Caaygun Posted April 16, 2014 Share Posted April 16, 2014 Is it 22.4 compatible? Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 17, 2014 Author Share Posted April 17, 2014 I'm afraid not completely. And I'm not releasing new versions before the final release. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 17, 2014 Share Posted April 17, 2014 (edited) I'm using them without the xml settings files, will I be losing features or breaking things especially with some script files i decided to use anyway? It seems unproblematic currently. And will you be releasing the darker geoscape please? Edited April 17, 2014 by Caaygun Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 17, 2014 Author Share Posted April 17, 2014 Yeah, if you use this mod without xml files, you'll miss most of the mod's features. The game will not probably break if you put them in, but some of the new features in the game's new builds will not work. No guarantees though. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted April 18, 2014 Share Posted April 18, 2014 (edited) Hey, having some trouble with the mod. I'm using v21 stable, and extracted the files from the .rar into the assets folder. It installs fine and looks great, but when I try to quit from the game to the main menu, the game freezes and I have to force it to close with the task manager. I don't think I did, but I could very easily have done something wrong. Has anyone else had the same issue? EDIT: Nevermind, determined mod was not the issue. Edited April 18, 2014 by MortuusSum Quote Link to comment Share on other sites More sharing options...
Sentelin Posted April 18, 2014 Share Posted April 18, 2014 Um I couldn't help but to notice "0.6 V21 Stable compatible. Improved Xenonaut base icon graphics in GS, small improvements and fixes.",although i am playing with 0.5 version v22 experimental since beginning so did i play with v21 without any issues. Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 18, 2014 Author Share Posted April 18, 2014 Yeah, it will most likely work in some degree, but many new features that are added to the game since last supported version will not work AND might cause stability issues. Also many of the new balance fixes are not supported if you use non compatible mod version. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 14, 2014 Share Posted May 14, 2014 I love your work on the darker tone, mate! I've enjoyed the initial geoscape more than its current version and what you've done certainly adds to the doomsday atmosphere, as well as polishing some of the raw bits of the UI. I got a question for you. Is it possible to edit the geoscape colors so that interceptors appear blue and UFOs red (or vice versa)? I couldn't find any distinction in the gameconfig file. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 14, 2014 Share Posted May 14, 2014 Interceptors/ufos have their own sprite, so you'd have to alter the colour of the sprite. Try Paint.net if you don't have access to professional software. Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 14, 2014 Author Share Posted May 14, 2014 (edited) I love your work on the darker tone, mate! I've enjoyed the initial geoscape more than its current version and what you've done certainly adds to the doomsday atmosphere, as well as polishing some of the raw bits of the UI.I got a question for you. Is it possible to edit the geoscape colors so that interceptors appear blue and UFOs red (or vice versa)? I couldn't find any distinction in the gameconfig file. Thanks. Glad you like it! Ufo colors are image based and can't be changed by just altering config files. If you want the UFO's to be red, just do a clean reinstall of the game and install the Oppressive UI Mod and leave ufo icon graphics uninstalled. (don't copy that folder from the archive into game directory) Edited May 14, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 14, 2014 Share Posted May 14, 2014 Interceptors/ufos have their own sprite, so you'd have to alter the colour of the sprite. Try Paint.net if you don't have access to professional software. Is that a subtle way of telling me to get on with the dirty work myself? Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 14, 2014 Share Posted May 14, 2014 Thanks. Glad you like it! If you want the UFO's to be red, just do a clean reinstall of the game and install the Oppressive UI Mod and leave ufo icon graphics uninstalled. (don't copy that folder from the archive into game directory) Yeah, was looking in the wrong place. Found the files in the textures folder, no need to reinstall as I keep backup of every single file replaced by a mod. Thanks for the directions! Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 1, 2014 Author Share Posted June 1, 2014 This is now done too. Final changes, new pictures and download link in the OP. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 1, 2014 Share Posted June 1, 2014 Cool, have been looking forward to trying this for ages. I've updated the entry in the mod list thread to reflect it's compatible with the newest version. Also, quick question: you'd made mention of (re-)adding to this mod darker night-time shadow again. Have you done so in the new version and if not are you planning to? Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 1, 2014 Author Share Posted June 1, 2014 (edited) Yea, this version includes very dark and also slightly color graded to blue night missions (thanks Giovanni for custom code for this). There's a screenshot of this in the OP. EDIT: also kabill, I'm dying to get some feedback from our #1 modder in the community! Edited June 1, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Belmakor Posted June 1, 2014 Share Posted June 1, 2014 Finally I can try this! Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 1, 2014 Author Share Posted June 1, 2014 Hope you like it. It sure was lot of work, at least! Quote Link to comment Share on other sites More sharing options...
