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XenoNUT

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Everything posted by XenoNUT

  1. Pages 26 and 28, (Caesan rank concepts and Sebillian rank concepts, respectively) artist Deigo Garcia's name is spelled as "Diego Garsia," not consistent with the rest of the art book.
  2. I once had a pet one eyed one horned flying purple people eater... but it died of malnourishment for lack of one eyed one horned flying purple people to eat!
  3. FWIW the rocket launcher, just going by the appearance of the stock artwork in game, seems to be one of these: http://world.guns.ru/grenade/usa/mk153-smaw-e.html
  4. Glad to know it is finally working for someone besides me. As for the weapons that are currently included (i.e. the AK-47), they are there because the artwork for them was already included in the game files and they just weren't being implemented. I may consider adding some additional weapons in the future, as well as an option to choose between wood or synthetic (read:black), but right now I am back to playing vanilla as I haven't played at all since beta days and I'm curious to see how the release version compares.
  5. CornishGH, thanks for the feedback. The issue I found that was causing a crash was indeed with the makarov pistol in weapons.xml. Instead of referencing the texture at weapons/ballistic/soviet/makarov_black I had it pointing to weapons/ballistic/soviet/pistol/makarov_black, which doesn't exist! Once I got that cleared up and had it working in game again, it quit working somehow and I couldn't figure out why... disabled all of the Soviet weapons then went through enabling each one individually and firing up the game again until I figured out what it was. Somehow the two .png files I had created for the AK-47 and SVD ammos had gone missing! They were not in my recycle bin and I definitely do not remember having deleted them, so no idea what that was about, but I was able to restore them from a backup. Geez, it shouldn't be this difficult! Sorry for your frustration as well, I have uploaded a *hopefully* fixed version at https://db.tt/crGSCj4n
  6. OK, let's try that again: https://db.tt/crGSCj4n At this time it won't work with any other mod which changes ammos.xml, items.xml, sounds_gc.xml, strings.xml, weapons.xml or weapons_gc.xml, as those are the files which are modified. It should work with the Community Edition (subject to change as that gets updated) and will change your starting loadouts to use Soviet weapons.
  7. No, there is no research required- they should be available at game start. It's weird because it was working for me, but apparently at least one of the files is jacked up- so I'll have to take a look at this later and I'll put it back up once fixed.
  8. So I'm just jumping back in here after being AWOL for a long while, and had a question I was hoping someone could answer. Basically what I'm seeing is: I send my interceptors after a UFO. I hit one of the buttons to speed up time on the geoscape, so I don't have to wait for them to get to the intercept point. Next thing I know, I get a message that my intercept squadron is low on fuel and returning to base. If I click OK to dismiss that dialog, time continues at the accelerated rate, interceptors back to base, and UFO takes off and flies away. I wonder, is there a way to have Xenonauts alert you when a UFO landing event has occurred, so I can send my dropship (while keeping my interceptors in the area in case it decides to take off again). Otherwise I don't know it's landed until my interceptors are already out of fuel, which is kind of silly and rather annoying.
  9. Check out this thread: http://www.goldhawkinteractive.com/forums/showthread.php/2473-My-try-at-adding-a-new-weapon-to-the-current-build/page3 On page 3 (linked) Max_Caine gives a link to some soldier_spectre.xml files from an old version. Placing one in /assets/units/xenonaut/armour.basic/{yourweaponname here} and renaming to soldier_spectre.xml should work. I assume you'll want the machinegun animation so you'll also need to edit the soldier_spectre.xml to point to weapon.machinegun. And you'll need to do that for each armor type. Good luck!
  10. Let me know how this works for you: https://db.tt/crGSCj4n (Somewhat) tested with Xenonauts v1.06 I tried to make them slightly different from the stock weapons, using accurate real-world clip/magazine sizes for instance (although I think the PK belts start at 100 rounds, I went for 50). Also I tried to figure out what real-world weapons the stock ones were based on and then compared those to the Soviet weapons and adjusted the stats accordingly. Only in some cases I ended up having to improvise on those because for example, when I looked at the effective range of the PK Machinegun vs. the stock one (looks like an FN Minimi) I ended up increasing the range to like 46, which I noticed is higher than even the sniper rifle, so I ended up adjusting that down considerably. I settled on it being higher than stock machinegun, but lower than the precision (sniper) rifle. In general, the Soviet weapons seem to be heavier than their Western counterparts, and on a few I found the clip sizes to be smaller (pistol 12 vs. 15, shotgun 6 vs. 8) although, I did up the AK-47 to 30 rounds and the PK to 50 so that should make up for it. The SVD Dragnov sniper has a 10 rd capacity, but the stock rifle- which looks like a HK MSG-90 -has 10 rds also even though it's real-world equivalent uses 5 or 20 round detachable box magazines. But again, I didn't alter the stock weapons at all. Please do make suggestions, and you are welcome to make any changes/additions or integrate these into whatever mods you like.
