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Gijs-Jan

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Gijs-Jan last won the day on June 8 2024

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  • Biography
    Game developer enthusiast!

    M.Sc. Artificial Intelligence; Maastricht University
    Lead Developer / Owner of CodePoKE.
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    Maastricht, Netherlands

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  1. Thank you for the extensive testing! We've found two bugs so far that we've fixed: 1. The tiles that trigger the UFO full reveal were sometimes behind the LOS blocking tiles, and couldn't get triggered. 2. During night time missions, we were incorrectly checking whether a unit had enough light to seeing the UFO, so it would reveal at normal vision sometimes. We're looking into the last one you reported.
  2. @Skitso Could you post using the bug reporter zip? I've added several logs on this so I can scan back what position triggered the reveal. Once you see it happen can you press F11?
  3. As a check: you can load a certain save, looking at the UFO, and when loaded the UFO is not revealed? (and reliably) Could you give me that specific save?
  4. @MarcelBru I've had this issue recently as well on Linux (Arch & Mint). The problem is that the i386 version of various graphics drivers got removed from graphics packages upstream on various distros (iirc - check this; or it was something along the lines of it becoming optional). Photon tends to use i386 instead of x64. You'll want to opt-in to the i386 version of whatever distro packages you have, and reinstall your graphics drivers / ensure that the appropriate versions have been installed.
  5. Hey, could you maybe give examples where the LOS and the shooting mechanics are not giving you the same info? From my perspective they use the same logic and should be telling you the same thing, so any cases where it's not I consider something we need to fix
  6. Is this on 4.6.0 or 4.5.0? We just discovered a bug with the save loading in 4.6.0, using older saves and fixing it now.
  7. Thank you for the bug report! We had to remove some assets to finally fully fix the bald-soldier problem, which caused any GC-save to no longer be valid. I'm sorry for the inconvenience it caused but for this one we had no way but to remove the assets and cause this issue. Your save from before the GC should still be valid!
  8. Cheers for the repro case! It's been fixed and we hope to release a hotfix for it soon.
  9. Cheers, thanks for the save - I'll have this one fixed quickly!
  10. Thank you for taking the time to get us the error report. For some reason it seems to want to create a tooltip for the mod, trying to access the contents which crashes the game. So it doesn't seem there's an issue with how you've setup the mod. I'm going to card this up and try to see if I can spend some evening hours getting it fixed for next week.
  11. You can find the details around logs & saves here: (My Documents/My Games/Xenonauts-2/) Locally I can enable the example mods, so I'd love to see the logs to check if anything is going wrong.
  12. The only thing you should have to do with a mod is define it's manifest: ``` { "version": "0.0.4", "asset": { "Name": "Xenonauts Basic Cover Mod", "UID": "56bbba8a-7fb5-44c3-a6d3-834a2fb2d977", "Description": "A basic mod for Xenonauts 2 that changes cover values on the full cover master to 80%.", "Author": "Goldhawk Interactive", "Website":"http://www.goldhawkinteractive.com/", "Tags":["Official", "Mod"], "Version": "1.0.0", "$type": "Common.Content.DataStructures.ContentPackManifest" }, "$type": "Common.Content.DataStructures.VersionedAsset" } ``` The primary things that are crucial in the above are the name, and the UID - which need to be unique. Our plan is to release a modding tool that automates the creation of the above, for now you could use an online generator (https://www.guidgenerator.com/) or simply change the UID yourself. The second thing is that the structure of the mod needs to follow the directory structure in the Xenonauts folder - which only has the templates for now.
  13. We're in the process of adding in support but we had to refocus on the Unity 2022 migration and 3.0 milestone sadly :(. At the moment the game only really supports swapping out values in the Templates - texture swaps (runtime loading of textures) needs to be implemented still unless you use Unity's asset bundle loading. Could you post the mod as a zip, that way I can delve a bit into it and I'll try to help debug it! I do need the logs of the game of the crash to better help see what's going on. We're going to consolidate all info needed for modding here once we continue work on it: https://github.com/GoldhawkInteractive/X2-Modding?tab=readme-ov-file#getting-started However, this is under construction and aside from the example mods doesn't contain anything yet.
  14. Could you provide us with the save game on the Strategy prior to starting the map?
  15. Thank you for providing the save game, I'll jump right on it!
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