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Showing content with the highest reputation on 05/08/2023 in all areas

  1. I took a break for a couple of months, so sorry if i overlooked something. Found no according thread so far. Changes in the game settings (audio, video, gameplay) are not saved anymore when I exit the game - they reset to default with every new launch of the game. Did a clean re-install (deleted both game folder in steam and the "my games / xenonauts 2" folder to verify.
    1 point
  2. Definitely! You can find it on github.com/asdfcyber/geoshape. Most of the work is figuring out how the code works (in particular, I'm not sure what the difference is between GeoscapeNavigationSystem and GeoscapeMovementSystem - I think the first sets future velocities/rotations that get applied in the second?). I'm not used to the level of abstraction in the code which adds some extra difficulty but so far I haven't encountered any showstoppers. Currently I'm trying to figure out how to find interception points, and after that I want to try to tackle radar range and accurate day/night cycles. Edit: oh, and the setup: I have a post-build event set up that copies the .dll to My Games/Xenonauts 2/Mods/Geoshape/Geoshape.dll and starts the game, and I modified the original Assembly-CSharp.dll to scan that mods directory for any modname/modname.dll that implements Xenonauts.IMod to load. These are all the modifications I made (I didn't care about code style here btw, this has to be reapplied every time there's a patch anyway and the compiler will replace certain things such as inverted conditions): public interface IMod { void Initialise(); } public sealed class XenonautsMain : bunchofstuff { public static List<IMod> ActiveMods; public void LoadMods() { if (this.ActiveMods == null) { this.ActiveMods = new List<IMod>(); } foreach (string dir in Directory.GetDirectories(Environment.ExpandEnvironmentVariables( "%USERPROFILE%\\Documents\\My Games\\Xenonauts 2\\Mods"))) { string modname = Path.GetFileName(dir); Debug.Log("LoadMods is checking if mod '" + modname + "' exists"); string modfile = dir + "\\" + modname + ".dll"; if (File.Exists(modfile)) { foreach (Type type in Assembly.LoadFile(modfile).GetExportedTypes()) { if (type.IsClass && typeof(IMod).IsAssignableFrom(type)) { IMod mod = (IMod)Activator.CreateInstance(type); if (mod != null) { this.ActiveMods.Add(mod); mod.Initialise(); Debug.Log("LoadMods loaded '" + dir + "' succesfully"); } } } } } } static XenonautsMain() { // bunch of stuff LoadMods(); } } To get this compiled some compiler-generated things need to be turned into valid C#, so I rename fields like <>f__mg$cache0 fields to cache0 and delete most of the new LoadLocalizationFiles because anonymous types also become something weird
    1 point
  3. Description: During the tutorial, the game speed buttons do not appear and cannot be clicked on when prompted by tutorial. What Happened: Started new v27 campaign. Reached tutorial point where speed button needs to be clicked. No buttons visible to click. Further information: v27 was initially installed over v26.3 via Steam update. Upon button issue, v27 was clean installed and still has the button issue. F4 or skipping tutorial via game menu allows game to continue. Clicking where the button should be has no effect.
    1 point
  4. I managed to do something: Not entirely correct though, 0° latitude isn't in the middle because Antarctica has been cut off and there might be other issues as well Edit: fixed it, though now it behaves weirdly around the north pole where the geoscape map goes higher than is physically possible.
    1 point
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