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mano

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  1. Ciao a tutti... ci sono anche io che potrei dare una mano...di tempo non ce n'è tantissimo, ma qualcosina posso farla...conosco html, php e xml, ed un po' di informatica in generale quindi non dovrei aver problemi a smanettare con i files. sinceramente non ho letto tutto il thread, cosa che farò in questi giorni (ho appena scoperto dell'esistenza della traduzione in ita - avevo abbandonato il forum da diversi mesi, non vedendo grandi evoluzioni nel gioco...). fatemi sapere cosa c'è da fare... ciao!
  2. <p><p>ciao! scusami ho letto solo ora il tuo messaggio...non noto mai i pm...</p></p>

    <p><p>piacere mio...sono Francesco.</p></p>

    <p><p>di cosa ti occupi nella programmazione? in che linguaggio è realizzato il gioco?</p></p>

  3. <p><p>ciao! scusami ho letto solo ora il tuo messaggio...non noto mai i pm...</p></p>

    <p><p>piacere mio...sono Francesco.</p></p>

    <p><p>di cosa ti occupi nella programmazione? in che linguaggio è realizzato il gioco?</p></p>

  4. <p><p>come non detto, ho appena cercato e siamo in ben 8 italiani su questo forum!</p></p>

  5. <p><p>Oh, finalmente un italiano su questo forum! <img src="<fileStore.core_Emoticons>/emoticons/biggrin.png" alt=":D" srcset="<fileStore.core_Emoticons>/emoticons/biggrin@2x.png 2x" width="20" height="20" /> Credevo di essere l'unico qui dentro.. Comunque piacere, Giovanni, sono uno dei programmatori del gioco <img src="<fileStore.core_Emoticons>/emoticons/smile.png" alt=":)" srcset="<fileStore.core_Emoticons>/emoticons/smile@2x.png 2x" width="20" height="20" /></p></p>

  6. I'd like to see the map file name while in ground combat screen, like the FPS indicator. Maybe this could be a function activated through the option screen or by a keys combination. I think this could be useful, if you encounter any bug or want to modify the map, so you don't have to look through every map. Having installed Orumo's 201 maps, I find it's actually impossible to find the map you want to fix. being new to the game, I don't know if there's already a function like that; I've looked in the option screen but wasn't successful. If there is, please tell me how to get it, and sorry for the post...
  7. a minor bug I think. I've searched the forum but no chance of founding this issue. in the debrief screen two soldiers have been wounded with 1% and 42% health remaining. the 1% soldier gots 1 days of recover, while the other 13 days. when back in base, the recovery days are correctly switched reflecting the wound level. (not sure about this: the 1% HP soldier got more than 13 days; sorry it's an impression, not sure about this). screenshot:
  8. same problem here. have got plenty of space (2nd living room with 44 beds left). clicking on hire, there's no soldier name in the hire list. changing the technician slider would have the soldier slider change but without any effect. - first game - first base - build V13 (31 july 2012) (alpha 1192, build 32 as per Desura properties)
  9. Hi all, this is my first post ever in this forum... I've bought the alpha pre-order a few days ago, and after some days of playing the 3-4 original maps I've downloaded the Orumo's ones. I think you've done a very good job...by the way there are a few glitches here and there. As my first contribution I think I've managed to solve the problem we have in industrial map with the chinook SW, having the north-west wall is displaced blocking the door exit to xenonauts. I've modified the submap and it's available for download at this link: ChinookSW.xml [sPAM MODE ON] if you want to create an account on dropbox (that is extremely useful - no spamming here!), please register through my referral to grant me some more space! thank you! Get Dropbox! [sPAM MODE OFF] for those who don't know, the file must be placed in the following folder: ../installDIR/xenonauts/assets/maps/industrial/SpawnMaps/chinook/SW I've also modified the chinookNEW submap (click for download) for the nw wall and the roofs. this submap I think is used as a template. It had the pivot points not correct for the two sections of the roof. I modified them and saved the two tiles spectres as well. you can find them two online. the chinookNEW.xml must be placed in the following folder: ..\xenonauts\assets\maps\industrial\SpawnMaps but if you want it should be copied to all SpawnMaps folder of others tilesets. btw I think it's effectively a template so maybe it's useful only for developers or mapmakers. the two roof spectres (ChinookSW_roof1_spectre.xml & toplevel_spectre.xml) should be placed in the following folder: ..\xenonauts\assets\tiles\newchinook\SW if you encounter any difficulties with the files download or gameplay tell me and I'll try to help solving them. ciao!
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