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  1. This is a pack of more than 100 maps originally created by Stinky, Flash and Moxar. See this thread and this thread for details. Download: Here. Required version of game: There are some minor (visual) glitches that will be fixed in X:CE 0.34 (or maybe 0.33 HF1). However, barring these, the maps should be perfectly usable with the current X:CE version. I don't know if the maps are usable with the vanilla 1.59 version, although I expect they should be (also having the minor glitches). These maps were created for Xenonauts before the stable release, and apparently all the mappers involved had left before some changes caused these maps to no longer work properly with the stable version, so there were objects and even whole buildings missings. Unfortunately nobody took care of the maps, which is rather a shame, because the maps are very nice, so I've fixed them up. I do not intend to maintain them as such as soon as I consider the map pack finished, so in the unlikely case somebody would like to take over or even further improve the maps, feel free to do so. Pending issues: There are some drawing problems with objects taking more than one tile, most notably sofas right behind walls show through. This will be fixed with next X:CE release. There are few various minor graphical problems, such as pieces of inner house walls showing through outside walls. I probably couldn't be bothered to be honest, if it annoys you, provide a fix and I'll include it. Screenshots:
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  2. Version 0.34.2 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.2. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.2 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.2 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.1: This is a version that mostly focuses on modding, bringing numerous new options for mod creators to take advantage of. There are also bug fixes and mapping fixes in this version. Crash fixes Fixed a rare crash when an alien would attempt to mind control multiple enemies. Fixed a rare crash with air superiority missions. Bug fixes AP-damaging weapons should now work even if the weapon does 0 normal damage. Airplanes that have 4 weapons, of which 1 is a cannon, will correctly show all 4 slots in the air combat UI. Vehicles can now take EMP damage. This should not affect the base game, only some mods. Fixed Saviour Medal / Crux Solaris display (from 1.65). Loading a saved game will no longer reset the minimum cooldown of Terror or Base Attack missions. Quantum radars will now properly identify the city targeted by a Terror mission. Fixed the text shown if an alien base is detected by an airplane. Avoided duplication of alien base if detected by several airplanes. Balance Reapers will now attack vehicles as they were intended to (change in the X:CE Balance mod). Modding Melee aliens can now be allowed to attack vehicles, on a race/rank basis. A LockManufactures command has been added, which will remove the ability to manufacture an item. Added ability to add custom categories to the Manufacturing UI. Allowed control over zombification and Reaper spawning. Aliens can now turn enemies into any race/rank type. Such zombies can now also spawn any alien, and with a customizable timer. Allowed a configuration where lost continents can be retaken. If enabled, lost continents will automatically spawn one alien base, and the player has to kill that base (and any others on the continent) to regain it. Descriptions for manufacture projects can now be added. Add a new string with the ID ManTech.X.Description, for instance, ManTech.MiG32.Description. It will be shown in the workshop screen. Custom sort order for the stores screen can be provided in items.xml in the "Sort order" column. More building sizes now supported for base buildings, such as 3x2 and all the way to 6x1. Extra sizes for alien bases that can be used to create custom missions. Allowed creation of new gas types that can do damage multiple times per turn, that is, for each tile passed with that gas. UI In the Stores screen, items are now sorted. Players can sort by a column, by clicking on it. Categories in the Manufacture UI are now sorted. Xenonaut soldiers holding a medkit and a weapon (the usual being medkit + pistol) will now appear with the weapon in their hands instead of empty-handed. Maps Included a fix for many bookshelf tiles across different maps. It was previously impossible to stand next to them. Updated maps in Skitso's Ultimate Megamix pack, fixing issues with stairs in desert scrap yards. Included the Xenonauts Fix Pack mod by Policenaut that fixes many small issues in various maps. Included Tropical and Swamp maps as an optional mod. Included Mods Xenonauts Fix Pack - new mod by Policenaut, on by default, fixes many small mapping issues across the game. Tropical and Swamp tileset - new mod by Policenaut based on work of Khall, TT3, Frankel and others. Adds new tropical and swamp maps to the game.
