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noblink

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  1. ...mph (miles per hour) and km/h aren't the same thing - those are different units (well, unless that's just a typo), so you'd need to convert that too, which goes far out of scope of i18n. Just live with it.
  2. So, they obviously *are* 32bit and a 32bit SDL2 lib is missing. As I've said, I don't know your distro, so you need to ask on its forum on the proper way of installing it. A side note: would be very nice if at some point in the future (not necessarily immediate, but reasonably close) Goldhawk would opensource the engine, same way ID Software eventually opensourced its engines (Doom, Quake, etc.). That does wonders for a game/community longevity.
  3. Well, don't know that distro setup, but I'm almost certain those will be 32bit libs. If you have either 'file' or 'readelf' installed, either should be able to tell if used on one of those paths in the output (in the later case, 'readelf -h' will suffice - in the output 'Class' will either be ELF32 or ELF64).
  4. You tell me; as I've said "Check with ldd.". It's simply that the executable name strongly hints at it (also programmers tend to be naturally lazy (as pretty much all humans are) and not do shit properly if they aren't forced to, so given that given that keeping a strong distinction between pointers and intergers in mind, as well as remembering that sizeof long varies, takes some (sometimes significant) effort, chances are the devs didn't bother to do that much and provide only 32bit version of the executable). On Windows, it doesn't matter all that much, but is quite annoying on Linux.
  5. Just a guess, but it might be that you've got 64bit lib and Xenonauts needs 32bit. Check with ldd.
  6. This is just a repost from vanilla bug subforum. 0.34 is supposed to not interfere with vanilla when installed into mods dir. However, putting xce 0.34 there causes vanilla to freeze during alien turn. It seems vanilla is not ignoring the mod during mod merge, despite mod not showing up in mod selection interface. It's more of the vanilla bug, yet if the mod claims to not interfere, yet does...
  7. :rolleyes:well, 0.34 doesn't modify any original files on the disk, it's contained in mods dir as any other mod...except for this caveat.
  8. My two posts (the one about interceptor bug and the one about odd interaction of vanilla executable with X:CE mod) are also meant here. Wrt. LOS issues: personally, the thing I've noticed is that on some maps with thick tree groups some of the tiles aren't getting uncovered from black state, regardless of how much you walk around them. I think I've occasionally seen that happen with water too. Oh, I've recalled another thing, though this one might have been on purpose: on some of the larger UFOs you can see into the UFO from the outside, even though there doesn't seem to be any obvious LOS toward that place (often happens with a Xenonaut on the ground floor and an alien on one of the higher levels). ...and one more thing, though I'm not sure if I've really seen that or am just misremembering things: when the first cruiser with a valid leader (that is Caesan, as Sebillians don't carry Battle Rifles), I went immediately for a mass capture (fetched most of the bridge crew); the thing is that it's also the first ship to carry wraiths, so I got one of those (probably more) too. Now the part I just might be misremembering: the bridge was obviously the last place to clean, so the mission ended with the last capture; as the summary appeared, I'm all but certain, that while the wraith was listed as taken alive, CL was listed as executed, even though it was the first leader alive *and* later the Leader research item was also unlocked. As it was the first cruiser raided, quite a few ship items were listed as sent to research, so I wonder if some limit wasn't mistakenly triggered for the list... Obviously, the above is close to impossible to prove without a save....
  9. While I don't know how to trigger this, something similar has happened to me (a few times, though I don't recall specifics), though with Foxtrots (probably can happen with any interceptors). To fix it, I needed to edit the save, though it was a fairly trivial edit. What happens here is that somehow base description gets corrupted and '0' gets written as the number of available hangars in the base. Setting that single field back to the number of hangars actually in that base fixes this problem.
  10. I may have an idea. I've seen Xenonauts 1.59 hanging reproducibly during alien turn if X:CE 0.34 mod was installed. That mod doesn't show up in the mod launcher, but for some reason it still gets loaded by original exe. Only way of stopping the freeze was to remove the mod from mods dir. Sorry, I didn't do any more tests, so I don't know which file(s) from the mod trigger)s( the crash, still should it be loaded at all, if it ain't listed ?
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