kabill Posted June 2, 2014 Share Posted June 2, 2014 Shall give some proper feedback when I've actually had chance to play (I was hoping to today, but have instead spent a combined 8 hours redownloading the game twice). But three thoughts from a very brief first impressions: 1) It's gorgeous. It really is. That was literally my first thought when the geoscape loaded up. I like the shape and feel of the geoscape screen (I think the objective panel makes a huge difference there) and love the transparency on the pop-up menus. The colours all contrast well for ease of seeing things in the menus; I can't actually remember the vanilla version now but the stats on the soldier recruitment page feel a bit easier to read too. 2) That said, the transparency on the geoscape also feels slightly odd. I think this is when there's a base/radar underneath - seeing it pop through the menu slightly doesn't quite sit right with me. I'm not sure there's anything you can (or should!) do about this, though: I imagine I will get used to it when I've played it for more than 5 minutes! 3) The UFO icons are very dark against the geoscape background and are a little hard to see. I'd suggest increasing the brightness to something comparable with the player aircraft, perhaps? Although I don't know how difficult it would then be to distinguish UFOs from player aircraft. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted June 2, 2014 Share Posted June 2, 2014 In the OP you describe a few of the images (main menu and GS menus) as "vignetted". What does that mean? Is it referring to the darkness around the edges that makes them seem more closed-in? Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 2, 2014 Author Share Posted June 2, 2014 In the OP you describe a few of the images (main menu and GS menus) as "vignetted". What does that mean? Is it referring to the darkness around the edges that makes them seem more closed-in? Yes, exactly. http://en.wikipedia.org/wiki/Vignetting Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 2, 2014 Author Share Posted June 2, 2014 It's gorgeous. It really is. Thanks! It's been a helluva job, but it turned out quite nice. The transparency on the geoscape also feels slightly odd. Yeah, it's a known "issue", but there's pretty much nothing I can do about it, except to remove transparency altogether. It's something you will probably get used to, as it did bother me at first too, but now I'm ok with it. The UFO icons are very dark against the geoscape background and are a little hard to see. This is something I tinkered a lot with, and would not be happy to change any more. (it's a colossal job, by the way ) So, sorry, they are gonna stay. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 2, 2014 Share Posted June 2, 2014 Yeah, it's a known "issue", but there's pretty much nothing I can do about it, except to remove transparency altogether. It's something you will probably get used to, as it did bother me at first too, but now I'm ok with it. Nice to know it wasn't just me! This is something I tinkered a lot with, and would not be happy to change any more. (it's a colossal job, by the way ) So, sorry, they are gonna stay. That's fair enough. It's something that, again, I'll probably get used to in any case. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 2, 2014 Share Posted June 2, 2014 Skitso, I've found what appears to be a problem with the download/installation of the mod. Everything works fine if I extract the mod directly onto my game files. However, if I extract it into a folder first and then copy across the files into my Xenonauts directory, it causes CTD on game load. I don't know if there's anything you can do about this, and running 'cleanfolder.bat' seems to fix it (although I don't know whether it's doing something else as well - it runs too quick for me to see). But I thought it was worth mentioning in case other people have issues and it might perhaps be worth making it clear in the OP that you should extract straight onto the game files. Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 2, 2014 Author Share Posted June 2, 2014 Hmm, strange. I've always used the latter method (using temporary folder when unpacking) when testing the mod, and never experienced any problems. And I've done that a LOT. I'll mention this in the OP. Thanks! Quote Link to comment Share on other sites More sharing options...
kabill Posted June 2, 2014 Share Posted June 2, 2014 (edited) I'm trying to pin down what the problem is. Odd that you've not had it. What unpacker are you using? EDIT: Sorted it. For some reason, I thought the file was archives as a .7zip file rather than a .rar file and was using a 7zip unpacker instead. I guess it was having some issues. Using a .rar compressor, I was able to unpack the file and copy it across with no issues; I assume I should be able to repack it fine as well then. Sorry about that. Edited June 2, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.