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  3. Over 5000 downloads already! Thanks for all the praise and feedback. I truly appreciate it! WHAT IS IT? The pack contains more than 70 new high quality maps for desert, industrial, farm and middle east tilesets. In addition to these new maps, I've completely remade tons of vanilla maps and also made some smaller modifications to some of their ufo division to minimize the chance of dublicate maps on course of a single playthrough. All lightscout maps are now unique instead of just smaller versions of scout/corvette maps. All vanilla farm maps have also been more or less redone as I have always thought they are not quite up to standard and they also now contain forests to some degree. I've also included my improved tree stumps in this map pack as the vanilla versions are kinda ugly. The maps include lots of custom buildings and other props, random elements and multiple spawn point variations for both ufos and dropships. I've also added new forest tiles, (farm tileset), highway tiles (industrial), oasis tiles (desert) and walkable shipping container roofs with makeshift stairs to reach them (desert and industrial) and used them in several maps to give some additional variation in those tilesets. This map pack has now also merged in the Xenonauts: Community Edition (X:CE) So if you are using it, there's no need to download this separately. COMPATIBILITY This pack is 100% compatible with practically any release of Xenonauts. Also compatible with FitH and other major mods and is designed in a way you can overwrite everything when installing. Some of these maps have already been approved by GoldHawk's project lead, Chris, and are added officially in the game, but this pack has the definitive versions of all of them, so you can safely overwrite everything when installing the pack. These can be used mid campaign too with 100% save game compatibility. IMAGES Click the spoiler button below to see screenshots. HOW TO GET IT? V1.62 (Last updated 20.03.15 DDMMYY) >DOWNLOAD HERE< INSTALLATION Download the map pack Head to your Xenonauts install directory Backup everything in case something goes wrong. (Or for some bizarre reason would like to play the game without this pack ) Copy the content of the zip into the /assets/ folder in the Xenonauts directory overwriting everything. Install the stair patch (read this) Play the game! Acknowledgements: Special thanks go to Kabill and Khall for providing me several additional maps for industrial and middle east tilesets. These maps also gave me lots of inspiration and new ideas. Thanks guys! Thanks to khall for the great inspiration to my new rural factory map. (winning idea in the "I'll realize your map idea" -thread)
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  4. Kabill's (Sort of) Random Maps! Contains hundreds of new maps which make full use of the random submap mechanism to maximize map variability. Note that this set of map packs is still WIP. The map packs available are fully functional, but their's occasional kinks which need ironing out. If you encounter any issues, please report them with a screenshot as it will help me resolve the problem for the future. Downloads: Farm Maps (last updated 11/07/2014) - Contains over 300 new maps with fully randomised elements. Desert Maps (last updated 11/07/2014) - Contains over 150 maps with full randomised elements. - No military base themed desert maps yet. Haven't been able to make it look good. Arctic Maps (last updated 26/07/2014) - Contains 100 maps with fully randomised elements. Install Instructions: To install, either: 1) Unpack the zip file into assets/mods; or 2) Install using the mod manager in the Xenonauts game launcher Alternatively, for Steam users, you can install the mod via Steam Workshop. However you install the mod, make sure you set it to 'active' in the mod manager. Uninstall Instructions: To uninstall, either: 1) Delete the mod's folder from assets/mods; or 2) Uninstall using the mod manager in the Xenonauts game launcher If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods. FAQ "Can this map pack be used with other map packs?" Yes, these maps will work fine with other people's map packs as well. However, the large volume of maps in this pack has an unfortunate side-effect of drowning out other maps from the pool, so you'll tend to see a lot of these maps and only occasionally see vanilla maps or maps from other packs. Acknowledgements Quick mention to Skitso for use of the building submaps he made which are now bundled with the game. Saved me a good few hours of work!
