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Giovanni

Development Team
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Everything posted by Giovanni

  1. Ah, that was actually Edit Avatar. That doesn't make much sense, to have them separated..
  2. That's impressive! I'm personally really happy about how the users and critics are accepting and sustaining the game! Just one thing bugs me in that page, which is "Developer: Gamethunks", but anyway...
  3. That's a feature, interceptors shot down during an aerial combat are automatically retrieved and recovered. That process takes 72 hours plus the time to repair them from 1% health. If they are immediately ready to be launched that's a bug! Autoresolve with chance of victory 100% means you can still take damage and lose your aircrafts, but the alien squadron will be surely destoryed, not that they will come out immune from the encounter.
  4. This is now fixed! It was a Fury problem, which randomly affected other airborne airplanes. In short, the main UFO ship was destroyed before the (eventual) wingmen it had, causing a mess in reference pointers and damaging random airborne airplanes (alien or human)
  5. Settings from top menu, then look at the left side menus, there's Edit profile picture under My Settings. (A bit difficult to reach, to be honest)
  6. That's exactly what I was looking for, Jace! Thank you very much, now let's extinguish this issue!
  7. I'm having an hard time trying to reproduce this. Any reliable repro steps? Did the planes only get damaged or did they get to 0% health? Were they all damaged or only one? Any little hint is useful!
  8. The game was launched in fullscreen as the resolution you selected was too near the maximum resolution, it's a game engine issue (i'm assuming you have a 1920x1080 monitor) The main menu glitches are known but still being investigated into. The autoresolve is currently disabled due to a crash happening on WINE, as written elsewhere in this thread.
  9. Strange, that's a pretty common screen resolution. As the available resolutions list is retrieved from the graphic card, please ensure your video card drivers are up to date!
  10. What's your screen resolution? Do you still get an empty resolutions list if you check the "Run in Window" option?
  11. Mmmm, how would you subdivide the land into "continents" in the martian surface? From the basics I've provided it's really easy to scale up to a whole geoscape-alterating mod, maybe even easier if starting from your own files and not editing existing ones!
  12. That's pretty simple, but as a coder I lack that part of manuality to be a good artist. Forgive me about the bad quality of this work, it's only a demonstration So I'll add my personal donut island east of india. Because I want to, that's why. And I'm tired of Commisar Pancake's hegemony over the Xenonaut World! Tools I'll use GIMP to do all the image related transformation, but you can use any tool you want, including that discrete program from Adobe called Photoshop. The files I'm going to edit can be found in assets/earth/continentmasks Unused files warning In the said folder there are some unused files which you won't need to modify to mod the continents: the ones named like the continent prefix (eg: au.png, ca.png, ch.png,.. ) and the whole funding subfolder. skip them Step 1 Add the landmass to landmask_quarter.png Simply open up this file and add white where you'll need the game to recognise an area as earth and not sea. I wasn't too accurate and simply put a white dot east of india. Step 2 Update the continent borders to reflect the presence of land in that point. I'm adding an island to the indochina continent, so I'll edit the ch_ files. Open up ch_edges_quarters.png, ch_edges_quarters_mz.png and ch_lost.png. To make the position of the new island the same among all files, I opened all the files as different layers in GIMP and edited them. edges_quarters and edges_quarters_mz are the files which are used to display the borders of the continents when you mouseover them; the _mz version is the one used at maximum zoom level so it *should* have more accurate borders. Step 3 Add the actual island artwork! The part I'm worse at. But it went ok! Open the appropriate file from assets/earth (which in my case was 8184geoscape_44.png), and then open as a different layer ch_edges_quarter.png. Make them match in size (scale up ch_edges_quarter to 8184x3416px) and put one on top of the other, matching existing borders. Now, using the continent edges as mask, draw your island on the earth file, then save it! Step 4 Almost done! This is optional, but needed if you want to avoid having only the default tileset in ground combat You'll need to edit tilesetmask1.png, tilesetmask2.png and townmask.png to tell the game which tileset are available in the spot you've put your new island. No need to be accurate here, as these files are never displayed in game, nor used to calculate continents positions. A simple big dot in corrispondence of our new island will be enough. All done! Now your brand new island (MY ISLAND) is in the game! Enjoy your new base in Donut Island! All edited files can be found here: [ATTACH]4381[/ATTACH] donut island.zip donut island.zip
  13. Procedi pure, tanto mancano solo Game Manual e Quickstart guide, no?
  14. Beh, pare proprio che sia lanciato ufficialmente, almeno da qui! tra l'altro abbiamo anche avuto una recensione molto positiva dal portale italiano gamemag.it (la trovate qui), che ovviamente genererà del traffico dall'Italia. Ho iniziato a lavorare sul manuale partendo dalla tua base, posterò a breve un file con il lavoro parziale!
  15. Even GAMEmag.it, an italian online magazine, awards Xenonauts with a 4.5/5 stars! link
  16. Continents can be modded by simply replacing the images, the only limitation is that the number of "continents" (not sure how they call them on mars) has to remain the same.
  17. I really like the idea of opening up the code to others, so that they can see the inner beauty of xenonauts as I've seen it for the major part of the last 2 years and half! Jokes aside, will be a great opportunity to add some deeper mods, as well as fixing minor bugs and adding new things to the game.. Good luck to anyone who will try and go down that road! (I'll be available if someone needs any help or will have the urge to insult one of the coders!)
  18. Cambiato giusto ieri sera. Credo che siamo ad una versione praticamente definitiva, visto che il freeze definitivo di codice e assets, salvo complicazioni, dovrebbe essere stasera! (E voi non avete sentito nulla di ciò....)
  19. I'm happy to announce that the bug is now fixed! If you are curious: the issue happened if the last soldier whose inventory was opened last in ground combat died during the mission (which was the case of the healers, as you surely opened their inventory to put the medkit in their hands). Save-loading reset that variable, so it was hard to see it Thanks everybody for the collaboration on tracking this down, let's hope we don't see any other such elusive issues in the future!
  20. Didn't the Geoscape button (the first one of the management bar, on top center of screen) work?
  21. Oh, is this thread still on? I though it burned to ashes a while ago
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