Jump to content

Sheepy

Members
  • Posts

    342
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Sheepy

  1. @Solver Just discovered another indication that the xce modding tool does not handle Unicode. Attached are two empty mod packs, modinfo is same English, only different is the name of the zip. The zip with English name can be installed. The zip with non-English name cannot; the launcher reads the filename as "????". mod_zh.zip 漢化模組.zip
  2. Steps to reproduce: Go to Soldier Equipment, click on role icon, click Change Role. Scroll to bottom and click Add New Role. Click OK to select default icon (or any other icons). Click OK again to use default name. Role list is scrolled to top, so the button is responsive, but role is not added. Both dialog boxes do not go away. Cannot click anything else on screen. Esc does not work. Switching to other screen by keyboard will switch but not remove dialog boxes. Switching to Geoscape by keyboard will remove all boxes. Expected: A new role is created with the default name. Work around: Using a non-default role name can get out of the situation. Note: Same in Community Edition.
  3. The ttf Xenonaut font, as used by the game, is available in the documentation thread. It is the Amarillo USAF font which is a shareware - you can share it as long as you don't do commercial distribution like Xenonauts. Other fonts are just Arial or Tahoma as the font thread states.
  4. So, I'm not the first apparently, I want to rename my bases mid-game. It is possible to add it in the community edition? For example by clicking the base name on the base screen.
  5. Performance and spec for V0.0.5, order by gfx benchmark. skitso: Somewhat laggy @ 1920x1080 HD 3670 (Passmark 238), i3, 4GB malthaussen: no performance issue @ 1024x768 GForce GT520? (Passmark 368), dual core, 4GB thekillergreece: Extremely lagging R5 M230 (Passmark 463), i5 4460, 8GB raziel1981: love it @ 1920x1080 Geforce 840M (Passmark 851), i7 4500U, 16GB kabill: smooth and no lag HD 78xx (Passmark 3781 to 4395?), FX8530, 8GB sheepy: 27+ FPS (Good or below) / 22+ FPS (Fantastic) @ 2560x1440 GTX 660 (Passmark 4120), i5 2500K, 8GB agris: 60 FPS @ 1920x1200 R9 290, (Passmark 6946), i5 2500K, 32GB P.S. Oops. V0.0.6 is out. Hooray!
  6. It is not easy to port a PC game to console or vice versa, even with Unity. And by the time Xenonauts 2 is done (on PC) you may not want PS4 support any more. Rumour is PS5 will be out in less than a year. X2 is very early in development, hope the performance will improve for you later. It may help if you can list your machine's spec and resolution in that thread.
  7. Thanks. There are quite a few drawbacks to replacing files (workshop incompatibility, xce incompatibility, forward incompatible etc.), that's why I eventually posted it as a bug. But it doesn't look like I've much choice. I'm splitting it up into replace part and mod part and wrote an install guide.
  8. May be both? If it reads the text as utf-8 I expect to see tofu boxes instead of ascii. Font seems to be Tahoma. Win 10 Pro 64bit. modinfo.xml
  9. Solver has replied in the bug thread that the font is loaded before the modding system so it's impossible.
  10. Thanks for the reply. I assume that approach won't work with for example Steam Workshop, limiting mod deployment. I guess Unicode support in the launcher is also a hopeless clause?
  11. Bug: Mod cannot override fonts, launcher images, and splashscreen image. Steps to reproduce: Run launcher, add attached mod and put it at top. Launch game. Note that splashscreen is not overridden by the mod. In the game, note that all text is missing, because the font is not overridden by the mod. Exit and run launcher. Note that the launcher button is not overridden by the mod. Exit launcher Manually replace the "fonts", "launcher", and "splashscreen" folders in xenonauts with those in the mod. (Keep a backup!) Repeat step 2-5 and note that the replaced resources are functional (screenshots below). In plain words, I got a Chinese translation mod for X:CE, very comprehensive and intended to be a nice citizen of X:CE. But it won't work as a mod (which is forward-compatible) unless at least the font can be overwritten. What the launcher and game should look like after mod: mod_xce_zh.20161103.zip
  12. I can confirm the experience as a new player. But my experience is mainly on gauging whether a (far) shot would turn a soldier, and a turn soldier key won't help the calculation. I often dream that having angle and LOF indication to visible enemies, on movement preview (and on visible grid only), will surely help
  13. What I see in v0.0.5, at 2560x1440: What if everything is 200% bigger in dimension: Note that I'm happy with the font size in ground combat, as far as English is concerned.
