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Everything posted by Solver
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Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
Those are of course good points, but the source isn't public. That's not a decision I ever made, rather it's that Chris chose to release the source to specific people only, if they agree to certain conditions. I started X:CE from there, there was also the possibility of other people doing alternative source builds but that did not happen. If Chris ever decides to make the Xenonauts source code completely public, I'll happily do the same with X:CE code on top. But I don't get to make decisions on Goldhawk's behalf - if you want to see the source be fully public as the ultimate ending to the community coder program, you'd have to talk to Chris! -
Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
I imagine others could theoretically pick it up - if Chris approves - but it'd be quite a pain. One of the reasons why I wrapped up X:CE development is that I no longer have a machine capable of building the game. It uses some ancient technology (the engine had been abandoned before Xenonauts even released) and so there's "fun" stuff like it only compiling with MSVC 2008. But if somebody really wants to work on it... -
Sorry for the downtime - I only noticed Sunday afternoon, and noticed something spamming the database with queries. I added some monitoring and warnings, and restarted the forums earlier today, and will be keeping an extra close look for the next few days to see if the issue reoccurs.
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Not the first time
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Those are dead civilian sprites. I guess somehow a dead civilian ended up on a higher level, and visibility to those objects got bugged, so they appear sporadically. That's a new one admittedly, but the game never ceases to surprise!
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Xenonauts: Community Edition 0.34.2 HF
Solver replied to Solver's topic in X:CE Release Announcements
Так это более древняя версия. Последняя версия 0.35.1, ссылка есть здесь же рядом на форуме, все работает, да и никаких отдельних пакетов не надо уже, все одним файлом. https://www.goldhawkinteractive.com/forums/index.php?/files/file/34-xenonauts-community-edition/ -
Congratulations to you Chris and the team! It's been a while, so it's great to see such a long and fundamental change list. I dread to imagine the difficulty. There's a couple of bugs in X1 that are related to the hull-hiding and UFO visibility, and those proved too tricky for me to fix, so they're still in the game.
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Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
Thank you for the effort! I'm afraid this is doomed though. For one, they didn't understand the question. User-created mods are fundamentally different from X:CE so answers for mods won't apply. The way we ended up using beta branches is also a hack, really, they're not quite intended for this, so it's logical that different launchers are not supported for branches. I have my own contacts (and a Steam dev account) so that's not the problem - but at this time, even if there's a satisfying answer, I don't want to risk breaking things anymore by uploading something. In the worst case, I could end up breaking the main Linux branch. Too risky, and I no longer trust myself to even build a release of X:CE correctly. There are workarounds to run X:CE on Linux, I don't like them much, but I have no plans to make any more changes. -
[X:CE 0.35] Some ranks are not showing (french translation)
Solver replied to thunderclap123's topic in X:CE Bug Reports
I no longer have an available Windows machine. But I can see that the XML files in your French translation are CRLF-terminated, and the rank entries look fine to me, though I wouldn't be too surprised if somehow the game gets broken by the weird degree symbol (is it?) in "1°Cl". -
Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
Oh now I remember why I can't get X:CE uploaded to the Linux depot anymore. I can upload, I cannot specify different launchers per branch. The main Linux depot is a native port (of questionable quality), so it starts the binary directly. The X:CE branch would start wine (so a launcher script instead of the binary), and setting that up isn't possible without breaking the native launch command. -
Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
You're not doing anything wrong, the issue was with uploading the Linux version to Steam. I'm not sure how 0.34.1 got on there, if anything. But perhaps I should try again, the Steam tools have also changed... -
I already play X2 on Linux, and it works fine despite the lack of official support. Unity games really tend to work quite well on Linux as long as they do not use any graphical features that are too fancy. DXVK takes care of getting the graphics working on Linux, while the core game code can be expected to work because it's .NET. Unity has for a long time targeted the Mono redistributable for .NET support, so that should work as well on Linux as it does on Windows (and of course MS .NET is also cross-platform these days). I would have released Linux versions of X:CE if I could. That was never possible unfortunately. I have the source code to the game itself, written by Goldhawk, but I don't have the engine's source code. It's only available as a bunch of libraries for Windows (I think Mac versions exist), not Linux, and only in binary form. Goldhawk never had that source either. As a result, building native Linux versions wasn't possible, not easily at least. The game is finnicky enough as it is, and only compiles "as is" with a particular version of the MSVC compiler, too. In fact X:CE was also the reason to keep a separate box for me - I released a small X:CE patch earlier this year, which required me to boot that box for the first time in over a year. This inconvenience is a major reason why there will probably be no more X:CE updates.
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Silly question: version number
Solver replied to malthaussen's topic in Xenonauts General Discussion
Start the game, look in the top right corner of the launcher, that's where the game version is. -
So, who wants more cool aliens?
