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Policenaut

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Everything posted by Policenaut

  1. Yeah, it's hard to tell what the definite source of crashing is. About integrating my mods, it's fine by me as long as you give credits. Note that some of the mods I made, like the Tropical tileset, include content made by other people so be sure to credit them as well.
  2. It doesn't really matter where you put UAS since it doesn't overwrite anything. The fix pack needs to be as high as possible since tile spectres and map files can't be modmerged. The only reason I can see UAS causing crashes has to do with the music/sound system of Xenonauts getting overloaded. Playing vanilla Xenonauts on my outdated system manages to handle this, but the combination with X-Division might just put enough strain on the engine to cause crashing. UAS doesn't affect the Tropical and Swamp maps by the way since they use their own ambient sounds. Edit: I don't see any reason to ban the fix pack since it doesn't do anything that could cause crashing. It probably edits a lot of the same tile spectres though so if you don't want it to do that, then put it just below X-Division. About the Tropical/Swamp Tileset, I could upload a version without ambient sounds so it works better with X-Division if the ambient sounds in combination with X-Division cause crashing.
  3. Here's my understanding of the collapsible tile system after experimenting when fixing the tropical tileset. The collapsible tile system is pretty funky in general. Basically all tiles in the game (even indestructible tiles like dropships) situated on upper levels, that touch a tile below it with the collapsible tile setting, can come crushing down if the collapsible tile below it gets destroyed. When this happens the upper level tile deletes itself (no destruction graphic at all), the process is repeated for any tiles below as well, rubble tiles gets spawned and any units below get instantly killed (vehicles usually survive but can sometimes get killed as well). The thing is that if the tile on the upper level (roofs etc) don't have the collapsible tile setting as well, sometimes you get situations where a single wall is holding up an entire building's roof, or in some instances all supporting walls with the collapsible tile setting on the lower level get destroyed but the roof for some reason doesn't collapse and ends up floating in the air. In other rare cases some random supporting wall on the lower level with the collapsible tile setting gets destroyed and the roof tile above collapses, which in turn makes all the other roof tiles that are connected to it collapse. This last one is probably what happened in your case. If both the lower and upper tiles have the collapsible tile setting you don't get situations like above and units inside buildings have a greater chance to survive, since parts of the upper levels/roof collapse instead of the entire thing. However 95% of all the roof tiles in Xenonauts are indestructible and don't have the collapsible tile setting. I went through all the hundreds of roof tiles for the Xenonauts Fix Pack (the one bundled with 0.34.2 is outdated and doesn't include this fix, latest version is on steam and nexusmods) and made them destructible and gave them the collapsible tile setting. However, some larger building's roofs use the "ground tile" system (which I don't think can be set to be destructible and collapsible, but I'm not sure since there's not much info) which would require going through and editing all the possible submap buildings that use them, so I have not changed those and they might still cause these oddities. I hope that somewhat makes sense. Oh, and I've noticed that when those indestructible roof tiles without the collapsible tile setting are about to all collapse at the same time, is what seems to be causing the slight freezing. The fix I mentioned seems to lower the freezing when destroying buildings (but it's still somewhat there) since you get less instances of mass collapse of roof tiles.
  4. Well, I can confirm the multiple-per-turn gas works now. Thanks!
  5. I tried changing the stun grenade gas to have the new multiplePerTurn="1" setting but it doesn't seem to work?
  6. Alright, that is good to know. I will tell others who have experienced this as well.
  7. Indeed. Well I can't think of anything other than the thing with a spectre in a tileset folder pointing to .png files in another tileset folder. It could perhaps be that some of the map packs that create new tileset folders like common and trees etc is the cause, but why does that cause invisible graphics for you guys but not for me? Hopefully the fix is enough, otherwise the proper fix might be to merge those new tileset folders (common, trees etc) into all the other tilesets that use them and edit all the submaps that feature them. That would be a lot of work...
  8. Do you use X-Division as well Solver? It might edit the same spectre files for the wooden farmhouse since X-Division makes more things crushable by vehicles etc. I can't think of anything else causing it if both of you have the RCMP above X:CE. I temporarily replace the tiles folder when editing maps and use the normal ones with tile atlases when playing so I don't think it's that. And yeah sfarelly you can PM me and I'll try to answer with what I know.
