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MortuusSum

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MortuusSum last won the day on November 11 2016

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    Ottawa, ON
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    Student/Law Clerk

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  1. Hey folks. The staff of GM-ship (GM-ery?) in my D&D group has rolled around to me once again, and the folks I play with have asked me to run a game in a modern setting (I'm likely going to be using Green Ronin's True 20 system), and I thought a game inspired by/blatantly ripping off/making homage to Xenonauts would be neat, since about half of my group have played the game, at my insistence, and the rest have at least played XCOM EU. In digging through Xenonauts' install directory, I found some fonts that I'd like to use, but they're both .mvec files. If it's OK with Goldhawk, is there any way to access them as a .ttf or other usable font file? Thanks very much for any help you can give. EDIT: I'm pretty sure it's clear from the rest of my post, but just to make sure, this isn't for any kind of commercial endeavour; should I gain access to the Xenonauts typefaces somehow, the number of people who see anything I produce with them will be in the region of six.
  2. Well well, and here's me just about to start a new game! I'll let you know how it goes.
  3. TIME FOR THE NECRO TO OUTDO ALL NECROS There are two schools of pronunciation for Latin, the Classical (as spoken by the Romans, or as near as we can manage) and the Ecclesiastic (as spoken in modern religious services). Although the differences between them are relatively minor, they do affect the specific word you want to translate. In classical Latin, the letter V is pronounced as a W, there are no soft C's, the letter I is pronounced as "ee" and the letter E (when at the end of a word, and in other cases) is "ay". So, your word would be "Wee-Kay". In Ecclesiastic Latin, most pronunciation is slightly more contemperary, and it would be "Vee-Kay". You may address me as The Lich King, Master Necromancer.
  4. Sorry for necroing this thread, but I wanted to know if this mod is still being updated? The last change is a year ago, so it doesn't seem like it, but I figured I'd check.
  5. It's not exactly an optimal placement, gameplay-wise, but I like sticking a base in the Diefenbunker (more accurately, at CFS Carp) on occasion. http://en.wikipedia.org/wiki/CFS_Carp
  6. I don't have links to any threads, but I believe vehicles of different sizes have been tried before, without success. As far as I know, they just don't work.
  7. Nah, Dr. Baltar's imaginary girlfriend flies it for you.
  8. Haha, thanks. I only helped out of self-interest, I assure you. I want this armour really bad.
  9. I don't know if this'll help, but there seems to be a free trial of Maya available here: http://www.autodesk.com/products/maya/overview I was trying to find out how much it costs, to see if I could afford to chip in some, but saw that instead. Will that do, do you think? EDIT: Wait, this might just be a free trial that adds features from the newest edition to the old ones. I'm gonna try installing it to make sure. Please hold until we know how clueless I've been. REVENGE OF THE EDIT: Well, unless the updates are almost 4 gb, it's a 30 day trial of the full product. Is that gonna be enough time to do the thing? If not, I just installed it anyway, so I can help out.
  10. I've just started a new game, so I haven't researched lasers yet (obviously). I have updated to this newest version with the first "section" in it, but would I be better off waiting until the rest is released to keep going? Will researching lasers in the interim give me access to the first installment but block of the other two when they're released?
  11. That worked! Much appreciated, bud. You always seem to solve things so simply.
  12. I do use notepad++. I don't really know what you mean about weapons.xml and items.xml being strange. Are you referring to the fact that they're xml spreadsheets? EDIT: Now that I'm not posting on my way out the door, I've realised how terribly written my OP is. Essentially, I wanted to say: I'm fairly certain the problem is coming from ammos.xml, and I can't figure out why it's not working. If anyone can, that would be very much appreciated.
  13. Hey folks. For lack of something to do, I'm messing around with xenonauts mods, and as far as I can tell things aren't working the way they should. Adding a new ammo to the game should involve a new entry in ammos.xml and items.xml, as well as a modified entry in weapons.xml and weapons_gc.xml for the weapon using the ammunition, right? And then strings.xml and a modinfo.xml, obviously. I wanted to try making the ak47 use a different ammunition from the default ballistic rifle, and I created/altered entries for the files I mentioned above (and I'm fairly certain I did it correctly, although my proficiency with the modular mod system is suspect), but whenever I try to test the mod, I get a CTD upon entering the soldier equip menu. The mod logfile indicated that there was an error merging the info from my ammos.xml file, but for the life of me I can't figure out why. Anyway, any pointers you could offer would be much appreciated. Please find enclosed my helpless flailings. [ATTACH]6069[/ATTACH] Flailings.jaypeg.zip Flailings.jaypeg.zip
  14. Cool, thanks very much for the response! I've played a bit with your mod now, and I definitely like it. I use Slayerjerman's old "Economy Restored" mod, and he recommends upping the starting cash in that mod, but I've found that combining these two makes the starting funds right on the money, as it were. Also I spotted your message. We are buds now.
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