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llunak

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Everything posted by llunak

  1. That would be very welcome. And I hope you'll give linked submaps a try. Why? It does the job for me. Nothing has changed there. Well, except for the fact that 1.5x removed the .bat file to launch it, apparently : Xenonauts_gc_editor - Quick Battle.bat : start xenonauts_gc_editor.exe -quickbattle It works with the normal .exe too, but then one loses U for the GC editor, Ctrl+Q for revealing the map, etc. , so the GC editor .exe is indeed better.
  2. Please try 0.34 . If I load any of the saves and just end the turn, the game doesn't freeze for any of them.
  3. It's actually not that hard to create new maps, it's more or less a bit of painting in the level editor. The submap editor is somewhat harder, as it is another level of mapping, but it's not really necessary. One could probably create 10 new decent maps in one evening. http://www.goldhawkinteractive.com/forums/showthread.php/5341-How-to-map-and-submap-in-Xenonauts
  4. 0.34 RC4 is out, and it's hopefully the last release candidate. Unless a serious problem shows up, RC4 will become the stable release (i.e. please test it, and you can more or less start using it for real).
  5. It's with the X:CE files, the path to that is hardcoded.
  6. Ok, I somehow couldn't resist and I've restored a number of "normal" maps from V19 as well. Some of them are a bit sparse compared to other maps, but I think quite like them (in fact a number of them seem rather good), and it's more maps.
  7. Version 0.34 of the Community Edition adds support for automatically enabling translations, and the mod pack of 0.34RC3 already ships a French translation that will be automatically enabled for French-speaking players. It is possible for other translations to be included as well as follows: The translation must be sufficiently complete. A translation for the official 1.59 version is not acceptable, because X:CE adds a number of new strings. As X:CE is still developed, new releases add a small amount of new strings. The translation must be provided as a modular mod (or possibly as one translation mod per mod shipped with X:CE, including the X:CE mods themselves). If the translation is provided as a single mod, it should match the default X:CE mod setup (i.e. including xcesettings, xcebalance). Translations for mods that ship with X:CE enabled by default should be preferably included too. A translation mod should specify it language(s) in the modinfo.xml file using the Languages XML tag, which contains space-separated either ISO short country code or language culture name. If the Windows OS running Xenonauts is configured to use the given language, the mod will be automatically enabled on installation. For example: "fr" will enable the translation for any French speaking country, "pt-BR" will enable the translation for Brazilian Portuguese (but not other Portuguese). A translation mod should specify the mod it translates in the modinfo.xml file using the Translates XML tag, which contains the name of the mod it translates. If a mod translates more than one mod, the Translate tag may be repeated for each of them. The mod will be automatically enabled on installation if any of the mods is enabled (and if also the language should be enabled). Example of a modinfo.xml file: <?xml version="1.0"?><ModInfo><Name>Lore+ (DE)</Name><Version>1.0</Version><Author>the author</Author><Languages>de</Languages><Translates>Lore+</Translates><Description>This translation mod will be automatically enabled for German players if the Lore+ mod is enabled.</Description></ModInfo> If you are interested in having your translation included with X:CE, please post here, with the necessary information about the mod. For an example of a working translation, have a look at the FR translation mods shipped with 0.34.
  8. It wasn't exactly trivial, and I find doing more with it to have a pretty low gain/effort ratio. It's done very early in the startup, before mod loading is initialized, so the path to it is hardcoded. Why would a mod want to change that? Queued, but it won't make it into 0.34, sorry (0.34 is quite overdue as it is, and I want it out finally).
  9. Ok, it looks like I messed up reading of the new format of save files, so I've updated the installation zip once more.
  10. Hmm, works fine for me. Can somebody else confirm if it works for them or not?
  11. I have restored and included the two terror missions from the V20 beta, so we can all re-live the nightmares, yay! I've however slightly altered the landing zone in the medium map as that one was way too open. The maps are technically not community maps, but they seem to fit better this map pack that restores old maps, and I'm too lazy to rename the map pack again just because of this.
  12. Oopsie. I've updated the archive (only the base one, the mod pack is unchanged), please try again.
  13. A save that allows seeing the problem, of course. http://www.goldhawkinteractive.com/forums/showthread.php/12193-How-to-Write-(Good)-Bug-Reports
  14. Probably. Some of them are unmodified original mods, so they should work the same way, the ones with X:CE modifications have mostly small fixes or adjustments for new 0.34 features. I don't know for sure though. Fixed, thanks. Worse, you shouldn't throw them under your soldier's feet .
  15. But in case you actually did it as said, then it's unlikely to be the game's problem.
  16. Try deleting the whole game (not from Steam) and verifying local files from Steam, which will re-download it. You can try deleting only assets/mods/ first, maybe that'll be enough.
  17. Why do modders keep recommending people to use the manual installation of mods, especially if it's followed by instructions telling to use the mod manager anyway? Those who know how to install mods manually can handle it themselves, including it being their problem if they get it wrong, and those who don't are better off doing it the proper simple way in the mod manager without any risk of ending up with a messed up install.
  18. That is a problem with aiprops.xml's MinimumAccuracy. If the AI can't make a such with at least this accuracy, it simply won't shoot. Something I want to fix, because it's really lame in practice sometimes. I don't understand the question.
  19. Nah, that was just fixes. But in case you end up nerfing the AI, I'd be interested in the best-performing AI, as I find the insane AI still not insane enough . Maybe the AI could be released as a standalone mod?
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