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  5. Armoured Assault! A Vehicle Rebalance Mod Armoured Assault! rebalances vehicles by improving their stats slightly and giving them a choice of weapons at each tier. Features: - Tougher Tanks: Armour values have been increased slightly and HP increased significantly. Vehicles are therefore tougher than in vanilla. - More Mobility: The Hunter and Hyperion have received an increase to their TUs to make them more mobile and effective at scouting. - Expanded Arsenal: At each technology tier, there is a heavy automatic weapon as well as a high explosive weapon to choose from. Automatic weapons are unlocked by the advanced laser, plasma and mag technologies (as with vanilla vehicle weapons). Explosive weapons are unlocked by the alenium, plasma and fusion explosive techs like other explosives upgrades. - Vehicle Weapon Balance: Along with the additional weapons, weapon stats have been altered slightly. On the most part, accuracy has been reduced compared with vanilla, making vehicles less effective at directly dealing damage as opposed to supporting with suppression and their high durability. In addition, to offset their higher mobility, vehicles never received a close-range accuracy bonus. - Specialisation: To add a little flavour in, the Scimitar has been differentiated slightly from the Hunter by giving it much more durability but fewer TUs. This is intended to make the Hunter more viable in the mid-game, since by the time vehicles are built the player is often on the verge of having access to Scimitars anyway. In any case, the Hyperion replaces both of them by combining their strengths. Feedback I've done some testing with this mod but could do with feedback in terms of the balance. I've corrected some issues since the last release of this mod, so the heavy plasma gun shouldn't be broken now. Download: Armoured Assault Install Instructions: To install, either: 1) Unpack the zip file into assets/mods; or 2) Install using the mod manager in the Xenonauts game launcher Alternatively, for Steam users, you can install the mod via Steam Workshop. However you install the mod, make sure you set it to 'active' in the mod manager. Uninstall Instructions: To uninstall, either: 1) Delete the mod's folder from assets/mods; or 2) Uninstall using the mod manager in the Xenonauts game launcher If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods. Acknowledgements: - Special thanks to skaianDestiny for the new weapon artwork.
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  6. As the Lead of the X-Division development team, i want to thank you to give us so much time. All team is hyped crazy, everyone works on this like a real job.. 3 team member's computer lost their GCU on this journey. Probably a default game player won't notice that 0.01 difference between 0.34.1 and 0.34.2 but it's dedicated for modding and for X-Divisions crazy ideas. If you think that a "0" and "1" could be a game changer, this additions will make us rewrite all the mod. X-Division is here because there is X-CE. Thank you for letting us create the ultimate X-Com experience.
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  7. Version 0.34 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): NOTE: It may take a while before Steam gets updated to this new version. Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): In the game launcher, use "Modding Tools" to install the base X:CE mod (it may take a while, you will get a confirmation dialog when the installation is done). Note that if you use the Xenonauts 1.5x release as a base, the newly installed mod will not show in the list, ignore this. Exit the launcher. Run X:CE's game executable instead of the base game's executable. It is possible to run it directly from assets/mods/xce and it is not anymore necessary to copy it anywhere (it may be useful to create a desktop shortcut to simplify accessing it though). If you do copy the .exe files, you may need to copy .dll files as well. Verify in the launcher that it is the correct version. Install the X:CE mod pack using "Modding Tools" in the launcher, this will install the X:CE settings and balance mods as well as a selection of community mods. Adjust which mods are active if wanted (selected mods should be already activated automatically). On first game start you may get a dialog warning about X:CE mods not being activated correctly or in the correct priority order, simply confirm that you want it to be fixed automatically. What is the relation between X:CE 0.34 and Xenonauts 1.5x? Xenonauts 1.5x releases have been based on an older X:CE version and thus do not contain all of these features/fixes. Also some X:CE changes have intentionally not been incorporated. See Xenonauts 1.5x release announcements for details. X:CE 0.34 should contain all relevant Xenonauts 1.5x fixes and new features. There should