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Dub

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Posts posted by Dub

  1. 22 minutes ago, Charon said:

    @Dub

    modloader.thumb.PNG.9ce01495acd401aaffd753906eb45d64.PNG

     

    If you just want to finish the mission:

    As a general rule never patch something during GC.

    No.

    I must say that it's very interesting that X:CE ships with the wrong version of the Tropical and Swamp Tileset and, yes, Ambient Sounds seems to crash the Tropical/Swamp maps according to other people. I will try that to see if that's the issue at hand. I also find it funny that the Ambient Sounds mod is what you yourself have in your own screenshots:
     

    Modloader 99.33.png

    Either way, thanks. We'll see how this works out.

    EDIT: Yup, it worked. Thanks a bunch!

  2. 27 minutes ago, Charon said:

    3.3 Troubleshooting

    This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. 

    Sincerely yours, Drages

     

    NEVER USE THE MODLOADER DELETE BUTTON, ITS BUGGED AS HELL. Rather delete the mod folder from your mods/... folder directory. If you have a subscribed workshop mod then unsubscribe first then manually delete the folder in your mods/... directory.

     

    I think i got a bug, can you help me ?

    If you want some help when you make a bug report or think that something is not the way it is supposed to be, add full screenshots of your whole modloader and your savegame ( geoscpae only ).

     

    While I definitely understand there are countless people that don't read the instructions, I'm sorry to inform you I have done everything according to the instructions given, I even put the mods in the same order as the screenshot that you posted. I have my load order attached to this post and I can assure you that everything was installed the way you had written in your original post, Charon.

    To explain some of the mods on the list that are not found on yours:
    MoreIcons: My own modded version of the "More soldier role icons" that literally does nothing but add soldier role icons. The icons have been modified from an old mod from I think 2013 or 2014 on these forums, colour inverted to match the icons you guys use.

    After SteelGonad's Names of the World mod, the modloader order (Couldn't fit it in one picture) is:
    X:CE Extra Map Pack
    X:CE Balance Adjustments
    X:CE Settings
    X:CE Base Mod
     

    modloader.PNG

    EDIT: While running the debugger, every time the game freezes, the debugger has this line as its last output:

    [5148] Couldn't get Steam Controller input : ACCESS DENIED - reverting to default M/KB Configuration

    I most certainly do not understand why this is happening as I do not own a Steam Controller or anything that could possibly be interpreted as such, but I do realize the freeze seems to be beyond the mod itself. Should I report this to the X:CE developers?
     

  3. Hello! I've got an incredibly unstable GC game here that keeps crashing all the time while taking different actions throughout the map, such as getting shot or shooting aliens. Could someone take a look for me to see if you guys can finish this mission or if it's just me? I've had it crash for me about 10 times already. It's a shot down large ufo (I think they're called Cruisers?) filled with Caesans at the start of the 2nd phase. I have stunned a great deal of aliens, including the big boss xenomorph + two warriors, the operator, a psion, a soldier and two wraiths.

    I've tried reinstalling the mod from scratch by deleting and redownloading the game on Steam and that. I have deleted the internal files from the AppData folder countless times. I do use a couple of other mods, but they're all cosmetic such as SteelGonad's Names of the World so I don't see how they would interfere.

    I've also tried opening the game in gc_editor and while it did work out for a while, it ended up crashing anyway when a Caesan shot me as a reaction shot and the first bullet dealing damage.

    The only thing I see happening in the log files is this:
    Fri Mar 10 16:22:17 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
    Fri Mar 10 16:22:17 2017: MOD ERROR: Merging XML for units/alien/Wraith/SoldierSupport/none/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.
    Fri Mar 10 16:22:18 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
    Fri Mar 10 16:22:18 2017: MOD ERROR: Merging XML for units/alien/Wraith/Soldier/none/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.

    I'd love to get some feedback on what's going on with this particular GC, if it's just on my end or something more severe.

    Crash-Division.sav

  4. 1 hour ago, Pave said:

    Hmm, so this bug can happen in the "X-Division" too:
    http://www.goldhawkinteractive.com/forums/index.php?/topic/14271-xce-0342-reaction-fire-shot-onto-a-teleporting-xenonauts-hangs-the-game/


    If you still happen to have the save-files when this bug happens, could you send to @Charon is a way or another to perhaps track down this bug?

    ((Sorry if I am "stepping on your toes" @Charon; It's just a good opportunity to catch this bug since someone was able to trigger this on your semi-full-conversion-mod. ))

    I do not have the save file any more I'm afraid, but I know it is triggered upon an alien getting a reaction shot once the soldier steps on the teleportation pad to teleport somewhere. I may just be guessing here, but what I think happens is that the game first and foremostly teleports the soldier to the new location, after which it tries to resolve the reaction fire, however there is now no target to shoot at. Thus it locks up the game (As I assume there is no escape in the code).

    Side note @Charon: The Laser Carbine Mk. 3 seems to be categorized as an X-division weapon and not a laser weapon in the manufactures tab.

  5. 47 minutes ago, Charon said:

    Holy moly what an exploit. @Solver Do you see this ?

    At least we planned ahead and gave proper units for that, good luck on the mission.

