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llunak

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Everything posted by llunak

  1. Depends on what you mean by done. The game is still further developed in the form of the Community Edition, and there are plans discussed for Xenonauts 2.
  2. The game has small/medium/large hardcoded, see "ALIEN BASE LEVEL UP THRESHOLDS" in gameconfig.xml . So maptypes.xml is more for bases of more races.
  3. RC2 is out. Modders testing/using new 0.34 features please pay attention to the incompatible changes.
  4. That's such a nice way of being grateful to somebody who took the effort to decipher a nonsensical problem description instead of simply ignoring it. But whatever, as long as you cannot describe a problem properly it will remain only your problem.
  5. Plus you'll have to wait for 0.34 RC2 to bring the fix of course. Or you can stick to stable releases, which reduces the likelyhood of problems like this.
  6. Thanks, fixed. You did get the corpse, but there was a bug that set the research to take very very long (you'll need to restart the game to get it properly).
  7. As has always been the case with Sebiliians so far. I'm not sure I understand entirely, but gas_gc.xml controls both smoke and fire from specific sources, and you can mod it any way you want. I don't know what you mean by "UFO mapping system". If you are talking about UFO submaps, then any mod doing modifications there (presumably the brute force way of putting in a whole modified submap) will simply replace the new base submap, negating all these changes. Reworking any such UFO modifications to only provide the actual changes is advisable (I intend to alter UFO hulls a bit so that they better fit the tile grid). And crews are specified in ufocontents/ , which is completely unrelated to this.
  8. There: http://www.goldhawkinteractive.com/forums/showthread.php/11009-FTD-Mod?p=152471&viewfull=1#post152471 . That should fix the problem as far as I can tell. I've never seen the problem myself, so I do assume it's triggered by Enhanced Crash Sites unless proven otherwise. I think so, but why don't you try yourself and tell me ?
  9. I don't if I get this done for 0.34 (probably not), but I'll try to handle this at least in 0.35.
  10. If you are a mapper and would like to use this feature, it'd be very good if you could test this and provide feedback before the final X:CE 0.34 release is finished, so that any changes are done before that.
  11. X:CE 0.34 now supports making submaps use other submaps. Instead of making a submap contain everything, it can refer to another submap, and when the game loads the submap, the linked submap will be loaded at the given position as well. The advantages of this are: Saved work by having common objects available as submaps and using those in submaps, instead of repeatedly creating the objects manually. Avoided/reduced duplication. Instead of creating several submaps that differ only in some details, use one submap for the shared parts, use other submaps for the differences, and link the submaps together as appropriate. More variation. Since the game always selects a random submap variant if there is more than one, making a submap use another submap results in more randomization than directly adding objects to the submap. How to link submaps together: Have 2 submaps that should be used (create them from scratch as per the mapping howto, or use existing ones). In this example, we will create a new arctic submap that will contain a random mesa (provided by the arctic/props/mesa_large1 submap) and a random tree cluster (provided by the arctic/props/tree_cluster_3x3 submap). Start the submap editor and create a new 10x10 submap (click 'New Sub-Map', name it, set size 10x10 and confirm). If necessary, refer to section "3) Your first submap." in the mapping howto. Submaps are placed similarly to how other objects are placed. Specifically: Click 'Link Submap', that will open a file dialog for selecting which submap. Select the appropriate submap, in this case 'arctic/props/mesa_large1' (select one of the .xml files in the directory, it doesn't matter which one). Unlike the map layout editor, there is no distinction between different submap types (such as ground, building, etc.), they are all treated the same. However the submap must be in the same tileset. The 'Link Submap' button will stay pressed. Now clicking on any tile in the shown submap will link the selected submap to that tile. The linked submap itself is not shown, but the tile is marked by green, and the list of objects on the tile shows 'Submap: props/mesa_large1'. Click on another tile to link the submap to another tile, or click the 'Link Submap' button to turn it off again. The same way link arctic/props/tree_cluster_3x3 submap to another tile. A submap link is deleted from a tile by selecting the tile, selecting the submap ('Submap: props/mesa_large1') in the object list and clicking 'Remove Layers/Submaps'). Work with the submap as usual (save it, add other objects, etc. ; again, see the mapping howto if necessary). In order to actually see the linked submap used, it is necessary to load it either in the map layout editor or in the game. If you want to see linked submaps used, all UFO submaps now use them, in a non-trivial way: Both crashed (maps/ufos/Crashed/ufotype/ufotype_layout.xml) and landed UFO (maps/ufos/Landed/ufotype/ufotype_layout.xml) now only link 3 submaps: The base submap (maps/ufos/shared/ufotype/base/ufotype_layout.xml), which provides the base UFO structure, without hull image, and without room contents. There is only one base submap for each UFO type, so there is no duplication. The hull submap, either undamaged (maps/ufo/shared/ufotype/hull/ufotype_layout.xml) for landed UFOs or damaged (maps/ufo/shared/ufotype/hull_damaged/ufotype_layout.xml) for crashed UFOs. They provide only the hull picture. It is possible to have variation in hull pictures by having more submap variants (e.g. maps/ufo/shared/ufotype/hull_damaged/ufotype_layout2.xml , etc.). The inside submap, which provides room contents, and variation for them. Since landed and crashed UFO use the same inside layout with the exception of the UFO's datacore being either intact or damaged, the inside submap (maps/ufos/shared/ufotype/inside/ufotype_layout.xml) only links the actual layout submap (maps/ufos/shared/ufotype/layout/ufotype_layout.xml) and add the datacore prop. Similarly there's an alternate inside submap, and damaged inside submaps do the same. [*]The actual inside layout of the UFOs is provided by the primary and alternate layout submaps (maps/ufos/shared/ufotype/layout/ufotype_layout.xml and maps/ufos/shared/ufotype/layout_alt/ufotype_layout_alt.xml). These do not provide anything provided by other submaps (i.e. no hull, no datacores).
