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Charon

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Everything posted by Charon

  1. As a matter of fact, X-Division downloads linking to @ Solvers servers are also down.
  2. The landing page for the download section is a bit empty. You might think of revising that. Some pictures in there got eaten by the bots. The community edition got its own category, which ... i dont know how i feel about that but i think it should be properly represented. I can confirm the 0 bytes bug addressed on reddit when trying to download the 35.1.zip. Propably something for @ Solver.
  3. You cant see the number of upvotes somebody has below the profile anymore, though whether that information is actually informative, or just an ego thing is up for debate. You cant directly see activity when hovering over a name anymore. Might be minor.
  4. I dont have the right to edit my own posts, therefore the double posts. Some other user rights might be missing. Edit: Wait, i do, its just somewhere else.
  5. I looked at the wrong color scheme problem again, and i have come to the conclusion that rewriting the thread is problematic, not only because i cant edit some posts, because they are not made by me, but also because we are solving the wrong problem. Excluding X-Division there are a lot of mods which presentation was based on the light theme, and they would suffer from the same problem. Some threads are made based on the dark theme, and some are based on the light theme. The proper solution is to enable users to switch to the appropriate background, of which the basic themes are dark letters on light background, and light letters on dark background, and not to edit each individual post. Apart from that setting a custom background color, which is possible, is neat, but not required. The fluidth width and bigger fonts options are a great addition. Profile pictures are loading in abnormally slowly, and late. Additionally sometimes they have weird representation. You might want to look into that. You want to load in pictures first, then the rest. This is a common nitpick with software that i have, and that extends to the whole unviability of windows 10, but if you want to load a "window" of any kind, and you render the window first with a white background, you flash the user, especially with a dark theme. The solution to that is pretty simply. You load the window per default with a black background. This is present on this forum as well, and is a minor point, but one that i would wish software would have per default.
  6. @ Chris The completed mod section has a section to the right with some stats. It looks good at first, until your realise that it takes 30% of the space away. Would be much obliged if that got removed, for all instances across the forum. While "i" dont really need a light/dark theme switch, i think its a functionality that a forum should have. As i know from experience it is possible to activate that switch, as it was switchable before. So maybe you look into that when you have some time.
  7. Anyway, the major issue i can see is that the colors of the X-Division main thread are all messed up. Im not sure how to fix this yet, or when the forum is stable enough to start fixing it. We want to keep it presentable, in both themes.
  8. Cuz things keep changing constantly. Rights, Layout and stuff. Lost the right to change between "Light" and Dark theme again. Also lost the right choose the Solid Background color. Need a hand ?
  9. So I guess i will wait until @Chrisis finished changing stuff in the background and then come back ? Come back tomorrow and comment ?
  10. If you are not adding visual content than you can delete all .pngs, since they are getting loaded with X-Division anyway. Just use some powerful tool to search and delete all *.png, windows usually isnt too fast with searching. If you are adding new visual content you can add it once, and it will overwrite pngs defined in X-Division. That should decrease the mods size to a few mbs.
  11. Most people dont code in C#. Most people cant code at all. So the common basis of extrapolating data sheets to the non coding audience will still be a necessity. Harmony has its limitations. Mostly that if the source code doesnt extrapolate an hook you cant change it. But also that you can only change objects or functions. If something is written inline you dont really get access to it. Implementing support for Harmony is the next big step for moddability for a game. Rimworld does it. Amazing Cultivation Simulator does it. And it does amazing things with the game and the community. Also as i mentioned the worry about source code got thrown out of the window fast when you use Unity anyway. Nothing which is coded in Unity stays a secret for long, Unity is simply too well known for how it works. So harmony could be the next step forward for the people who can do more than just alter spreadsheets, software could get closer to becoming a true platform to enable the players and modders to have the experience they want to have and to give.
  12. Since Xenonauts is written in Unity, and Unity is written in C#, and C# compiles to IL i can potentially see the creation of hooks that people can take advantage of with Harmony. For all important functions and data there could be hooks written so that people can splice in their own code. That would especially include map generation, but also all other important parts of the game. After the game is finished developing mod compatability with Harmony could increase the value of the software to unprecedented levels, and give modding capabilities never seen before without having to reveal the source code ( though no code written in Unity is ever really unknown - cuz of IL ). Just something to think about.
  13. Called in some favours. Got it fixed temporarily. Moved permanently to the download section. <3 to the german playing community.
  14. Version 1.06

