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Part time commy

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  1. Edit: Fixed, see at the bottom I tried the -modinfo to look at the compilation log and everything went fine : Wed Nov 19 16:46:29 2014: MOD INFO: Replacing XML for armours_gc.xml from mod mods/xce/ .Wed Nov 19 16:46:29 2014: MOD INFO: Replacing ok.Wed Nov 19 16:46:29 2014: MOD INFO: Merging XML for armours_gc.xml from mod mods/dynamicfirefight/ .Wed Nov 19 16:46:29 2014: MOD INFO: Merging element Armours .Wed Nov 19 16:46:29 2014: MOD INFO: Merging element Armour .Wed Nov 19 16:46:29 2014: MOD INFO: Updating element VisualParams .Wed Nov 19 16:46:29 2014: MOD INFO: Merge ok. So it's kind of wierd that i still can't see the effect. Off topic: You should use the code beacons when writting code in a post, it makes it way easier to read. It's the # button on the edit panel. I left a message in your drone strike topic about a smal bug i found, might wanna look at it. Update: I added the basic armor to the list and started a new game. The view range update worked, so i don't know if it's because they are in basic armor or because i started a new game. Update2: It really was because i was already in a crash site. Leaving and taking another one fixed the range. Here's my current code. <?xml version="1.0" ?> <Armours> <Armour MODMERGEATTRIBUTE="name" MODMERGE="update" name="armour.basic"> <VisualParams range="50" coneAngle="90" nightRangeBonus="0" /> </Armour> <Armour MODMERGEATTRIBUTE="name" MODMERGE="update" name="armour.jackal"> <VisualParams range="50" coneAngle="90" nightRangeBonus="0" /> </Armour> <VehicleArmour MODMERGEATTRIBUTE="name" MODMERGE="update" name="HUNTER_ARMOUR"> <VisualParams range="50" coneAngle="90" nightRangeBonus="0" /> </VehicleArmour></Armours>
  2. I tried with armour_cg.xml and i stilll have no luck even though it uses the same code as you do in your tutorial. Any explaination? <?xml version="1.0" ?> <Armours> <Armour MODMERGEATTRIBUTE="name" MODMERGE="update" name="armour.jackal"> <VisualParams range="30" coneAngle="90" nightRangeBonus="0" /> </Armour></Armours>
  3. Hey, thanks for your mod, i love it and it's a must have IMO. While working on my mod i looked in the logfile and i got this message : Wed Nov 19 00:07:57 2014: Xenonauts, version .Wed Nov 19 00:07:58 2014: Pixel Shader Version: ffff0300Wed Nov 19 00:08:06 2014: MOD ERROR: Merging Excel XML for mods/dronestrike/ from mod ufocontents/airplane.alien.corvette.andron.xml failed.Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0'Wed Nov 19 00:08:07 2014: ##### : Missing string for label '0' I though you would like to know. Cheers
  4. That's pretty usefull, but i have a question. I used modmerge as described but it dosen't seems to work. I tried different combinaition of options and still no effects in game. Here's the current code : <?xml version="1.0" ?><Config><LOS MODMERGE="update"> <LOSAngle>180</LOSAngle> <DefaultViewRange>50</DefaultViewRange></LOS></Config> The tutorial tells you how to update elements with attributes and names but these don't have any. How should it be handled? Thanks
  5. Quick question for modders, i tried a change to the FoV and View range of the soldiers with random values to see if it updates but it never seems to change anything. Here's the code : <?xml version="1.0" ?><Config><LOS> <LOSAngle MODMERGE="replace" >180</LOSAngle> <DefaultViewRange MODMERGE="replace" >50</DefaultViewRange></LOS></Config> I tried different combination of ModMerge, even in LOS but it never seems to work. What am i doing wrong? I placed this config.xml in a file with the name of my mod with the modfile.xml. Thanks in advance.
  6. Not sure yet, i'll focus on this one first and see later. Maybe something to train soldiers out of missions for another future mod that would require it.
  7. I didn't create any for xenonauts yet, i am waiting for my appliance answer on the community coder program so i can make deeper changes.
  8. Well night visions aren't in the scope of this mod but they could be something for another mod to make down the line. I'll go with one at a time and make them modular so people can choose what they whant and they don't whant.
  9. Well that's something I would have to account for it's not thing impossible considering we can have access to the source code. I'd put it with changing the way projectile pathing is calculated, plus firing such a big weapon after mouvement would have a huge accuracy penalty. I had another idea, shooting could decrease TU but not cost TU, meaning you can fire at full accuracy but not run after it. Sure the complex systems starts piling up but that's the first draft. If anyone had a more intuitive idea i'd be pleased to hear it.
  10. Both sides should be able to do it but to different extent depending on the alien race and it's behaviors. Accuracy decreases with movement so you can't just run up to someone and have full accuracy. Increased view range would make you able to react to the enemy before it's too late. There would be a good round of balance to make things fall together in the end. It would encourage more dynamic firefights, suppression and movement. It makes the game less RNG dependant and gives more control to the player. EDIT: I edited the OP because i though it was pretty terrible.
  11. Sweet, i am mainly a C/C++ developper, so that's right up my alley. I was kind of expecting it and i was scared that i would have to modify the program without having access to it, so i am glad they have this kind of "community coder" program going on. Thanks alot.
  12. Do you think it's silly how little your soldiers gets to shoot at the aliens? Wouldn't it make more sens to use your superior firepower to it's full extent and making those xenos keep their head downs while you have someone flanking them or until they just get tired bite the bullet. Increasing the dynamism of combats and giving more options to the player than rolling the dice is what this mod aims to do. Possibly shortening the lenght of a ground mission making it less of a hassle when you have to chain them. This would be achieved with the following changes for starter: Separate the shooting from the TU to use it's own pool of tokens but have the amount of TU spent affect your accuracy. Increasing the amount of shots fired but decreasing their accuracy depending on the movement. Modify the way accuracy works and bullet pathing is calculated to have more reliable and realistic trajectory. Change the line of sight to be able to react better to incomming treats. Slightly modify cover and supression to increase reliance on those and flanking. Possibly change the AI behaviors to account for these things. If you have other idea to add that goes in the same line, please share, i am eager to know.
  13. The new version remind me of the M14, the original one. If you whant anything realistic i suggest you use that one as a reference since it was used as a marksman rifle and still is today (in a more modern version).
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