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Chris

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Everything posted by Chris

  1. I really didn't want to have to do this, but I'm uploading a new build to Desura today. The dev version of the game is not having all the awful farm crashes the public version of the game is and I just can't seem to fix up the V16 assets to not crash all the time. Therefore, I've compiled a whole new build in the hope the game will now be stable. Build V17 is awaiting authorisation on Desura as we speak. There are no major changes except a whole load more alien sprites have been added to the game. These were cut out of previous versions to save file number and file size but it may be that some of these missing sprites were causing the crash. Thus, I've left them in this time around. There's also a few sprites for the Xenonauts with alien weapons now, but I'll discuss that in the next update. There are a few small amendments in the code for the overdamage mechanics but they've not been tested properly yet and may well not work, as they've not been fully implemented. This is why I don't like releasing builds like this, but the stability issues are forcing my hand. Proper update with beta plans etc will follow shortly, but I don't want to be chatting about that while the public build is still unplayable. Once you download it, let me know if you're still getting crashes. If it is stable, we'll port it across to Mac and Linux. EDIT - gah, more bugs. Right, patch here to bring the game up to V17.1. It disables AI and civilians on the Farm tileset and it fixes the starting tech and alien base bugs. That should leave the game stable. Please test it and let me know, and I'll update Desura to V17.1 if it works to fix the crashes. https://dl.dropbox.com/u/26290309/V17.1%20patch.exe
  2. Well they're just a placeholder to let me check if the fixes will actually work before we upload to Desura...
  3. We've been doing pretty well sales-wise since the new X-COM arrived. That's why I'm keen to have the crash bugs in V16 fixed.
  4. ls35a - I can be as sarcastic as I like to people who come on my boards and troll me, particularly if they're ill-informed, so don't try to take the moral high ground. What is a post like that ever going to achieve, even if we were developing the game too slowly? Do you think that after reading a forum post I'll magically flip a switch and double the speed of development? If people think this project is moving too slowly it's because they don't understand the realities of software development. I'm happy to explain them to posters if they make a polite post, but the OP did not and therefore got a sarcastic response. The fact that this project has raised several hundred thousand dollars (the OP apparently not included in those pre-orders) doesn't mean I have to grovel when someone on the internet thinks I'm doing something wrong. In fact I'd suggest the fact we've raised that much money means the opposite and, just possibly, I know more about how to run a development team than the average armchair expert does. I've renamed the thread too.
  5. OK, so there's a third patch for you to test. I'm going to name the next build V16.5 just to save confusion (though it won't help too much as the launcher text won't update from V16.1, so never mind). Before I release it on Desura, I want to test it here a bit more. I have produced a third patch in an attempt to fix the Farm crash bug. To apply it, you need the latest V16.1 standalone (or Desura client download), a clean copy if you've already been applying the earlier patches I've made. Then grab the patch here: https://dl.dropbox.com/u/26290309/V16.5%20update.exe Once you've got it, run the .exe and then start a fresh game (it won't cure existing crashing saved games) and report back if you get any CTDs. I've removed the two earlier patches from dropbox so everyone knows they're getting the right patch, but it's called V16.5 this time around.
  6. Posted an updated patch in the V16.1 Released thread on the announcements forum that should hopefully fix it this time. Give it a try!
  7. Posted an updated patch in the V16.1 Released thread on the announcements forum that should hopefully fix it this time. Give it a try!
  8. Akylon - no, it won't. Probably. It contains all the fix from the first patch plus some extra ones.
  9. Right, attempt 2 at a patch: https://dl.dropbox.com/u/26290309/Patch_V2.exe This should be applied to an unmodified version of Build V16.1 and you should start a new game with it. It should hopefully fix the CTDs on the hidden movement screen.
  10. it'll be __newGameSave__ I would have thought, unless you're loading the autosave when you get the crash. Email it to me at chris@xenonauts.com and I'll have a look.
  11. It's your My Documents folder I think, under the /Xenonauts/ folder.
  12. Gribbstar - can you send me your crash files please? It should work with them (unless there's more than one crash for us to fix).
  13. Yeah, so long as it's still got the .XML file extension afterwards. I just use Wordpad for it.
  14. Yes, or just do the first one if the latter scares you too much.
  15. Yes. New fix - go into \assets\units\alien\caesan\guardsupport\weapon.AlienHeavyPlasmaRifle\ and delete the soldier_spectre.xml That should fix the crashes. Also there's a possible failsafe too. If anyone is sufficiently technically-minded to operate a text editor, please go into /assets/units/aliens/none/ and open up soldier_spectre.xml. Paste the lines below at the bottom of the file, BEFORE the </state> tag (won't work if you paste it after that). <anim src="units/alien/none/vault_w" anim="vault_NY"/> <anim src="units/alien/none/vault_e" anim="vault_K"/> <anim src="units/alien/none/vault_n" anim="vault_E"/> <anim src="units/alien/none/vault_s" anim="vault_D"/> <anim src="units/alien/none/vault_nw" anim="vault_ENY"/> <anim src="units/alien/none/vault_ne" anim="vault_EK"/> <anim src="units/alien/none/vault_sw" anim="vault_DNY"/> <anim src="units/alien/none/vault_se" anim="vault_DK"/> See if that works.
  16. Yes. New fix - go into \assets\units\alien\caesan\guardsupport\weapon.AlienHeavyPlasmaRifle\ and delete the soldier_spectre.xml That should fix the crashes. Also, Blaster, I think what you've done is probably a good failsafe too. If anyone is sufficiently technically-minded to operate a text editor, please go into /assets/units/aliens/none/ and open up soldier_spectre.xml. Paste the lines below at the bottom of the file, BEFORE the </state> tag (won't work if you paste it after that). <anim src="units/alien/none/vault_w" anim="vault_NY"/> <anim src="units/alien/none/vault_e" anim="vault_K"/> <anim src="units/alien/none/vault_n" anim="vault_E"/> <anim src="units/alien/none/vault_s" anim="vault_D"/> <anim src="units/alien/none/vault_nw" anim="vault_ENY"/> <anim src="units/alien/none/vault_ne" anim="vault_EK"/> <anim src="units/alien/none/vault_sw" anim="vault_DNY"/> <anim src="units/alien/none/vault_se" anim="vault_DK"/> See if that works.
  17. ForthRight - yup, it's a valid criticism. I've been planning another update for a bit but I'm waiting until V16 is stable (ie. the farm crash bug is fixed) before I do it - it seems a bit wrong to be talking about the future when the game is unplayable as is...
  18. Hmm, the patch doesn't seem to work. We'll keep looking into it.
  19. We're still working on this, the fix we tried didn't work so it must have another cause.
  20. Dang. Back to the drawing board. Thanks for testing it.
  21. Yeah, it won't update the launcher version number. I'd be interested to know if there are any crashes in non-saved missions though. It'll be a bit of a setback if this doesn't work - might mean the bug has a different cause to what we thought.
  22. We looked at the Homeworld style intro and then I realised it wouldn't work for two reasons - firstly, the artist we were planning to use for it didn't have the availability we needed for it. Secondly, the amount of work that went into the Kickstarter video was insane so I think an actual cinematic would be far more effort. That's probably work I should be putting into getting the game finished instead!
  23. Incidentally, the most up-to-date information of what's going on with development is on our Announcements sub-forum, because I'm often too busy with development to release much in the way of PR updates on the main site or Desura / Facebook / Kickstarter.
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