  9. @Solver @sfarrelly One question regarding the missing wooden farmhouse walls - do you guys have X:CE higher in priority than the Restored Community Map Pack? It seems that X:CE "fixes" various spectres in RCMP by moving them from the common tile folder and into the farm folder in this case. I remember reading on the forums somewhere when I learned about mapping in Xenonauts that a spectre in one tileset folder (i.e farm in this case) cannot use .png graphics from another tileset folder (i.e common in this case). The "fixed" spectre files that were moved into farm/wooden farmhouse still use the .png graphics from the common/Stinky spectres/Wooden farmhouse folder and this seems to be causing the "invisible walls". The simple fix is to put RCMP above in priority to X:CE (which is why I personally did not experience this), but I've decided to simply add a fix to the fix pack. I also fixed the small gap you can see circled on this picture. There might be other "fixes" in X:CE that share this similar issue so PM me about them if you discover them. When it comes to the terrorbattleship they are not a part of vanilla Xenonauts. I'm not that knowledgeable in UFO submapping but when I compare it to the vanilla battleship there seems to be nothing wrong (my guess was that the door was placed on the wrong level, but that's not the case). I think it's a pivot data bug for tiles/UFO/terrorbattleship/terrorbattleship_door_se_damaged_spectre.xml and tiles/UFO/terrorbattleship/terrorbattleship_door_se_spectre.xml. The vanilla version of the door uses these pivot values: pivotX="347" pivotY="125".
  10. @sfarrelly I will try to see if I can fix that farmhouse and add it to the fix pack (latest version is on nexusmods and steam workshop), I think it might be related to one of the older map packs (there were a bunch of bugs with the wooden farmhouses one of them added). Are the terror battleships part of X-Division? Vanilla Xenonauts don't have UFOs on terror maps as far as I know. I personally don't use that mod but if you could upload the .xml files for them (somewhere in the maps/town and maps/soviettown folder I presume) I could take a look at it.
  11. Sometimes when loading an already in-progress ground combat save, the game will either freeze during the initial loading or when you complete the mission and are supposed to get transfered to the Geoscape. This does not happen if you load a save that is in the Geoscape and then play a ground combat mission from start to finish. Randomly reloading the save until you get lucky and the game doesn't freeze works as well. This might be related to the Playground SDK engine itself but perhaps not. Edit: There is a chance this might be related to the ambient sound system X:CE added.
  12. Not a bug per se, but female civilians share their sound entry in sounds_gc.xml with male civilians. If possible they should be given their own sound entry like female xenonauts have.
  13. Working on the Tropical/Swamp tileset and the Xenonauts Fix Pack made me discover that spectres which use walltype="crushing" will become permanently transparent in their destroyed state when driving over them with vehicles. Adding isCover="1" to the effected spectre will fix it but disables the transparency while mousing over/standing next to the spectre , which is useful for larger and more obscuring spectres. If needed I can take comparison screenshots for extra clarity.
  14. Sorry, here it is. Tropical and Swamp Tileset 1.4.zip
  15. @Solver: I've just updated the one I've been working on so the giant multi level trees properly fade out when moving under them and also updated their graphics to be more like the base game's artstyle. I think I also fixed a potential issue which sometimes caused treetops to not get destroyed when you destroyed the lower part. Everything but the giant trees should have destruction now. You can find it here: Tropical and Swamp Tileset I also fixed some more issues like not being able to walk over flowerbeds, standing next to sinks, some layering issues on some town tileset submaps, some broken spectre files in the Restored Community Map Pack and also added destruction to those same files in the Restored Community Map Pack. I did not take notes as before so it might be easier to just include it as its own mod. Xenonauts Fix Pack
  16. Apparently those bookshelves I fixed in Khall's Tundra Tileset are a bug with the base game town tileset and thus effects all other tilesets/map packs that reuse those bookshelves. I decided to fix all the ones in the included map packs in X:CE (Random Map Pack Farm Edition, Restored Community Map Pack, Khall's Tundra Tileset and also X:CE itself). I'm attaching a mod with all the fixed files and a readme with some details and here's also some pictures to showcase the bug. Bookshelves%20Fix.zip
  17. Yes, but make sure to put them in the Xenonauts\assets\mods folder.
  18. Here's something you might want to add in 0.34.2. In Khall's Tundra Tileset there are some bookshelves that won't let you stand next to them even though you should be able to. This is caused by missing orientation data in the spectre files. I've attached a mod that fixes it but you might as well merge the files with Khall's Tundra Tileset in the mod pack for 0.34.2. Khall's Tundra Tileset Bookshelf Fix.zip
  19. This issue is actually caused by the palm spectre files in the tiles/middleeast/props/ folder. The logfile says something about not being able to replace the original files which causes the game to crash while loading middle east maps with palms in them. Simply removing the palm spectres from XCE 0.34.2 fixes this.
  20. I can't find the Tropical Maps in xcemods-034-2-preview.zip. It would be useful for me since I just made my own update to the old tropical tileset. http://www.goldhawkinteractive.com/forums/index.php?/topic/13442-xce-0341-tropical-and-swamp-tileset-v1/&do=getNewComment
  21. I guess so, I learned how the submaps/mapping system works last weekend in order to make this. However I might not be available much so I'm not sure if I should join your mod team, since I won't be able to do much for you.
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