Solver replied to Max_Caine's topic in Xenonauts-2 General Discussion
Some ideas for aliens that are, behaviour wise, a bit more interesting than "soldier with a gun" (of which you still need to have several types). Shield Drone. Something like the light alien drones, but stays close to friendlies, and can project a shield around a friendly alien in range. So you either fight the tougher, shielded alien, or try to first take out the agile drone. Heatlamp alien. No gun, but has a damage aura some 3 tiles around it, so it just damages all enemies within range, doing more damage if it's closer. Somewhat low damage overall, so it's not an instakill, but you want to get rid of these before they get too close. Dangerous due to their area of effect ability, their weakness can be low TUs or HP. Fire-using alien. Fire was very underused in X1. You can have an alien that, by itself or with a gun, causes fires, which would be fun due to the unpredictable spread of fires in some biomes, and generally being a completely different type of hazard. The second-form alien. Upon being killed, it produces a weaker form of itself, or splits into two smaller aliens, or something else along those lines, the idea being that it creates a new, smaller threat. Mobile shield robot. The alien version of your shield soldiers essentially. Doesn't buff anyone else, instead it's just a big shield that aims to stay between your soldiers and other aliens (probably said to be remote-controlled in-game). Unarmed, but with very high HP, requiring you to shoot around it or to take it down with concentrated mass fire. -
I've also been doing just that in UFOs, trying to focus fire a single Andron to create a big boom. That said, it might be good to move the ability to another alien and decrease the explosion's power. You should prefer to kill exploding aliens from a distance, and you should be able to use that explosion against enemies, but it probably shouldn't be like setting a mininuke off.
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I really like the idea of introducing more complexity and substance into the economy. It feels like all x-com games have a strategic economic management game somewhere, trying to get out but buried under other issues. In the original game, the economy is entirely meaningless because you can set up manufacturing for profit, and also because missions give way too much loot after the first few. In X1, the economy is not broken, but it's simple and self-reinforcing. If you're doing well, you get more money so that you continue to do well. If you're doing poorly, you have a limited time window to turn things around or else everything comes crashing down. Having alloys and alenium for production was good but ultimately irrelevant. If you were doing well enough to have access to the advanced items, you had enough materials. Manufacture components could add a lot, as long as they're scarce enough, and there's variability in how you get them. You could make it worthwhile to assault landed UFOs (which carry a higher risk) by making sure they carry some valuable components that are fragile and usually get destroyed in a crash. You could reward air combat success by having rare, difficult spawns of UFO fighter wings that carry valuables. And so on. At the same time it needs not to be too random, it absolutely ruins the feeling if you're just there waiting for some rare component to drop from a UFO. This is a good idea, but I think the main thing is to make sure resources, whether it's the usual alloys or components, actually introduce some choices into the game - which means different ways of getting the resources with varied risk/reward ratio, and having the numbers such that you usually don't have the resources for everything.
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Try the http links again now (after clearing browser cache or in an incognito window).
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Xenonauts-2 May Update (including Discord server link)
Solver replied to Chris's topic in Monthly Development Updates
I'm afraid you're misunderstanding, it's not about several dropships on a single mission, it's about the game having multiple types of dropships in the first place, X1 style. -
Xenonauts-2 May Update (including Discord server link)
Solver replied to Chris's topic in Monthly Development Updates
I suppose this post is for Paul primarily (welcome!) - great to see a Discord server go up, but it should be mentioned that a community Xenonauts server has been around for a couple of years. It's not a big server but does have some recognizable people from the X1 community, so it would perhaps make sense to merge the two, or reach out on the old server and let them know that an official one now exists? -
Xenonauts: Community Edition 0.35 (and 0.35.1)
Solver replied to Solver's topic in X:CE Release Announcements
I pushed a small update on Steam (launcher version 0.35.1) that fixes the unfortunate bug with Reapers one-shotting vehicles. -
Congratulations on your daughter, Chris! I imagine you're barely getting any sleep now and of course working from home is quite the challenge with a newborn. Also good to know that development is proceeding apace. Looking forward to V13 with what looks to be a fairly feature complete Geoscape.
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Shooting at aliens should contribute for accuracy increases regardless of whether it's reaction fire or normal fire. Correct, X:CE allows suppression to contribute to bravery increases. Without that change, bravery would very rarely increase - the only other way is to experience morale events, and those are rare. In the course of a normal game even getting +1 bravery for a soldier wouldn't be guaranteed. This goes hand in hand with another X:CE change, a bug fix for the psionic combat. Soldiers with higher bravery are supposed to be better at resisting psionic attacks but, due to a vanilla bug, the effect was marginal. X:CE fixes the calculation to work as intended, so higher bravery soldiers should now actually be braver in the face of psionic assaults, and combat vets should become braver with time. Yes, you can probably abuse it into bravery gains for everyone on every mission. I never bothered fixing that kind of issue in X:CE. You can trivially guarantee maximum TU and STR increases on every mission, and significantly boost your chance of ACC increases. That is not how the game was intended to be played, but if you want to do that, go ahead. I don't even want to pretend to know the whole system. You're correct in general, both the Xenonaut soldier and the alien get their initiative score, calculated from the factors you list. Soldiers will, I believe, use the best attack that they have TU for, but I'm not sure. They calculate a probability of hitting allies and don't take the shot if it's above some threshold, so it depends on particulars like the weapon accuracy and more.
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Is there anyway to insert new voice files for new occations?
Solver replied to EurekaSeven's topic in Modding Discussion
You can only replace existing sound files, there's no way to control any logic or do anything more sophisticated there. -
Help with getting community edition working
Solver replied to KageNoRyuu's topic in X:CE General Discussion
Great news