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asdfcyber

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asdfcyber last won the day on May 8 2023

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  1. Yes, but now you have my actual permission :)
  2. Yes, it's a modified equirectangular projection which removes Antarctica and also goes a bit further north than the north pole. I'm trying to make a mod that corrects flight paths and hopefully also other things like day/night and radar range, but trying to calculate predicted interception points is really hard in spherical coordinates
  3. Nice! That'll save some time recompiling with each patch. Also yes, feel free to use my code :P
  4. Btw, if anyone was curious on how my mod is getting along, I got stuck at calculating predicted interception points a while ago. Maybe I'll pick it up again and get it working, maybe not.
  5. I don't have too much time lately, but I'd love to help! It does sound like this is mostly intended for asset replacement/value tweaking mods and not for pure-code mods like Geoshape, is that right?
  6. No unity editor is involved, I edited the game's compiled code to make it load my own code (I explained my setup earlier in this thread). It's not exactly beginner friendly. As for replacing assets, it's probably possible to do it at runtime this way but I've never done it.
  7. @Gijs-Jan I just thought of a question: how do I bring up the development console, assuming there is one? And are there any other developer tools shipped with the game?
  8. Definitely! You can find it on github.com/asdfcyber/geoshape. Most of the work is figuring out how the code works (in particular, I'm not sure what the difference is between GeoscapeNavigationSystem and GeoscapeMovementSystem - I think the first sets future velocities/rotations that get applied in the second?). I'm not used to the level of abstraction in the code which adds some extra difficulty but so far I haven't encountered any showstoppers. Currently I'm trying to figure out how to find interception points, and after that I want to try to tackle radar range and accurate day/night cycles. Edit: oh, and the setup: I have a post-build event set up that copies the .dll to My Games/Xenonauts 2/Mods/Geoshape/Geoshape.dll and starts the game, and I modified the original Assembly-CSharp.dll to scan that mods directory for any modname/modname.dll that implements Xenonauts.IMod to load. These are all the modifications I made (I didn't care about code style here btw, this has to be reapplied every time there's a patch anyway and the compiler will replace certain things such as inverted conditions): public interface IMod { void Initialise(); } public sealed class XenonautsMain : bunchofstuff { public static List<IMod> ActiveMods; public void LoadMods() { if (this.ActiveMods == null) { this.ActiveMods = new List<IMod>(); } foreach (string dir in Directory.GetDirectories(Environment.ExpandEnvironmentVariables( "%USERPROFILE%\\Documents\\My Games\\Xenonauts 2\\Mods"))) { string modname = Path.GetFileName(dir); Debug.Log("LoadMods is checking if mod '" + modname + "' exists"); string modfile = dir + "\\" + modname + ".dll"; if (File.Exists(modfile)) { foreach (Type type in Assembly.LoadFile(modfile).GetExportedTypes()) { if (type.IsClass && typeof(IMod).IsAssignableFrom(type)) { IMod mod = (IMod)Activator.CreateInstance(type); if (mod != null) { this.ActiveMods.Add(mod); mod.Initialise(); Debug.Log("LoadMods loaded '" + dir + "' succesfully"); } } } } } } static XenonautsMain() { // bunch of stuff LoadMods(); } } To get this compiled some compiler-generated things need to be turned into valid C#, so I rename fields like <>f__mg$cache0 fields to cache0 and delete most of the new LoadLocalizationFiles because anonymous types also become something weird
  9. Thanks for the update! Do UFO's show up later now? I noticed the first UFO only showed up at day 26 for me (but when events are popping up the same kind of lag occurs as with normal UFO's, so I think there are invisible ones flying around?) Edit: nvm, it's probably my mod breaking something
  10. I managed to do something: Not entirely correct though, 0° latitude isn't in the middle because Antarctica has been cut off and there might be other issues as well Edit: fixed it, though now it behaves weirdly around the north pole where the geoscape map goes higher than is physically possible.
  11. Just in case you might have missed multiple, there are a few other bug reports without replies (v25+ reports currently starting at page 7 here: https://www.goldhawkinteractive.com/forums/index.php?/forum/33-xenonauts-2-bug-reports/page/7/&sortby=posts&sortdirection=asc). Some are duplicates that have already been fixed though
  12. Yeah take your time, but there was no reaction either so I thought it was lost in the sea of bug reports
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