be no advantage in switching to Xenonauts 1.5x instead of X:CE 0.34 for players who have already switched to X:CE. X:CE 0.34 can read saved games from Xenonauts 1.5x, but Xenonauts 1.5x cannot read normal X:CE 0.34 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.5x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes summary: X:CE is now shipped with only one large mod pack .zip file that includes both the X:CE settings and balance mods and well as a selection of community mods. Restored Community Map Pack, Skitso's Ultimate Megamix Map Pack 2000, Skitso's Alien Booster Pack and Kabill's Random Maps map packs are now shipped with X:CE. Together with fixes for avoiding repeated usage of recently used maps this should make it very unlikely to encounter one map twice during a single playthrough. Skitso's Improved Tile Art Pack mod is now shipped with X:CE. French translation mods have been included and will be enabled by default when appropriate. Explosives now do not necessarily cause overdamage. Each item has only a chance to do overdamage, the higher the more powerful the explosive is. Added incendiary grenades and rockets, and sebillians have shooting accuracy affected by fires similarly to how other units are affected by smoke. Damage, smoke and fire are now generated around crashed UFOs in order to make them more like they have actually crashed. Wraiths should use teleporting properly again. General improvements: Jump pack now allows hovering over non-walkable terrain such as water. Damage, smoke and fire are now generated around crashed UFOs and random props inside are damaged, in order to make them more like they have actually crashed (EnhanceCrashSites in config.xml). Landed UFOs also slightly damage the terrain around them. The 'Enhanced Crash Sites' mod that did this manually is most probably not compatible with this feature and should be disabled. Allow reordering soldiers in a dropship in the soldier equip view. Added keyboard shortcuts for centering view on next/previous spotted alien (not assigned by default). Improved startup speed of the game and map editor tools. Game launcher and main game window should show sooner. Added integrity checking to loading of save files. The game also should not try to load saves with features that it does not know (i.e. from a future newer version). Include names of used mods when creating a save file and warn if some of them are missing when loading the save. The 'Modding Tools' dialog in the game launcher now has a 'Default Setup' button that resets status and order of all mods to the default state, as if the game was launched for the first time, i.e. the default X:CE mod setup. UI: The 'Activate' button in 'Modding Tools' in launcher goes before 'Delete Mod'. When installing a mod would overwrite an already existing mod, show versions of both in the dialog asking for overwrite. Pressing number keys in base views switches between bases. Scrolling mouse wheel down in ground combat now goes to the next soldier, not previous. Added accelerators to buttons in the game launcher and map editors. Clicking column headers in the 'Modding Tools' dialog in the game launcher now sorts by that column. In the UFO-detected dialog, show terrain type for landed UFOs. Balance: Explosives now do not necessarily cause overdamage. Each item has only a chance to do overdamage, the higher the more powerful the explosive is. Items on the ground are still always destroyed by explosives. This should make (especially early game) grenades more useful. UFOs should be less likely to give up on chasing a faster interceptor in the air combat. UFOs now have a separate evasive roll speed setting that is independent from Xenonaut interceptors evasive roll speed, as the higher difficulty values made it difficult for UFOs to dodge light missiles. Sebillians have shooting accuracy affected by fires similarly to how other units are affected by smoke (fireAccuracyPenalty in aiprops.xml). Unlike with smoke, fire affects accuracy even in tiles around it. Added incendiary grenades and rockets. They can be used as normal weapons, for illumination or defense against Sebillians. When patrolling, airplanes fly at 50% of their maximum speed, making them able to patrol for longer (airPatrolFuelBurnRate in gameconfig.xml). Aliens will not target Xenonaut bases for attacks until they start showing activity, giving them a grace period to become defensible. Damage taken from bleeding wounds now has a one turn delay before it takes effect, making it possible to heal soldiers that have been wounded to near death during an alien turn. Operation Endgame research now properly depends on the Alien Hyperdrive research. General fixes: Fixed installing of large .zip mods not to be horribly slow. Fixed drawing of multi-tile objects to not show through walls in some cases. Fixed aliens sometimes immediately closing door after running