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asdfcyber

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Everything posted by asdfcyber

  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
  13. This sounds like it is related to (if that module is still in the current version of the game)
  14. Being able to parallelize research is the only thing that comes to mind in that category right now, but I don't think that would particularly well as an option. A free camera might also be nice (but also quite moddable, not sure how useful it would be tough). As a third option, would it be possible to keep building interiors hidden while revealing the rest? No, it has been confirmed that per-base is how it is supposed to work right now: There is a thin line between 'easy' and 'cheating' that every player should be allowed to define for themselves imho.
  15. Specifically options related to difficulty? Option to let the quantum building thing reveal information globally instead of per base Multipliers for a lot of things: Building cost Building base stats (storage space, power generated, radar range, etc) Engineering cost Item cost, airplane cost, build time Damage taken and damage dealt Soldier base stats Aircraft fuel use Ground combat rewards Monthly report rewards Panic Amount of terror missions / base assaults / other 'hard' missions Base survival rate And probably a lot of other things Option to reveal ground combat maps fully on landing
  16. In previous versions I have been able to reproduce it somewhat consistently, but I don't remember how exactly. I think it had something to do with moving the ARES a long distance and either alt-tabbing or moving another unit at the same time. Edit: the saves/logs here might help?
  17. It might be worth searching the bug reports subforum to see if issues have already been reported:
  18. The location of an Entity is stored as an Address object, which contains coordinates as i, j and floor (all integers) so you could call it a grid. Moving an entity from A to B is then as simple as setting the location to B. Unity is only used for rendering in this game, so this is all implemented outside of Unity. There's nothing stopping you from doing something like this in Unity though. By the way, don't underestimate the effort of making a game, especially if you want to make it multiplayer.
  19. v26 is on the main branch in the playtest version, only the backer version has an 'experimental' beta. So if you just set that dropdown to None it'll work :)
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