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Lt_Parsons

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Everything posted by Lt_Parsons

  1. @StellarRat - Small tribute to the one in Giovanni's sig for such occasion =)
  2. @StellarRat - Giovanni described this long awaited fix here - http://www.goldhawkinteractive.com/forums/showthread.php/10238-Soldier-Equip-Screen-Crash?p=116046&viewfull=1#post116046
  3. Was digging for some factual information on where on the globe are different regions located while researching the possibility of mapping tilesets to real data and found some good links: - European commission maps related to world travel times (be sure to check the link for even more maps and data) - NASA / Columbia university Socioeconomic Data and Applications Center map collection (tons of maps, even some historical data) Might be useful to someone, be it Xen mapping or something entirely else.
  4. Sun risen above, Dust settles on battlefield. Bug did not escape. =)
  5. True again, did not counted actual percentages. Sorry for not being helpful. There were far less industrial on the masks prior to 22.10, when they have been updated last time. (here is slightly fixed archive of old ones if curious)
  6. @Sandyxx - True. Specifying possibilities for given color is even more flexible system then just xml list. (Agree on annoying - feels like random generator loves industrial for some reason. And sometimes farms. Luck can be an evil goddess in Xen.)
  7. If such system - reading list of tilesets/colors from file instead of hardcoded list - would be implemented, i know i'll be a happy modder. It was suggested a long time ago (i know because one of such suggestions was mine and i don't think i was first), and there were numerous attempts and suggestions at making forest and jungle map sets, but to no actual result. (Yes, i know, development is complete, only bugfixes from now on, but one can dream, right?)
  8. Actually, my bad - it seems somewhere in recent updates masks were completely remade, i looked on them just now. And there are indeed farms in the south africa =/ Edit: Yeah, in 22.10. Also there is gradient even on new masks.
  9. On one of the two tileset masks border between tile colors in Africa is partially gradient, mixing color into ones not mentioned on tileset guide pic, maybe that is what causing it. I have already fixed one mask bug where there were arctic tiles near the equator regions, also fixed this strange gradient. Post and archive is here. If you have the save before landing on said mission, you can check if it loads farm with these fixed masks.
  10. @Sandyxx - Yeah, you are right about the scale. Inverse cinematics and automatic approximation - also yes, but then again, any algorithm would need some tweaking. By syncing to surroundings i meant tweaking animation to not clip to the world objects and to interact with them properly. Part of it is approximation algorithms, part physics, part some other deep magic. Not saying that redrawing sprites isn't hard - after some Xen modding attempts hate them with passion myself. My point was - even if it is 3d magic, doing said magic is a lot of work too =) Maybe less overall and less boring work then 2d spriting, but definitely more complex if you go further then simple model with textures.
  11. There is a limit to 3d animation magic too - clipping. For best visual results with various combination of armors and weapons you will still need some adjusted animations here or there. And then there are animation transitions, syncing animations with surrounding world etc. Still hell of a lot of work.
  12. Doesn't every floor also give 10% to hit defense? It seems to be implied by Chris here.
  13. No need to rename anything - it's a command line utility, you just type the command and it runs bat file with parameters. Forget to mention in description that it is command line, sorry. Edit: Or you can just copy the .bat file and edit "%1 %2" to any parameters you need and then just run it.
  14. Sure. If archive is in the same folder as packer command would be: xen_unpack GC_UnitsXML.pfp Or if you want to unpack to different folder (e:\xenonauts units\ for example): xen_unpack GC_UnitsXML.pfp "e:\xenonauts units\" And example with full path to the game: xen_unpack e:\Steam\steamapps\common\Xenonauts\assets\GC_UnitsXML.pfp "e:\xenonauts units\" Quotation marks are needed only if path contains spaces. P.s. If you have any suggestions how to rephrase the instructions more clearly, i'll be glad to do so.
  15. What window resolution you are trying to use? There are known cases when windowed mode does not work, might be the same issue - http://www.goldhawkinteractive.com/forums/showthread.php/9110-v21e5-Issues-with-windowed-fullscreen-mode
  16. Congratulations! Watching how this game develops over time has led me to understand just how much hard work game develop actually is, understanding that no previous occasional modding experience and reading of random devlogs managed to provide. So thanks for the good game and for the interesting journey.
  17. Here are the fixed tileset masks - https://app.box.com/s/mb9b4qwgm142x1mgp871 - replaced arctic on Cuba and Dominicana to farm - replaced arctic on Japan and Philippines to farm and industrial - removed strange gradients between different sets in Africa
  18. Sound like a serious enough bug then. Don't know if Chris and co. would fix it at this point though. At least some incendiary armor for aliens will fix it in that case, but heavily nerf explosives in the same time - they are incendiary too. And if you change that, then explosives wouldn't do increased damage to structures.
  19. Are you sure that aliens ai would allow them to burn inside instead of avoiding fire and walking them out?
  20. Eastern half of Cuba, Dominican Republic (eastern half of Hispaniola), whole Japan and northern third of Philippines use arctic tileset, it is mapped as such in both assets\earth\continentmasks\tilesetmask1.png and tilesetmask2.png. Don't know much about actual climate in these places, but it look like at least one mask should be fixed to use something else.
  21. You can try to pinpoint what files game tries to access when it stops responding - there is very good monitoring utility for that, Process Monitor. By default it monitors everything that is happening on your system right now, so you will need to set filter for Xenonauts, then launch the game and look at log when it stops responding. Don't know if it really be helpful and shows something useful, but does not hurt to try if you have time.
  22. Another thing that has not been suggested yet - look at your soldiers stats and equip them to their strengths. I.e. machinegun is heavy, soldiers without sufficient strength will have less accuracy and room to move with it. Assaults and scouts need good health and tu's to be able to move closer to aliens and live past accidental reaction shots. Grenadiers need strength to throw grenades further, etc. Also you can rearrange soldier position in the dropship - move scouts/assaults/riflemen closer to exits so they can freely move first. This can save a few tu's at mission beginning. May be not really necessary for several first missions, but later at times will be really helpful.
  23. As an alternative to specialized screen capturing programs, i have used Open Broadcaster Software a few times. It is mainly for streaming, but can write captured video directly to disk instead. Obviously on the fly compressed video will be of somewhat lower quality when compared to Fraps recordings, but it's free, easy enough to use and you can record only parts of screen that you need. As for video compressors, cant recommend MeGUI enough. Slightly on the complex side, but very powerful toolset.
  24. Updated for current experimental build v22.8. Got rid of the patcher and added some beam display options - there already was spectres for different thickness, now also spectres for different draw speed.
  25. True Laser Beam Currently for v21 - 22.7hf. Plan to update to 22.8 somewhere on weekend and to final when it comes. Modifies/replaces only weapons_gc.xml.
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