    45 downloads

    Reupload for Humax´s German translation for Xenonauts. I dont take any credit for it. Version uploaded is the V1.06.
  15. Steam Workshop has never been the "proper" way of sharing mods. Steam Workshop fucks up more than it fixes. The "proper" way to share mods has always been a unified place, like this forum. A place that people designate for mods. Goldenhawk Interactive actively designed this place for mods to be uploaded. But there is no penalty for uploading them to other places, for instance MEGA, Nexusmods, or google drive. The only thing you "technically" cant upload is the executeable. "Technically" you cant upload anything that would create a standalone running platform, but since all mods are based on having to have the base game all mods are allowed all around the internet. Intellectual property is a different matter, and a grey area. But the worst case scenario is that somebody can ask you to stop hosting the content, or remove intellectual property from your content. So, this place is the designated place for mods to be uploaded, but there is no penalty for uploading them anywhere else. Oh yes, about the license. If you would know anything about licenses you would realise you cant put a license on something that you dont own. You dont own any intellectual property that goldenhawk owns. So you cant put a license on that. I mean you can, but its irrelevant. You can put a license on your own intellectual property, but thats your own buisness. And the rest is not intellectual property. Changing a line in the gameconfig file is not an intellectual property in the same way that the letter "5" is not anybodies intellectual property.
  16. I would like to help, but there is too little information. http://catb.org/~esr/faqs/smart-questions.html#intro For the future you might consider uploading the data in question, in the query you are making, so people dont have to guess.
  17. Some people have tried to reach out on youtube to me, and still havent gotten the memo. So here it is again. I would like to emphasise the following again, and will put it in every future description of every video. YOUTUBE hides, blocks, and deletes comments at will. This is mostly done automatically by a bot. 1) I dont hold comments for review. As the creator of the video, I dont hold any comments where or whatsoever. 2) Creator settings have no influence on YOUTUBE´s power to hide, block and remove comments. 3) Hiding, blocking and removing comments can be based on any number of criteria, including but not limited to, user, comment content, perceived as spam, inapropriate topic. YOUTUBE reserves the right to remove any and all comments that go against its policy. And everything can be against its policy. Using the word for the human part where people usually sit on can and will get your comment automatically removed. The word is "ass". A lot of phrases use it, and all of them can be targeted. YOUTUBE IS NOT A COMMUNICATION PLATFORM. Its purpose is to store videos and make them available to watch, and that FREE OF CHARGE. YOUTUBE is not evil, its a proprietary organisation that can do whatever it wants to. So please if you try to contact people do it over the appropriate channels. YOUTUBE is not a communication platform. If you want to make sure your message gets through use something else. I am grateful for YOUTUBE providing servers for videos to people who want to watch them, free of charge. Additionally i want to point out that YOUTUBE analyses the audio of videos ( obviously ) and finding words like "ass" can and will the video restricted viewership without notifiying you. The like and dislike button can and will be manipulated by YOUTUBE so whatever you see there is at no point accurate, or representative of the people who clicked or didnt click the Like and Dislike buttons. Comments that are visible on your account may not be visible to other people, up to not being visible at all, even though it shows up on your screen. YOUTUBE is not a communication platform, please use the appropriate channels to reach out to people.
  18. Worst case scenario you have to change the binary, but the XCE team announced their last version will very most likely be the final version released, and best case scenario you would find something in the moddable files, but i dont know anything about that.
  19. How did you test that vanilla doesnt have that kind of behaviour ?
  20. Wrong, X-Division tricked you. Those are not dead civilians, they are gas sprites. And gas sprites can be visible in the fog of war. The reason they disappear when you move your mouse over it is for the same reason the visible buildings level change when you move your mouse over it. Ergo gas sprites are inside a building, and they only appear at a higher map level, and when you move the mouse over it you reset the view to the level you are currently on. Also, this is propably a UFO, since i know where those kind of sprites appear.
  21. @BobitI feel like you are making some good points. I like games that evolve around finding a strategy A, that the game then counters with a Counter A, for which the player than finds a Strategy B, that the game then again counters with a Counter B, all the while Strategy A still exists as a possibility. And so on. X-Division is propably developed with the idea in mind that that for any given problem there exists a tool which has the appropriate answer to that problem. The tool propably isnt directly available to you at the moment, but if you look for it you will propably find it. Some tools for problems get unlocked while you overcome the problem with sub optimal equipment. For instance beating interceptor class UFOs is usually a big problem early on, but as soon as you successfully overcame that obstacle the first time you will be able research a tool that makes achieving success over the problem a lot easier in the future. Sometimes a tool is hidden in a different place than the problem is. If you look into Caesan technology you will get energy weaponry, which is very good against sebillians. Sebillian technology provides kinetic weaponry, which in turn is very good against caesan and andron drones. And so on and so forth. The point of this is to make the discovery process as interesting as possible, and to reward the player to engage in the content of the game. I always have to think about Zelda games when this point comes up. Zelda games are basically a game about collecting keycards to get access to be able to collect the next keycard. Daisy chain enough of these keycards and you get a game. It leads to a very enjoyable discovery process, and the hunt for the next tool to solve the next problem. Another propable goal of X-Division is periodisation. Thats a concept taken from Mark Laurels Bodyweight Training guide. He found the best results for training humans in periodising the intensity and repetition of the exercises. That is you change your training regiment between high intensity and low repetition with low intensity and high repetition. The human body can not operate on peak condition all the time, but periodisation of peak conditions gets the most out of the human potential. And so the game tries to throw few missions with high intensity, and many missions with low intensity at the player, enabling the player to choose their own periodisation (mostly ). One of the flaws of later game content is that it overburdens the player with the amount of high intensity missions in order to make meaningfull progress in the game. The game doesnt let the player relax with low intensity missions, while still partly making meaningful progress. So i think you can say that the most enjoyable "adaptive AI" has something to do with what kind of tools the player has access to at any given moment, and what kind of problems the AI can throw at the player at any given moment, and less to do with different AI settings in Ground Combat. You basically change the tools the AI has access to, but not the programming behind it.
  22. I do support patrol behaviour, but i really think that putting patrol behaviour points on the map is problematic, and will become a double edged sword in the future. The appeal for games like Xenonauts for me is that you can load up a map, throw in some units, and you get a different fight everytime. And if you get a different map, or a procedurally generated one even better. The advantages of map patrol points is that developers can do some nice stuff with it. The drawback is it hurts replayability of a map if you know exactly where you can expect units. That might not be obvious on your first playthrough, but can get old very fast. So i would really like to have general-purpose AI that you can drop into the map and just expect them to do reasonable well, with patrol behaviour applied ontop of it, instead of mainly patrol behaviour, with a minor layer of general abilities.
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