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kabill

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Everything posted by kabill

  1. For what it's worth, I've had this happen on and off for more or less as long as I can remember (which probably isn't as far back as it might sound). No idea what it might be related to, though. I think I just got used to it.
  2. If you look in the 'Xenonauts General Discussion' forum you'll also find a couple of guides stickied at the top. Can't remember how spoilery they are, though, so you might want to check out the quick start guide drages mentioned first and have a look at the others if you're still finding things overwhelming.
  3. No, don't think so. It's not listed on the X:CE 0.33 thread anyway.
  4. There's no formal release on GOG. If you go to the downloads section of this forum you will find a download for XCE there instead.
  5. No, but you might want to check this mod out: http://www.goldhawkinteractive.com/forums/showthread.php/13108-X-CE-32-X-1-5-Deluxe-Geoscape-Cheat-mod (haven't used it myself so can't comment on it).
  6. It's almost entirely in C++ with a few very small bits in LUA. Also, if you haven't already you should read this post: http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program!
  7. These are probably Stinky's maps you said you installed as well. These were made a long time ago before some updates to the mapping files and so are now incompatible.
  8. Sadly, you just missed the discount season (both GOG and Steam had their summer sales a few weeks ago). That probably would have been your best bet. So I guess, what 3 months from now (are Autumn sales a thing?). As regards mods - yeah, they'll be compatible with any version. The only thing worth noting is that some mods aren't available on Steam Workshop (but still work on a Steam-bought version of the game). There might also be mods that are only available on Steam Workshop but not elsewhere which is more problematic. But I suspect the number of mods this applies to would be very small.
  9. I don't think there is one. There may have been special edition hard copies fore Kickstarter backers but that doesn't really help. For what it's worth, though, if you buy from somewhere like Steam or GoG the game is added to your Steam/GoG account and will always* be there for you to re-download in the event of computer failure/theft. Also, with GoG you could download the installer and save it to disc if you wanted, thereby making your own hard-copy. *Honestly not sure what happens if they go bankrupt, mind.
  10. You're at the point now where you need to set up folders with images relevant to the armour you're making. I'm away from my home computer now so I can't remember what folders you need to look in exactly but it's something like soldierimage and soldierimagefemale. If you look in those it should be clear what you need to do. EDIT: Regarding .xml vs. .xml spreadsheets - basically, anything that is a spreadsheet will have a load of noise at the beginning and end that sets it up as a spreadsheet but is irrelevant to the game itself. Regular .xml files won't have all that noise and will be straight into the game relevant elements. Not sure if there's a better way to tell - I have access to Excel so it's never been an issue for me.
  11. Ok, I think I know what the problem is. The mod file you uploaded contains a 'modinfo' file which implies that you have installed the mod in the mods folder rather than overwriting the vanilla files. However, the mod isn't otherwise set up for this. It's actually fine for most of the files as all the .xml spreadsheets will merge without you needing to do anything. However, it is a problem for armour.xml and armour_gc.xml as they're not .xml spreadsheets. As such, those two files aren't being loaded which is why you're encountering the issue described. To resolve this, it's really simple. Just add MODMERGEATTRIBUTE="name" MODMERGE="insert" into the <Armour> element of each file such that it reads: <Armour MODMERGEATTRIBUTE="name" MODMERGE="insert" name="armour.jackal.alloy"> I'm pretty sure that's all you should need to do.
  12. Difficult to say without seeing the files but it reads most likely as a typo with the armour name somewhere. Possibly in Armour.xml since you're able to produce the item but it's not flagging as an armour type (this would explain both the inability to equip the armour and also the lack of stats in the xenopedia). May well be wrong but that would be the first thing I'd check.
  13. Pretty sure I was wrong then from what you've said. I guess the best bet is to start again and if you encounter the same issue send a save over.
  14. Did you upgrade to 0.33 after starting the game you're having trouble with? It's possible that there's adjustments to save files causing the issue (although I'd have thought that would have manifested when loading the game should that have been the case). EDIT: The problem save file would probably be useful too, although I think llunak is busy at the moment so it might not get a quick response.
  15. 1. I think most of them are likely to be fine. There might be some exceptions but I'd assume compatibility and then maybe ask if you try something and end up getting problems. 2. On Steam Workshop, I don't think so. XNT and X-Division both come with the XCE .exe file but neither of them are on Steam Workshop due to size.
  16. How did you test it? It's possible that the game has a set size that the image is scaled to for any given blast radius such that it scales up if the image is smaller and scales down if its larger. If that's true, to reduce the size in-game you'd need to have small images relative to the frame size, rather than just small images. May well be wrong but might be worth checking.
  17. This may or may not be the issue you're having but I'm pretty sure the game automatically scales the size of the effect to the size of the area affected by the blast.
  18. Honestly don't know as I only have the Steam version but if there's not a 1.09 download option on the gog downloads page then probably not.
  19. If you add a full helmet to the base armour image (as is the case with the more advanced armour types) then you should simply be able to remove all the head images and it will be fine. You might also need to indicate something in armour.xml as well, I'm not sure.
  20. Honestly, I don't know, but I suspect not. If it were set up like that, there wouldn't be duplicates for vanilla Basic/Jackal armour. It's probably something that could be easily changed in XCE but that wouldn't help much as you'd still need to include the duplicates for non-XCE users (or make the mod XCE exclusive).
  21. You need to change it in weapons.xml as well (weapons_gc.xml has stats for weapons in ground combat; weapons.xml handles them in the geoscape/equip screen).
  22. The freeze on installation is probably just because the Armour Resource Pack is huge and so takes a while to unpack. So try installing it and leave your machine alone for ~10 minutes or so. In terms of a manual install, it's difficult to know what exactly the problem is without knowing what precisely you did. Did you copy the Armour Resource Pack files into the Cybernetic Armour mod or did you create a new mod for them? If the former, the Armour Resource Pack files will overwrite some important files needed for Cybernetic Armour to work which is probably what is causing the problem. If the latter, it might be due to mod priority, so make sure that Cybernetic Armour is given higher priority than the Armour Resource Pack (which will appear blank in the mod manager, unhelpfully). If none of this works, give me a detailed description of what you did and I will try and figure out the problem.
  23. It sounds like you have installed the mod mid-game. If this is the case, you won't be able to use any weapons that are unlocked by research projects you had already completed before installing the mod. Likewise, any vehicles built before installing the mod will have their vanilla stats. As such, if you want to use the mod I strongly recommend starting a new game.
  24. Yeah, it's as small as I could make it already. You might be able to find some form of file compression that could reduce it further but it'd make it more difficult for people to use if they need a special program for unpacking. It would also block compatibility with Steam Workshop, although the file size is already too large to be uploaded to Steam so that's probably irrelevant. What you could do, though, is upload your mod in parts (e.g. one mod per armour type). It wouldn't reduce the size as such, but would make it more manageable in terms of up/downloading and if people didn't want to use everything in your mod they could just download the parts they want.
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