through it. Fixed calculation of TU cost for stairs. Alien plasma rifle research now depends on alien plasma pistol research, as the two Xenopedia articles should be read in that order. This should not alter game balance in any way. Do not show instant researches in the laboratory view as items to research. When shooting, do not turn a unit if that would cancel the unit's around-the-corner peeking, as that could make the unit lose sight of the target. Fixed (again) remembering of recently used ground combat maps. Especially with the map packs, it should be now very unlikely to encounter a specific map twice during a single playthrough. Fix showing of medals in the soldier equip view. Show cover indicators also for UFO walls. Do not show 'no soldiers at base' in the soldier equip view if a transport has only a vehicle loaded. Make pathfinding try to avoid dangerous tiles such as those on fire. Fix hiding/showing of fires after loading a ground combat save. Update fire sound when visibility of fires changes. Changing an interceptor weapon in the airplane equip view no longer automatically rearms it, but the airplane will need to be normally rearmed as if it has returned from a mission. When a building that has not been finished yet is upgraded, do not automatically finish it. Do not pay maintenance for ordered soldiers that have no arrived yet. Fix scientists to be properly removed from research when a base is removed (such as when destroyed by aliens). Fix sort order of some columns in the memorial wall, and make rank a separate column. Fix a possible crash when selecting a flare to throw. Reset TU to 0 even if a berserking soldier does not hold a weapon to fire. "Instant" researches have their time to show doubled in order to avoid them getting shown before a dropship from the mission returns back to base (which technically isn't a problem, as item recovery after ground combat is done by other personnel, but it still looked a bit strange; instantResearchesPopupDelay in gameconfig.xml). "Instant" researches have their time to show slightly randomized (instantResearchesPopupDelayVariation in gameconfig.xml), in order to avoid getting several new Xenopedia articles at once (easily up to 4 with Lore+ active). Avoid a possible crash when transferring soldiers. Do not record destroying an alien base by destroying power core as a failed alien base assault in the memorial wall. Fixed active status of installed mods to not be reset to initial state after a new mod is installed. Do not alter priority of mods when upgrading them. Fixed shooting on very large maps sometimes using very strange trajectories. Improve game and ground combat load times especially if a larger number of mods is active. Soldiers that enter ground combat already injured now have their maximum HP shown properly, instead of setting the shown maximum HP to the HP available at the start of the ground combat. Radar dishes in Xenonaut bases should not obscure units. Fix automatic activation of manually installed mods. Fix soldiers being transferred incorrectly affecting the number of unassigned soldiers. Several fixes for problems that sometimes prevented Wraiths from teleporting properly. Mods: Included Restored Community Map Pack, providing more than 100 maps (enabled by default). Included Skitso's Ultimate Megamix Map Pack 2000 as a proper mod (enabled by default). The older version of this mod that was merged directly into base X:CE has been removed (reverted back to the status from 1.09). Included Skitso's Alien Booster Pack and Skitso's Improved Tile Art Pack mods (enabled by default), properly modularized (including keeping art changes only to the art pack). All maps in Kabill's Random Maps have been marked as random (lowering their chance to be selected) and the mods are now enabled by default. Included French translation, which will be enabled by default if the system language is French. Also the following mods that were already included with the previous X:CE version are included: Khall's More Portraits Pack (enabled by default) Khall's Tundra Tileset (enabled by default) Lore+ (enabled by default) New Car Mod (enabled by default) Extended Weapon Descriptions for Fighters (enabled by default) Ambience Forest (enabled by default) Armoured Assault Furies, Terror, and Dreadnoughts. A fix for late game UFOs attacking Xenonaut bases too soon is included. [*]The mods that have X:CE fixes or modifications (such as using X:CE-only features) compared to the original versions have "+ X:CE" in their version string. They can be normally replaced by original versions of those mods (e.g. when a new version is released). Maps: Added few new semi-random forest maps. Adjusted terror maps to always have at least some cover available around their landing zones. Soviettown terror maps are now used also for European countries in the Soviet Union region. Cars in soviettown terror maps