscape.

Anything else i can provide to figure this one out?
Think you figured this one out, but lazy loading will help you with it. I need to properly fix it in the next update

Offline InquisitorDarius

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Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
« Reply #179 on: October 07, 2023, 10:34:55 pm »
Is the Alloy Flare Pistol supposed to take 25000 Engineer hours to make? Seems like a 0 too much, considering something like a full on aircraft (Skymarshal is 9000 hours) takes less time to make