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Lune

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Converted

  • Location
    Stage 5.0 (26 Dimensional Jump)
  • Interests
    videogame music
  • Occupation
    musician, IT janitor
  1. Yeah, it's a bit strange Xenonauts doesn't keep track of at least the number of soldiers KIA (let alone by country, so e.g. we can say New Zealand died the most for our freedom). - Medals earned by nationality? (Shove this number in a totally optional clipboard for people who like useless trivia like this). - Same as KIA but for vehicles (RIP Thomas the Tank Engine) - Number of UFOs shot down by base defence (is this a thing?) - Average number of shots fired per mission (maybe per weapon category) - would be interesting to those quartermaster types? ;p - Soldier with the highest number of transfers ("Join the army, they said... see the world, they said...") - Soldier with the highest number of panics Tch, we're not even seeing the kills tally breakdown per soldier for each mission.
  2. I wasn't looking for them to be flattering - didn't I just say I didn't want them to go in the direction of the joke pic Just so that you can tell from afar that X looks like a guy and Y looks like a girl. Like I said, the scientist guy is drawn pretty well - like that.
  3. I swapped in some really rockin' tracks as replacements for the vanilla night mission music, so yeah I really don't mind fighting at night. The lower visibility thing didn't really bother me (in fact I like the ambiance of night missions too), although I did realize it was supposed to be a handicap. Make it easier to gain bravery after surviving a night mission, maybe? Is it even possible to do that? A small bonus to reflexes (or maybe lower TU for reactions), because your soldiers are all on edge since it's dark?
  4. Um, I wasn't treating it as a joke mod - the vanilla body types really are unflattering. Example: the head scientist guy - he looks great. In fact, I think I like his sprites the most. Soldiers? They're like caricatures drawn as an afterthought. Why such disparity in quality?
  5. Just realised this only modifies one body type, i.e. the basic armor - apparently each different armor tier has it's own set of sprites. So my ladies turn back into beefcakes once they upgrade their armor.
  6. Is that a thing? I mean, holding off assaulting a crash site until daybreak? Didn't realise that - I'd actually preferred night missions becau-- wait, is your avatar wearing an Energy Dome?? *Cough* Making crash sites go away after night would be one way of fixing this, I suppose.
  7. On a related note, is it possible to set a map to pick from certain background music tracks instead of all of them from the day/night list? I'm thinking since the maps use specific tilesets then why not tag the background music as well. That way if I have something like I could tag it for Industrial tileset only so it doesn't play in deserts, etc. Similarly I'd like to confine a nice electric sax piece to desert nights, because it'd be out of place at farms, etc.So instead of just: <Sound name="GC Music Night" volume="1.0" group="2" comment="Music played during the GC night missions"> <Wave> ... </Wave> </Sound> ...can we also add <tileset> parameters, or however tilesets/maps are identified? <Wave tileset=""> ... </Wave> (What is that group="2" thing btw?) It gets stale hearing the same three day/night tracks everywhere, but simply adding tracks to a generic day/night pool may not always be appropriate. For example iirc SimCity2k's music was released to the public domain, and some of the tracks would make for sweet GC music, although only for certain environments. Edit:
  8. So we're stuck until someone releases a jungle tileset? What does that involve, formatting a bunch of jungle-style trees and bushes images into the appropriate tileset format?
  9. Something to do about maintenance costs tied to bases, yes? Why not just add the costs to the target base, even though the units haven't reached yet? This is one of my gripes with the game, it's not clear how to tell you've got X number of personnel/whatever enroute to a particular base. 1. Hire some soldiers. 2. Save game, quit. 3. Get distracted, forget about game for a couple weeks. 4. Load save. 5. "Hmm, I need more soldiers."
  10. So apparently the GC music entries are right at the top of sounds_gc.xml, which is pretty handy. Are there any specific requirements as to the format of the music file, other than they have to be (?) in .ogg format? I swapped in several other songs and while they work fine, there's a distinct pause before the music loops. And it doesn't seem to loop the same track, it'll pick up any other track in the respective day/night list. Any way of getting it to stay on the same track? Also, are the tracks loaded into memory? Because if not I figure I'd just loop the tracks myself to something like 20 minutes so the pause when it ends isn't so noticeable, which means the files will be rather large. Still, at ~1mb-ish for approx 2 mins of .ogg audio I suppose there's no reason to worry about this (after all the original tracks are like 10-20mb). There doesn't appear to be any numbering scheme, I presume we can just add additional tracks by inserting more <wave></wave> entries? In the Soldier Sounds mod thread the author said he had to cap the number of sounds he added because the game would crash after too many.
  11. Sounds like a bugfix candidate; unless the game is attempting to preload in RAM all the sounds, the number shouldn't matter. Great mod btw - no, I haven't actually downloaded it, but I've had experience making my own sound/voice replacement mods in various games. The things you can find on Youtube, lol...
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