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Everything posted by kabill
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Fair enough. Just wanted to check.
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How were you placing the ground tiles? You mentioned previously you were using the 'paint ground' tool to place the floor - have you tried instead just placing the tiles on layer 0 (which is how I would normally place ground tiles)? I tried this the other day and it seemed to be ok in the submap editor (but I had various issues with the tiles so couldn't check it out in-game).
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[XCE 0.33 HF1] Changing Aircraft Weapons Auto-Reloads Weapons
kabill replied to kabill's topic in X:CE Bug Reports
Mm, I forgot about this but I had that happen on my game yesterday too. It was with a one-shot weapon, so ammo count doesn't seem to matter. -
Just noticed that when an aircraft has used ammunition, changing the equipped weapon type instantly reloads the aircraft allowing you to bypass the reload time. There's different ways this could be fixed but I wonder whether it would be worth requiring all newly equipped weapons to reload from scratch (always felt odd that you can just cycle out missiles to suit your purpose at no cost).
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Not as things stand, no. But I guess it would be possible to add something to support that.
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Have you tried a radius value of 0? Also, if you're trying to create a gas-like effect on the tile, I think you might be able to do that with a non-explosive weapon (which by default will only effect a single tile). As regards particle spectres - what do you mean exactly? Pretty sure all the spectres do is deal with the animation.
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Ah, did you extract over the vanilla game files? Sorry, I meant extract the file manually in the mods folder (i.e. unzip it) rather than using the mod tools to extract it. You might need to delete some folders before doing a reinstall/reverify - the units/xenonauts, soldierimages and soldierimagesfemale I think are the ones. After that, if you're a Steam user you should be able to reverify the game files and you should be back to where you were. Otherwise I guess you need a reinstall. (Really sorry for this. Should have been more clear).
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Not really. My only guess is that it's related to the lack of a proper modinfo file. Try extracting the file manually instead; that should work fine.
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Ah, yup, that would do it.
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Weird. I've never had a problem with that at all. Wonder where it comes from?
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Strange. Shouldn't happen with the vanilla file. It might be worth reverifying your install (if your a Steam user) as this will fix the file if it has become broken somehow (make sure you back-up any files you've modded first, though!). Although trying what aajs has suggested first might be worth while.
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It was suggested but never implemented.
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Pretty sure the vanilla file shouldn't do that. Is it from a mod? In terms of fixes, sometimes issues can be caused by editing an .xml spreadsheet in a text editor. For example, if you add a new row but don't update the value that tracks the number of active rows in the file it will cause problems. Not sure whether that's the problem you're having here but it's an easy enough fix if so. So try this: 1) Open the file in a text editor. 2) Find: ss:ExpandedRowCount 3) Change the corresponding value to something significantly larger (say, add 100 to it). Then try and open the file in Excel again. If it works, that was the problem. If not, must be something else.
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You need: <biggunsonly /> In the armour.xml entry. Edit: Ninja'd
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Could be a mod tools issue. Upload?
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If you want to upload it I can have a quick look. Can't imagine I'll find a solution if you haven't but it might be worth trying.
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There's a kind of work-around for this. If you set up a third research project (Z) with a research cost of 0, and make both X and Y prerequisites, you can then attack the upgrade A->B to the new project Z. That will mean that the upgrade will only occur when you complete both X and Y. However, for this to work you need to either tolerate a 24 hour delay on the new tech, or else reduce the time-to-complete for auto-projects to 0 (which would mean that autopsies get completed instantly; not game-breaking but you might not like it).
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Ah, ok, yes. I see how that could work.
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How did you make the container hollow, then? I assumed you had made individual wall pieces; I can't think of how else you'd have done it.
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It'd be more effort, but have you considered breaking the roof spectre into separate tiles like with other roofs? No idea if that would work but I've never seen this issue with, say, buildings which work with individual tiles.
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I think the threshold for me is the point at which purchases are being advertised/made available in-game. The only F2P game I've ever played is Card Hunter and I'm led to believe that, by F2P standards, it's pretty unaggressive in terms of its approach to monetisation. Yet even that grated on me a little. Similarly, I find the link to the store page in Elite: Dangerous utterly obnoxious even though its tiny, easy to ignore and only on a single screen in the entire game. So I suspect I have a low level of tolerance for that kind of thing. (Incidentally, Card Hunter is really cool and all y'all should play it. It's recently been made available on Steam but you can play it in a browser from the game's website, too.)
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Compatibility Update! So, it turns out I had some free time today so I thought I would get this out of the way. There is now a v1.59/XCE compatible version of Magnum-nauts available from the Downloads tab (or find it here). All this update does is render the mod compatible with v1.59 and XCE, so there are no substantive changes to the mod itself. It has been built using the modular format so should be installed in the Xenonauts 'mods' folder as with other mods rather than overwriting vanilla game files. Note that if you were already using Magnum-nauts, you must make sure that you roll back to vanilla first and then update either to v1.59 or XCE, otherwise this update won't work properly. Although I have given the update a quick test I have not had time to check it thoroughly. Hence, while I am receiving no errors in the modinfo log, it is possible I have made mistakes somewhere and therefore if you encounter any problems report them here and I can check to see if it is a result of the conversion. However, please note that I will only be updating to correct mistakes related to the compatibility update and will not be looking to correct substantive issues with the mod itself* as this is not my mod and I have no ownership over it. With all that said: Enjoy! *I might make exceptions for small/easy-to-fix problems.
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There's no way to rotate the camera; if something is in the way then you just have to muddle through. I think the Community Edition mod improves this somewhat by increasing transparency in certain situations but it's so long since I played vanilla that these features may well be in v1.59 too.
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I think there's enough interest to make this project worth doing. However, in the last few days I've picked up some work which is going to make me quite busy over August, so I don't know when exactly I will have time to look at it.