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Everything posted by Solver
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v1.65w Game Crashes right from the start
Solver replied to Villisika80's topic in Xenonauts Bug Reports / Troubleshooting
Wow, I'm surprised that fixed it, to be honest, was just a guess based on examining the dump file. Thank you for posting it along with your bug report, otherwise it would be impossible to say anything. Enjoy the game -
v1.65w Game Crashes right from the start
Solver replied to Villisika80's topic in Xenonauts Bug Reports / Troubleshooting
Hmm, not seeing anything unusual there. Aside from a Finnish version of Windows. Have you tried running with RivaTuner disabled? I see it was hooked into the game. -
v1.65w Game Crashes right from the start
Solver replied to Villisika80's topic in Xenonauts Bug Reports / Troubleshooting
My first suggestion would be to try and install the Community Edition, it is considerably less buggy and might fix this issue (although I've never even used a Windows 10 computer and cannot attest to how X:CE works with that). -
Crouching decreases accuracy after a certain acc stat threshold
Solver replied to Charon's topic in X:CE Bug Reports
Hahaaha! -
Crouching decreases accuracy after a certain acc stat threshold
Solver replied to Charon's topic in X:CE Bug Reports
Kinda unfair for this to be in the X:CE bug forum since it's a vanilla bug -
It's me tweaking stuff in the background - went with a solution that prevents the logouts for now, while looking for a better long-term solution.
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[X:CE 0.34.2] Missile/Torpedo ammo disappears mid flight
Solver replied to CheekyCT's topic in X:CE Bug Reports
*drool* -
Bug or feature? Interceptors ammo is removed by research!
Solver replied to CheekyCT's topic in X:CE General Discussion
Sounds like a bug! They're not supposed to lose ammo mid-flight of course, so if they actually did (and hadn't just shot the ammo), that would be a bug. If you can post that save (before the alenium research is completed) then the chances of this being fixed go significantly up! -
Great! Yeah, I think the tropical set also adds some ambient sounds. It seems to me that, the more ambient sounds are playing, the higher the chances of freezing get, but it also seems to depend on the computer, I've had a hard time getting those freezes even when intentionally trying with many sounds.
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Probably have to chalk it up to modern software sucking once again I do not see an option for a "plain text" edit box...
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Most browsers these days support right-click -> paste as plain text, or similar, in text boxes such as the reply box.
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[X:CE 0.34.2] Roofs that you cannot stand / land on
Solver replied to Pave's topic in X:CE Bug Reports
Policenaut :b: -
Only in X:CE though, where you can get reaction fire through doors. In vanilla, you can open the door and fire your own machine gun, eliminating the chance of suppression. I'd say it made assaulting UFOs easier than the rest of the combat.
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What, I'm supposed to believe you now?
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I don't actually remember how it was supposed to work. I think you're supposed to lose the airplanes and personnel but keep the buildings. And yes, it would be cool to fight in the Xenonaut base layout, but that was more challenging to implement, this is easy.
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I liked it. The maps are still somewhat repetitive, but this is a major improvement over the last build. I think I'm seeing the potential of the map randomisation system there. Should turn out quite well. I also want those multiple simultaneous orders. My guys are inaccurate even by the infamous standards of X-Com soldiers. My feeling is that it's not so much them sucking as it is due to the tiniest of cover dropping accuracy too much. Good job with the animations. I enjoy the distinctly alien manner in which aliens move. I liked the ragdolls too, such as my dead soldier falling into a ditch. I don't see this as an obstacle to gameplay - yes, it can mean items move a tile or two, but this should not be a problem as long as the items are in the tile in which they visually appear to be. Performance is outstanding, the map loads nearly instantly.
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I might first suggest disabling the ambient sounds mod and see if the problem persists. For fairly mysterious reasons, it seems that having too many ambient sounds worsens the game's stability.
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No talking, I'll just upload the minipatch to Steam
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I don't have access to that now. Check gameconfig.xml, there should be a section with a variable for it. xenonautBaseRetakeInterval, or xenonautBaseRetakeWindow, something like that. Possible that I missed adding it to the modding guide and so it's only as some note somewhere I of course do not remember the finer details but the idea is that a lost Xenonaut base turns into an alien base, and then if you attack that base successfully within X hours (defined in the xml), you get the base back. Personnel are killed and airplanes destroyed though. This is a good idea. I suppose it's also a good idea for one more small release that is only bugfixes perhaps.
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Works in the miniupdate I posted somewhere though, right? Works as far as I know. In a future version if there is one
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Well, last I checked you still have a lot of work to do with X:CE 0.34.2, so keep fighting
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Maybe I am taking a well-deserved winter vacation?
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It's honestly hard to say. There was a startup crash for WinXP a while ago, which I fixed. I have never tried Xenonauts on XP so I have no personal experience - perhaps someone else is running XP and can confirm one way or another. Windows XP has been essentially unsupported since 2009, and entirely unsupported for the last 2.5 years. Regardless of Xenonauts, I'd strongly suggesting upgrading to a current Linux or Windows version.
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PLEASE add an option to auto-resolve air/ground combat!
Solver replied to Serben's topic in Xenonauts General Discussion
Well, to be more clear - actual ground combat autoresolve would also mean handling soldier experience (and injuries / deaths), in addition of course to items, and implementing such an autoresolve needs code changes. And I don't see myself implementing that.