shouldn't drive on the left. Adjusted tiles for Chinook to better match what the helicopter looks like, making it possible to walk and shooting through some tiles where it visually should be possible. Fixed position of some Shrike tiles. Adjusted dropships to remove less cover around the immediate landing zone. Modding: It is now possible to include several mods in one .zip mod file. The X:CE settings and balance mods are shipped now this way together with all community mods included with X:CE. Technically, now the .zip file is searched for modinfo.xml files and each directory with such a file is considered to be a mod. Such files are of course not usable by older versions of the game. All files under maps/ and tiles/ now automatically get MODMERGE="replace" at the toplevel XML element if not specified. This makes it easier to create map pack mods, as maps and props provided by mods automatically replace base game items, without requiring MODMERGE commands (which the map editing tools do not support). As an exception, mapinfo.xml files are treated normally (since they should usually be merged together from all mods). List of map types for UFOs, dropships and alien bases is no longer hardcoded and can be specified in assets/maptypes.xml . Besides new dropship/UFO types it is now possible to specify in maptypes.xml also their fallback spawn points. Since maps by default support only the stock dropship/UFO types, this allows using those maps even for new dropship/UFO types, as long as the fallback dropship/UFO type has the same submap size. Using -modinfo command line switch for Xenonauts.exe now does not log info about the base xce mod, as that spams loginfo.txt and is generally not useful for modders. Use -modinfoxce if this info should be included. Game can now be launched with "-load [savename]" argument, which will automatically load the saved game. If the game is launched with -quickbattle, -aircmbt or -load arguments, the game launcher is skipped; in the case of -quickbattle and -load, also the main game menu is skipped. Note that since the game launcher does some initialization such as enabling mods by default, this will not be performed in these cases; the game should be launched normally first if this is required. Moreover, if a mod is installed in a folder that does not match its name, the game will abort on startup, even if it normally would launch (such mod install should only be possible if done manually, as the installation using "Modding Tools" in the game launcher does not create a problem; fix the problem manually). Support for automatic enabling of language pack mods as necessary. Mapping: The level editor (but not submap editor) should preview maps properly even without the need to explicitly unpack tile files (i.e. the level editor preview should work with the released game out of the box). Submaps now can link (include) other submaps, even recursively. This should greatly improve mapping capabilities by both removing duplication (simply create one submap and make several submaps refer to it, instead of duplicating the contents) and by allowing more randomness in maps (if a submap is used instead of having a hardcoded content, each of the submap variants is randomly chosen as is the usual case with submap variations). Unlike normal submap usage, where one submap replaces objects for a specific tile from another submap, objects from several includes submaps are all added in this case. All UFO submap have been reworded to use linked submaps in order to avoid duplication and allow greater flexibility (for example, there can be variations in the damaged UFO hull image if multiple submaps are placed in maps/ufos/shared/ufotype/hull_damaged). Reduced height of the submap editor dialog to make it fit better smaller resolutions. Added 'Hide UFO Hull' button to the submap editor. The button in submap editor's resolution dialog is now a default button (so hitting Enter pushes it). It is possible to specify in mapinfo.xml which maps should be ignored (used e.g. by Skitso's Alien Base Booster Pack mod to "delete" maps from the base game). Added the posibility to mark maps as random in mapinfo.xml; random maps get lower priority than normal maps when choosing a map for ground combat, so that custom maps are very likely to be used first, and custom maps are more likely to be selected only when most custom maps have been already used. Mouse wheel in the submap editor and level editor changes floor level. Added a checkbox in the submap editor to show only the currently selected floor level. Made 'Show only ground tiles' in submap editor show other props very faintly (the same way the show-roof-ground button in ground combat works). Fixed redrawing of multi-tile props in the submap editor. Bug reporting: If you encounter any problem, you can report it as the X:CE bug reports forum. Please read and follow the bug reporting guidelines.
