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Giovanni

Development Team
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Everything posted by Giovanni

  1. Backed! As a former member of the team, I know personally how much passion Chris and the whole team at Goldhawk are putting into the making of Xenonauts.. I sincerely hope that the general public will be able to feel it too and reward you guys with a solid pledge! Let's go get funded now!
  2. That's great news! I would totally buy a sequel to Xenonauts! That would finally let me play the game with a fresh start, not already knowing exactly what is going on under the hood Too bad I can only be a backer this time, back into the development team were good times :')
  3. I'd really need some more info about this bug to solve it.. Did anything unusual happen before you found out this bug? Some air combats (autoresolved/manually fighted)? Do you happen to have a savegame from earlier in your gameplay (with all human aircrafts)? Thanks!
  4. Yes, it requires the steam api dll to be present on the same folder as the executable, but this is only used if you want to use the Steam Workshop to sync your mods. It should work fine without having Steam installed!
  5. Hey! sorry it appears that an error on my side didn't commit the change which solves the crash. I'll include it now, in the meanwhile you can keep playing your savegame downloading the one I'm attaching here! [ATTACH]5916[/ATTACH] Aut.sav Aut.sav
  6. Yes, that was happening before this change. Now the event order is: Soldiers gets shot by Alien in Alien-Turn -> took damage and got a bleeding wound. -> Alien-Turn ends -> Player-Turn starts -> bleeding warning is shown -> time to stop it -> (at turn end) bleeding damage is applied.
  7. You sure is the bleeding that actually happened at the beginning of the turn? the message still appears at the beginning of the turn (in fact with this update it should read "soldier X will take Y damage at end of turn") but the HP decrease is done at the end, right after you click the end turn button
  8. Can you explain the issue? (better if you post a thread in the bug forum, so we don't go offtopic here)
  9. Ok, I've found the issue. Just for information, did you sell or had a Shrike shot down recently in the game?
  10. Probably a random behaviour then. I'll playtest it a bit more, if I don't see any bugs/crashes (apart from long alien turn times) I'll drop the issue. Thanks for the report anyway!
  11. The savegame is not crashing for me, it just takes a really long time to complete the alien turn (took 224 seconds in my PC). Could you try leaving it 5/6 minutes to complete the alien turn, to see if it finally ends?
  12. While still not friendly from an API point of view (so it's a problem for developers, more than for end users), Steam does a good job in terms of hosting mods, that is why we're using it. If you had to implement the whole system on your own, you had to provide an hosting space/web server and to manage the mod download manually (via plain http requests), which is a lot of work for little gain. Not to tell that an entire system developed on our own would cost a lot of implelmentation time and would be more likely to have security pitfalls and bugs. Steam does its job just fine: you have a web interface (available both on browser and inside Steam) in which you have the mods list, you can see mods description, pictures, discussions, ratings and change notes. And you only need to press the "subscribe" button to always have the updated version of each mod available to the game. So what are the problems with it (despite obiouvsly having a steam license for the game and launching it via Steam)?
  13. Thanks for the report. I was aware of the missing feedback to the users (except the multiple mods download, which is a bug), I just didn't have time to fix it before putting it up on the experimental branch. In the development version (will be shortly the definitive stable version) I already added the 'download in progress' mods to the list, so you'll be able to see which mods are downloading. Unfortunately Steam APIs are not that much user friendly and I can't read the download progress while a download is in running. The multiple mods bug is also fixed, now downloads are queued and downloaded correctly.
  14. Confirming the issue, I've just fixed it in our codebase. Will be fixed in next release! Thanks for the report.
  15. This is really odd, but after some testing I've come to the conclusion it's only about files naming. If you put all the content of maps/ (both folders and files) in lowercase, everything just works fine. Proof: https://dl.dropboxusercontent.com/u/54854483/Random%20Map%20Pack%20-%20Farm%20Edition.zip This is weird, considering that the bundled map names contain both upper and lower case letters. Also, if you move the (original, not the lowercased ones) mod files into the assets/ folder everything just works fine..
  16. If you could attach here/email me/host somewhere the broken map pack you're talking about that would make it easier to spot the problem!
  17. Probably wasn't recompiled before releasing it on steam then. I will tell Chris, will be fixed in next version. (Probably preview image will work too) X:CE guys
  18. No it wasn't. But should be fixed if you're using the mod uploader bundled with v1.52 The browser should automatically open on mod upload completion. Another cause not letting you see it is if you've not accepted the Steam Workshop Legal Agreement. You have a warning for this if you're using the latest mod uploader tool. I was already planning to fix this by separating mod name from source folder.
  19. Dude please, calm down. It may be just an opinion, but it's not the worst thing in the world if your soldiers don't get bravery bonuses right now. So no need to shout (caps lock) and insult myself. Anyway, when I say "it's fixed" I mean that I took care of your bug report, I found the problem and I fixed it in our codebase. These changes do not become a public build until Chris explicitly releases a new version. I'm sorry I did take this for granted, but you really should not yell at me if the problem doesn't immediately disappear.
  20. It's really worth saying that steam workshop works great even with translations, so users can simply subscribe to a certain translation in the workshop page instead of downloading it and unpacking it manually over the game folder.
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