Jump to content

Gijs-Jan

Development Team
  • Posts

    330
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Gijs-Jan

  1. Support for runtime code-centric mods has been built in from the start. The game has been programmed from a "hook" perspective and I will make sure we release documentation on how this works once we fully release. 

    I've also already looked into Harmony / other runtime patchers in the past to check compatibility and we're explicitly keeping things in C# (as opposed to IL2CPP) to provide mod support for this.
    My plan is to release a public example project that shows how to use it. 

    • Like 3
  2. While not something you can easily set in settings, it is something that should be straightforward to mod in!

    Because what would "more aliens" mean? In certain missions +4 might be ok, but in others that might overwhelm. It would require a rebalancing of the game that goes way beyond a simple setting you can adjust

  3. This is definitely not as intended - and we recently stumbled onto a bug with how items got assigned through the loadouts that touched on the MARS.
    That seemed to be related to soldiers coming back from missions being the cause somehow.

    It seems you've got a good understanding of when it happens - do you maybe have a set of steps to replicate it?
    If I simply boot up the game and add in limited items, the loadouts work as intended in that trying to apply a loadout that you don't have the items for will lead to soldiers without items.

  4. 10 hours ago, squeezechart said:

    I try to load a savegame and if there is no reaction (load percentage stands still) I klick on the loading window until it becomes "white".

    Wndows 10 tells me that xenonauts2.exe does not respond and I can either wait or terminate the app.

    Then I choose terminate. About 30 sec. later a bluescreen comes. Windows collects data (crash report?) and restarts.

    It is not possible to call task manager or to start further apps before the bluescreen comes.

    It'll be quite the thing to debug, but could you give me the info on what failed and what stopcode was given the next time it occurs?

    image.png.ca77e7887a23c7c58be75b7ec75cb762.png

    See the red outlined parts.

  5. On 3/22/2021 at 5:36 PM, maxm222 said:

    Yeah, sure, I knew all that, of course, no big whoop, I didn't have a cow, man, I didn't think the empire would fall.

    It just that [blushes], since I hadn't seen it again, I thought it was fixed in the last iteration and that someone might not know that it had snuck back in.  I guess I just forgot: "don't sweat the little stuff."  Gotta go back and work the steps.

    :)

    If you come across this issue again, can you upload the GC auto save & the save on strategy that was made prior to going to the crash site?

  6. Hi,

    We haven't looked at the visuals of shooting in GC for quite a bit and because a lot of new assets got introduced need to give it another pass - so likely this is a temporary change.

    Having said that, it would really help us fix the issue if you could provide some details on the specific issues you have with it.
    Is it mechanical (Do you feel they miss more, hit more, etc) or visual (it looks bad)?

    What specifically felt or looked bad and do you maybe have screenshots or recordings of it? (or maybe a save game?)

    What was the last version you played prior to this version?

  7. On 10/8/2019 at 12:23 PM, Solver said:

    Alright. I can say that simply 

    
    python -m json.tool save.json > save-pretty.json

    works well on saves to get them into a readable format (quadrupling the file size!) for some quick edits. If those prove difficult to load, I should be able to get it back into the ugly format with another Python one-liner.

    Yeah, and given the file-size problem we have already (until I get to the optimization), you can understand why I really didn't want to have it pretty-print by default! :')

  8. 29 minutes ago, Solver said:

    I'm on Linux, and vim can deal with the save files, but it doesn't make that very convenient.

    If you're not going to pretty-print, why not just compress the whole thing? With data like what you have, a quick compression is sure to yield at least a 90% ratio. Yes, you could say it's not then human-editable save files, but frankly I would say the current ones aren't anyway. When you need a special editor or plugins to open the file properly, it means at least some level of tech skill is necessary, and in that case you might as well ask the users to decompress the file first.

    If I change a save file so it's prettified, should I expect the game to load it properly still?

    It's simply a matter of time and manpower but definitely planned - it's just not a priority at the moment. 
    You are right in the quick win w.r.t. compression, although we need to do that on part of the file so we can support the Save/Load elements' partial loading. There's a bunch of other optimizations planned as well to do with aliasing the common patterns, etc.

    I assumed Windows because I didn't think that on Linux you would have issue pretty-print formatting it efficiently. 
    It might be that the Save/Load Element will give issue as it's only partially loading files and scanning for (extremely simple) terminator patterns, but the underlying load system has no issue with formatted JSON.

  9. 23 hours ago, Solver said:

    One small request for the tech team. Would it be possible to change the JSON serialization for saved games to a pretty-printed format with linebreaks? Currently it's just one ginormous line, which means that many editors have trouble working with the file, and it's also harder to manually edit stuff due to it not being pretty-printed.

    The problem is that the file is already gigantic (relatively speaking) and pretty printing increases the size even more given how / what we serialize. 
    (The pretty print doesn't really concern itself with speed either. For the size we've got an optimization pass planned)
     
    If you're Windows based I suggest taking a look at Notepad++ with a JSON formatting plugin which works well even with very large files. (https://github.com/sunjw/jstoolnpphttps://sourceforge.net/projects/jsminnpp/ or https://sourceforge.net/projects/nppjsonviewer/)

  10. Most of the current high-CPU usage (when everything is "idling") is coming from the dynamic batching that Unity is doing as most meshes haven't been statically batched. Given that we're in a destructible environment that's rather hard to do and we want to wait until late in development where we better know which usecases we can easily batch, and which ones we cannot.

    Having said that - High CPU temperature is mostly because the machine is simply using what's asked from it.
    I can "optimize" the game (to give more FPS), but I'll always ask the hardware to give it's fullest potential.
    In a game you tend not to want to leave performance on the table... 

    A framelimiter does mitigate this if FPS is high enough for you and I'll add it as a task for the settings screen for Chris to review.

  11. 1 hour ago, Alienkiller said:

    I and the others don´t have that problem.

    Seems only yours. Check for Virus, newest drivers, upgraded Windows etc. If there is no Virus / Hack you can go to the next step.

    After that try a repair from Steam. If it finds nothing (wrong or missing file normaly) make a normal or new game. Sometimes your saves are damaged.

    If that won´t work (and Step 1 finds nothing too) then you have to delete the Game completley [and all saves etc.] that there is nothing and I mean absolutely nothing is left.

    Then make a completely clean and fresh install. That´s all what you can do.

     

     

    While I appreciate trying to help in the issue, the problem is most definitely in the code and is an issue we should fix.
    To be clear, doing the above will not fix the issue and I do not recommend it for this issue. :-)

  12. The error is popping up in the interaction between logic and animation - a pretty notorious (in it's instability) section of Unity's API. 
    That specific code is not multi-threaded (90% of our core logic is single-threaded, only the FOW calculations run off-thread and they are isolated).
    We have been able to replicate the issue once or twice (in the past two years) on build, every time adding new logging and getting a new piece of the puzzle.

    If there is anything unique about your setup I suspect it might be in how you issue orders.

  13. Thanks for trying out the build on Linux!

    I suspect issues, if any, are mostly in Ground Combat with regards to shaders.
    Feel free to report any issues in either this thread, so we can collate them, or through the F12 bug report but make sure to mention you run on Linux for custom bug reports.

    Having said that officially we won't support a Linux build at this moment. Unofficially I'll keep an eye on this thread and those reports.
     

×
×
  • Create New...