     

    That wasn't too bad;) . I had to reload a twice because my game freezes for some reason when I use a teleporter and aliens try to do reaction shots. As a side note, I play on normal and not veteran, simply because I want to understand the mechanics a bit better before I attempt the higher difficulties.
    20170307161320_1.jpg

  6. Sorry for the double post, but I'd like to report a really funny occurrence that I just got to experience in phase 1. While having detected a terror carrier (2nd terror mission so far) that was about to terrorize a city, I decided to send out the dropship to the flying terror carrier in advance in order to make sure the terror mission would occur during the day. What then occured was quite ridiculous, as upon the dropship arriving at the terror location, the game generated a landed terror carrier mission for me. To clarify what happened is that the game has now believed that the terror carrier has landed and not generated a terror mission as it is supposed to, simply because the dropship was sent to intercept the flying terror ship and not the terror site.

    We'll see how this mission goes and what effect it'll have on my campaign, whether my success will cause a technology snowball or not. Wish me luck!

    20170307142652_1.jpg

  7. On 3/4/2017 at 7:48 AM, Charon said:

    Will be put on the list.

    Would just like to report again that while playing a terror mission today, my Defender tank actually decided to drop a 3x3 rubble pile on top of the tank corpse upon being killed by one of the bigger (But not the biggest) drones of phase 1. This has not happened before and I am unsure as to why this happened and why it previously hasn't.

  8. 22 hours ago, Charon said:

    Nope.

    Well, I'd like to report that none of the basic ballistic weapons that you start out with actually seem to have their reload sound for some reason. There may be lacking reload sounds for laser weapons as well,  but I have not checked that as of yet.

    Another thing I noticed is that while the Hunter Scout Car leaves a 3x3 corpse that is impassable (But destructible), the Defender (Name?) Tank does not, nor does the Alien Tank for that matter. I'd love for said tank corpse to be solid and impassable as it serves as a great cover piece in a pinch.
     

  9. 43 minutes ago, Charon said:

    Thanks for your report, i appreciate it.

    Hey, no worries. I wasn't expecting it to be easily fixed - I guess the Community Edition people would have to fix it somehow, if at all possible. Anyway, I was also wondering about some of the new guns that you guys have made, stepping outside of the regular pistol-shotgun-rifle-sniper-machinegun. Are there any plans on adding new ones?

    If so, something I'd love to see implemented would be a grenade launcher that launches grenades: It would basically act as a midway between hand-thrown grenades and rockets, being able to be lobbed over obstacles, perhaps with a bit more range, while encumbering the soldier more, perhaps having less accuracy and at the same time not pack the same punch as a rocket.

    Other things: I've noticed a fair few weapons lack their reloading sound in the current version. Has this been fixed for the latest development version?

  10. 6 minutes ago, Charon said:

    Give me more details.

    Okay, as for 1), I picked up 3 alien stun grenades from an assortment of Caesan corpses. Upon finishing the mission, I had still not used any of them. Once the mission was finished, I directly sent the Chinook over to another crash site (Without letting it return to the base). Once I finished that mission, all the stun grenades I had picked up on the first mission had not gotten home, as I still had no alien stun grenades in storage with which to craft my own. I do not know if I did not pick up the alien weapons from that mission or if it was just the grenades, but those were the ones I did notice were missing.

    As for 2), I'll have to come back to you on that one, but I do believe it happens once a squad member dies with, for example, an incendiary grenade on them, and then once the mission finishes you don't get it back. I need to do further testing to see if that really is the case, though.

  11. I've found some mildly annoying things/bugs that happen with your mod that while probably being part of the original game are inflated because of the way you guys use limited grenades and such.

    1) I just had a situation where I picked up 3 alien stun grenades from a Caesan mission, finished it without using any of these, then went on to do another crash-site without returning home first. Upon this happening, the alien stun grenades disappeared out of thin air. I do not know just yet if the latter is required for this to happen, but it got me really annoyed.

    2) I've had multiple cases where for example grenades simply disappear after a mission, even when not having been used. This is not at all unique to this mod - I remember similar things happening when I used the Xenonauts More Choices mod with their limited ammunition.

    Either way, keep at it! I have yet to even come close to phase 2 yet (I was getting there, but for some stupid reason in my furthest game I never managed to shoot down an alien fighter over land [I know the trick now - Just send out your fighters to a land area close to your base and the fighter will come and get you] and thus was unable to at any point obtain the Aeserius, which I noticed is required to be able to beat the UFOs of that phase), but I'll keep working on it.

  12. I'd like to know if it would be possible to not have the sebillian interrogation replace the original medpack, as it increases the weight by 50%, meaning fresher soldiers have no chance carrying one. I'd love for it to be possible to have all three, as the bandages are far too lackluster to do anything at all (And also seem to not remove bleeding) except waking up soldiers who decided to fall asleep on their job (Lightning has that effect on them, it seems).

  13. 45 minutes ago, Tankqull said:

    the download link is broken it leads to your devision pic, DL-URL repasted leads to this ↓

     

    It ain't broken. Click the download link to the right. ;) "Download this file"

    Also, just installed the mod and noticed there's no Xenopedia entry for the "AWACS" whatsoever. Even though it would have no real description as the Xenopedia's not finished, I'd love to at least be able to find it there.

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