  14. Finished one game. Ver 0.0.5. Failed to see most alien shots for camera reason, but won without taking a single hit, and didn't get to try reaction shot. Core i5 2500K @ 3.3GHz, 8GB RAM, GTX 660, 2560x1440. FPS ok, no jarring fps drops. Bugs At start of turn, soldier list shows everything full, until a soldier is selected. Destroying the only cover (in my case a rock) does not make the alien stands up. Alt+Tabbing out of ground combat loading screen cause ground combat to never finish loading (progress says 100% but gc never show up). Only happened once and cannot reproduce. When moving a single grid, soldiers sometimes move only half the distance, spending TU and then cannot be selected from either grid. Movement still possible but start from original grid. Cannot reliably reproduce but happened twice on crouched soldiers. (How can we report grid coordinates?) New game, soldier 8, move left 3 squares to be next to tree. Then he cannot move forward (over the fence) or backward 1 grid - cannot select the ground. Firing cursor sometimes does not register clicks (left or right). Often after a shot was taken. The most frustrating bug to me. Design issues The opt-in checkbox's state is not obvious. It's either a white box or a black box. Which state is checked? Input config does not show rotate functions; I only learned there is rotation (and how) from the feedback thread. Font of loading screen is small. Quote on loading screen is way too small. English translation of quote is almost unreadable. Cover indication is sometimes covered by vertical rocks. All ground indicators (cursor, move path, selected soldier etc.) covered by grass, elevated grounds (I:29 J:29), trees etc., hard to see. Move path may totally disappear into unknown (black) grid. Mouse over on UI elements should hide area/cover indicators. LOF block indicator may overlap each other. Can we take away "Block" and simply show "-20%"? Bullets are too short and small to see where they hit, esp. when firing over long distance. Can we use tracing bullets? Invented since 1915. Cannot clearly see alien's actions. Everything is greyed out, too low contrast. Everything is so detailed that it's hard to pick out important details - from enemies to flying bullets! Potentials Would be nice if soldier list shows which soldier is being mouse hovered (in addition to who is selected). Cursor (ground and mouse) is the same for passable ground, impassible ground, and ground with soldier. Expected better indication. Zoom in and out, please. Would be nice to have free form rotation, like UFO:Afterlight. Balance Line of fire issue (low hit rate) is a bit depressing. I accidentally put a solder 5 squares from a drone without cover. The alien moves to get better LOF and makes two shots, neither hit. Said soldier then moves to an square adjacent to the alien (round a tree) and fire shotgun. Zero hit. Just curious, which RNG is X2 using? Mersenne twister? Never need to reload despite my preference for long range snipe/burst. Likes Solder list is rich in information. Replacing roles with weapons (and ammo!) is a nice idea. Hope there'll be a shield background for shield bearers. Height difference makes the map more varied and fun (plenty of cover). Love the red berets. The fact that the early preview exists, playable, and relatively well polished.
  15. Update: At time of original post there were some other modding issues. With those resolved which means a mod is feasible barring the font issue, I've reported this as an XCE bug. I'm doing a Chinese translation mod for X:CE. The hard part is done - every text translated, properly working as a mod, and get some working fonts. Now the problem I face... I can't override the fonts as a mod: 1. Arial.mvec does not work as fallback, at least not for Chinese. If I only override arial.mvec, I won't see Chinese in dialogs or Xenopedia. Only English and numbers. 2. The fonts are placed in the mod, in "fonts" folder, but it's no use. 3. If I write Chinese in modinfo.xml, the launcher won't display them correctly. I don't mind the fallback issue much. But I can't solve the remaining two issues. Is this a known limitation? If yes, can it be fixed? Attached is an example mod. After installation everything is blank unless the fonts are manually replaced (and duplicated, in case of dialogs/xenopedia). P.S. Is it possible to translate the launcher? mod_xce_zh.0_34_2_20161028.zip
  16. I'm not as optimistic. The diary says the UI was designed for 1920x1080, and they're still too small for those screen. I think it's partly influenced by design style. For example if soldier stats is displayed as a grid (like a stat card) instead of as a list, text can share more vertical space and less space will be wasted on spaces. I personally also prefer less labels - if I see a list of names I know that's the dropship/soldier list, thanks. Really hope that'd improves in Xenonauts 2. Doing Chinese translation for X:CE and the vertical compression hurts because Chinese is shorter but taller, so it amplifies the problem.
  17. Simplest way is to replace strings.xml and the fonts, just make sure you keep a copy of the originals. Italian and some other translations are done this way. French and German translations are done as a mod. But as a mod I can't seem to override the fonts, so when I do my Chinese translation we have to manually replace the fonts anyway (as of X:CE ver 0.34.2). Anyway, the biggest problem may be Xenonauts does not seem to support Arabic. I can make a font that includes Arabic, and it can show Arabic text, but do it left to right - instead of right to left. I can't read Arabic, but I know that's a problem. Hope you've got some translator's trick to overcome it. Otherwise, tough luck...
  18. Fantastic. Should a link be added to the change log thread?
×
×
  • Create New...