Jump to content

Solver

Members
  • Posts

    2,533
  • Joined

  • Last visited

  • Days Won

    49

Everything posted by Solver

  1. Negative TU is just a display thing really. There's no difference between 0 TU and negative TU.
  2. It's related to what I said yesterday about software. I can do that again but it will break every time I upgrade the forums, which I need to do because of security issues. The reasonable solution here would be to get the forum devs to bring this feature back, but of course they have removed it.
  3. Yeah the original code I wrote also tries to do that with explosions, but I've never tested it, so the results are probably less than spectacular. So it's been attempted at least
  4. "asiantown", "town1", "town2", "town3"
  5. Rockets count as explosions and not normal bullets... I'd be surprised if it worked.
  6. We get much better computers and yet the general quality level of software has been going to shit for over a decade.
  7. Seems to be gone as well during the constant dumbing-down of all software.
  8. <a href="#boo">test blah blah</a> <a name="boo">Probably not </a>
  9. You can link to individual posts.
  10. You think I still remember? Seems like you need to give their category (weapons.xml) to: WExtra1, WExtra2, WExtra3, WExtra4 for weapons and EExtra1..EExtra4 for equipment. Do not reassign any starting weapons away from the Ballistics category. Anything that is in the Ballistics category is treated as an unlimited item.
  11. It's actually hardcoded for specifically the Andron race, not the Robotic ability.
  12. As far as the original goes, there's zero chance of porting it to anything.
  13. Not sure about the launcher. It should support Unicode by itself. If it does not, the fault is likely with the font as well. What does the launcher look like if you try to output Chinese text there?
  14. Nothing I can do about this, I think - the modding system isn't yet active when those things get loaded. The super-early stuff like splash screen and font have to be replaced in the game's main folder.
  15. Ah yeah, the pulse cannon also does a fair bit of damage to the surroundings. And even medium drones explode. So the combination may well cause a collapse - and yes, they are fatal for everyone in the building. You can get a nasty surprise and lose soldiers this way. I wouldn't mind taking a look at the save though if you have one before the explosion, perhaps I can see why it's so slow.
  16. This is probably not a bug. Buildings in this game can collapse (there's an unfortunate delay with this though it should be 2-3 seconds on a decent computer). Heavy drones have a pretty powerful explosion when they die. If you kill one in or next to a building then it's not too unlikely for the entire building to collapse.
  17. Not now. Quicksaves have had the problem since the beginning, which could be sound-related. Some other saves have also at times crashed with X:CE unfortunately, and even now it's not in 100% of cases. So it's hard to say. I don't even think X:CE changed too much there, it was mostly allowing to load ambient sounds from XML instead of just having a bunch of hardcoded ones. Still worth looking at.
  18. I've seen an engine crash with one save recently that might be related to sounds, but of course I don't have the source code for that, so I wasn't able to figure out too much of that. Though the Ambient Sounds mod is very interesting in this context, I guess it could be triggering some underlying issue.
  19. I'll check it out, although quicksaves were broken since before the "internal" modmerging folder was even made, so I doubt this will help.
  20. That Wiki is out of date in every way. Alien bases do grow in size along with the rest of the alien invasion. Unless you use a mod like Dynamic UFOs, it doesn't matter whether you leave bases alone or not, their size depends on the overal alien progression. You can find them faster if you patrol, but eventually you'll discover them anyway. Xenonauts has a disbalance towards air combat though, in general. It's more important than the ground combat.
  21. Yeah it's ugly. I expected the "melee" decision in the code to be taken based on what weapons the alien spawns with, because that would have been sensible, but I got a surprise. So to fix the Xenomorphs not attacking vehicles, I had to make that check be "Reaper, or has the MeleeVehicles ability". Which is at least a safe choice, changing to the proper solution is risky.
  22. That's what I expected at first, but no - this is why the non-Reapers broke. This rule applies to Reapers and anyone with the MeleeVehicles ability.
  23. Yes, they override the script and always get aggressive. I think this is primarily because, with other scripts, it's too difficult to get the AI to engage properly and not constantly run away.
  24. Yeah, it's an equal chance for any main race that can be in this mission.
×
×
  • Create New...