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  8. Update for version 0.34 of Xenonauts: Community Edition has been released as 0.34.1. Installation (Windows/Linux Steam users): Steam will be automatically updated (may take a while until the update is available). Installation (other users): Follow installation steps from the 0.34 announcement, only use 0.34.1's base mod and mod pack instead of 0.34's . Changes summary: When a soldier is killed by an unseen alien, center the view on the killed soldier in order not to miss the event. Fix a problem that sometimes caused an interceptor not to be fully rearmed after returning from a launch for which it wasn't fully armed. Prevent the pathfinding from giving away that an unrevealed tile is not reachable. Prevent centering on the location of a mind-controlled soldier by trying to select the soldier. Ensure animated map objects are loaded properly if their files are split between mods (fixes e.g. animated water in maps from map packs). Base defence turrets now actually decrease the number of attacking aliens. Fixed attack vector calculation in aircombat that sometimes caused fighters to turn in the opposite direction. Avoid a crash if e.g. a tank survives a building collapse. Make sure a building always collapses as soon as it doesn't have enough structure to keep standing. Reapers no longer spawn from stunned zombies. Disallow equipping alien plasma cannon for Predator soldiers (no animations for this combination). Prevent flying into base walls during base defence missions. Do not show the night combat explanatory dialog if the first night mission is actually an alien base attack (which are technically always night missions). Do not add damage around landed/crashed UFO if there's actually no UFO. Fix sorting in launcher's Modding Tools to actually work. Add 1280x720 to the list of resolutions that are always offered in the launcher. Fixed a startup crash on Windows XP. Minor mapping fixes. Significantly reduce delays when updating map preview in the level map editor on map changes. Provided a launcher script for Linux. For further details, see the 0.34 release annoucement.
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  9. This Works With: 1.54 and Community Edition 0.31 What is Lore+ Lore+ is a mod designed to add fanon lore to the world of Xenonauts. It is currently composed of two mods: the Alien Class Analysis mod made by myself and a333, which helps with distinguishing different classes in the alien heirarchy, and the UFO Mission Analysis mod, by myself and the artist Henry Ponciano which helps with working out what missions mean what. It is informational, but mostly cosmetic. You won't get any new bits of kit with Lore+ - what you;ll get is new tidbits of information and some sweet pictures. You can see the various parts of Lore+ in the Alien Class Analysis mod and the Ufo Mission Analysis threads. There is also a Discussion thread as well. Links to Lore+ Community Edition 0.31 and Vanilla 1.5x Installing Lore+ Community Edition and Vanilla Both the Community Edition and the Vanilla edition both use the modular mod system and mod loader/launcher now bundled with the game. To install the mod, click on modding tools, click on install and point the mod installer to where you have downloaded Lore+. Lore+ should now download. Future of the mod There are lots of things I want to add to Lore+, as there have been some realy great ideas from other forumites. However, I need money which is tied up in other projects. Once other projects are completed, then I will be able to go back to Lore+. There is also a CE-Enhanced version of Lore+, but that doesn't work properly. Once CE works a little better, I'll add the Enhanced edition. Credits Max_Caine: Project lead and writer a333: Artist and co-creator of Alien Class Analysis Henry Ponciano: Artist for Ufo Mission Analysis kabill: Technical assistance for CE compliance llunak: Code and technical assistance with structural issues. Use of Lore+ Modder have blanket permission to include Lore+ in their own mods, on three conditions. Firstly all assets used are used for the purpose they are intended. I.E. you must use this mod as intended. You may not use art or writing assets outside of the oriignal mod. If I catch you doing that, I'll ask nicely, then I'll start shouting. Secondly, you must credit myself, the artists and kabill. Thirdly, this mod may not be used for commercial purposes. You may not use this mod for any purposes which may be considered commercial, which includes such things as selling the mod, selling art assets or using my mod to draw traffic to a site which includes commercial elements (e.g. adverts). Updates 08/08/2014: Lore+ added to completed mods. CE 0.26 compliant version added. 19/01/2015: New Xenopedia Page added. Underlying structure changed. 19/02/2015: New Xenopedia Page added 21/03/2015: New Xenopedia Page added
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