  11. This is awesome. That is all.
  12. Thanks for the link, I was able to grab the soldier_spectre.xml files from an older version from that thread, (and recreate the ones that were missing for rocketlauncher and machinegun types) and those seem to work. Now to just polish up a few things- like writing new weapon descriptions and tweak the stats a bit to make them sufficiently different from the stock weapons.
  13. http://www.goldhawkinteractive.com/forums/showthread.php/1709-Soviet-Weapons/
  14. kabill's right, this is quite an old thread and mod(over 2 years- wow, hard to believe it's been that long!) and I have not been following the forums for a while. Now that the game's officially been released on Steam I thought I'd check back. I remember there was a weapon editor in the works by a forum user called QuarterMaster, don't know what ever happened to that but I could never get it to work on my pc. Anyway I am working on releasing this for v1.06, only thing I haven't figured out yet is the animations. kabill seems like the kind of guy who might be able to help out with that In the old version I could just copy the soldier_spectre.xml from /assets/units/xenonaut/basicarmour/weapon.rifle/ to a folder for the new weapon, say /assets/units/xenonaut/basicarmour/weapon.rifle_ak47/ I'm no longer finding soldier_spectre.xml there but there is one in /assets/tiles. Unfortunately putting that in the new weapon folder turns my Xenonauts into ghosts. And just copying the .pngs for the animations from another weapon doesn't seem to work either... end up with a soldier that appears to be unarmed, but can still say, fire off an RPG-7 round. So, I am still looking into it but for now I am going to bed! Will update this thread if I have any breakthroughs- suggestions more than welcome!
  15. ??? From Wikipedia: "Randi has been involved in a variety of legal disputes but claims that he has "never paid even one dollar or even one cent to anyone who ever sued me."[6] However, he says, he has paid out large sums to personally defend himself in these suits." "Geller sued Randi for $15 million in 1991 and lost.[41] Geller's suit against the Committee for Scientific Investigation of Claims of the Paranormal (CSICOP) was thrown out in 1995, and he was ordered to pay $120,000 for filing a frivolous lawsuit.[42]" "According to Randi, Geller tried to sue Randi a number of times, accusing him of libel. Geller never won, save for a ruling in a Japanese court that ordered Randi to pay Geller one third of one percent of what Geller had demanded, but this ruling was canceled, and the matter dropped when Geller decided to concentrate on another legal matter.[86][87]" I don't think he's hurting for money, what with book sales and speaking engagements and such. And remember- there's one million dollars out there waiting for anyone who can demonstrate supernatural ability in a double-blind scientific test. AFAIK he's not the one producing the documentary anyway, it's an indie film production.
  16. Check it out- 10 days left. Worth supporting. http://kck.st/W3RVWs
  17. How about 'Short Stick?' Referring to the stun baton and also the fact that said Xenonaut apparently drew the short stick back at Xenonauts HQ or in the Chinook on the way to the drop zone.
  18. I don't think UQM HD has altered the voices at all. Those who seem surprised about the voices probably never played the 3DO version or bothered to download the voice pack for UQM. It was always an optional download but UQM HD has included it by default. I rather like the voices, especially the Ur-Quan.
  19. Just popped in to say the new base is looking great!
  20. W00t! Thanks for posting BobbyDylan! I had been checking http://www.star-control.com every few days to see if it would be released before the end of 2012 but I was traveling on the 31st and 1st. Just came back from Brazil myself, Lokik I owned both the PC and 3DO versions of SC2 and I actually thought they did a pretty good job with the voice acting.
  21. As long as it doesn't mean "Four More Years" until release!
  22. Yup hasn't been updated since around the time of the kickstarter. Once we get a good solid build with few CTDs (beta maybe?) I will probably update the Soviet Weapons files.
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