  12. In the downloads section you can find release candidate 4 of X:CE version 0.34. This is an unstable release, intended to test changes before a final 0.34 release. Please join the testing (see below for specific areas which especially need testing). Use of an unstable release for actual play is at your own risk. Installation: In the game launcher, use "Modding Tools" to install the base X:CE mod (it may take a while, you will get a confirmation dialog when the installation is done). Note that if you use the Xenonauts 1.5x release as a base, the newly installed mod will not show in the list, ignore this. Exit the launcher. Run X:CE's game executable instead of the base game's executable. It is possible to run it directly from assets/mods/xce and it is not anymore necessary to copy it anywhere (it may be useful to create a desktop shortcut to simplify accessing it though). If you do copy the .exe files, you may need to copy .dll files as well. Verify in the launcher that it is the correct version. Install the X:CE mod pack using "Modding Tools" in the launcher, this will install the X:CE settings and balance mods as well as a selection of community mods. Adjust which mods are active if wanted (selected mods should be already activated automatically). On first game start you may get a dialog warning about X:CE mods not being activated correctly or in the correct priority order, simply confirm that you want it to be fixed automatically. Changes since 0.34 RC3: Include names of used mods when creating a save file and warn if some of them are missing when loading the save. Fix automatic activation of manually installed mods. Even landed UFOs slightly damage ground at their landing site. Damage random objects inside crashed UFOs. Changes since 0.34 RC2: Improved startup speed of the game and map editor tools. Game launcher and main game window should show sooner. Support for automatic enabling of language pack mods as necessary. French translation mods are included with the mod pack. Game can now be launched with "-load [savename]" argument, which will automatically load the saved game. If the game is launched with -quickbattle, -aircmbt or -load arguments, the game launcher is skipped; in the case of -quickbattle and -load, also the main game menu is skipped. Note that since the game launcher does some initialization such as enabling mods by default, this will not be performed in these cases; the game should be launched normally first if this is required. Moreover, if a mod is installed in a folder that does not match its name, the game will abort on startup, even if it normally would launch (such mod install should only be possible if done manually, as the installation using "Modding Tools" in the game launcher does not create a problem; fix the problem manually). Added integrity checking to loading of save files. The game also should not try to load saves with features that it does not know (i.e. from a future newer version). As a result, saves from X:CE 0.34 are not usable from older versions. Use saveCompatibility in gameconfig.xml . Soldiers that enter ground combat already injured now have their maximum HP shown properly, instead of setting the shown maximum HP to the HP available at the start of the ground combat. Fixed the buttons for reordering soldiers in a dropship in the soldier equipment view to actually work. Added few new semi-random forest maps. The map layout editor now properly previews also submaps that use linked submaps. Radar dishes in Xenonaut bases should not obscure units. Changes since 0.34 RC1: Fixed a bug introduced in 0.34 RC1 that sometimes made instant researches actually take very long to finish (updating to 0.34 RC2 is not enough to fix saves from 0.34 RC1 if they include such researches). Fixed shooting on very large maps sometimes using very strange trajectories. The format of maptypes.xml has been changed to use XML attributes rather than XML element contents. Any maptypes.xml files created for 0.34 RC1 are not compatible and need to be updated. Besides new dropship/UFO types it is now possible to specify in maptypes.xml also their fallback spawn points. Since maps by default support only the stock dropship/UFO types, this allows using those maps even for new dropship/UFO types, as long as the fallback dropship/UFO type has the same submap size. As an exception to the rule that all files under maps/ and tiles/ get automatic MODMERGE="replace" if not explicitly specified, mapinfo.xml files are treated normally (since they should usually be merged together from all mods). The format of mapinfo.xml has been changed to use XML attributes rather than XML elements content. All mapinfo.xml files created for 0.34 RC1 are not compatible and need to be updated. Added the posibility to mark maps as random in mapinfo.xml; random maps get lower priority than normal maps when choosing a map for ground combat, so that custom maps are very likely to be used first, and custom maps are more likely to be selected only when most custom maps have been already used. All maps in the 3 random map pack mods from kabill have been marked as random and the mods are now enabled by default. Improve game and ground combat load times especially if a larger number of mods is active. In the UFO-detected dialog, show terrain type for landed UFOs. Fixed yet another bug that made it possible for recently used maps to be used again sooner than they should be. Fixed position of some Shrike tiles. The 'Modding Tools' dialog in the game launcher now has a 'Default Setup' button that resets status and order of all mods to the default state, as if the game was launched for the first time, i.e. the default X:CE mod setup. Clicking column headers in the 'Modding Tools' dialog in the game launcher now sorts by that column. Changes summary: X:CE is now shipped with only one large mod pack .zip file that includes both the X:CE settings and balance mods and well as a selection of community mods. Restored Community Map Pack, Skitso's Ultimate Megamix Map Pack 2000 and Skitso's Alien Booster Pack map packs are now shipped with X:CE, as well as the Skitso's Improved Tile Art Pack mod. Explosives now do not necessarily cause overdamage. Each item has only a chance to do overdamage, the higher the more powerful the explosive is. Added incendiary grenades and rockets, and sebillians have shooting accuracy affected by fires similarly to how other units are affected by smoke. Damage, smoke and fire are now generated around crashed UFOs in order to make them more like they have actually crashed. General improvements: Jump pack now allows hovering over non-walkable terrain such as water. Damage, smoke and fire are now generated around crashed UFOs in order to make them more like they have actually crashed (EnhanceCrashSites in config.xml). The 'Enhanced Crash Sites' mod that did this manually is most probably not compatible with this feature and should be disabled. Allow reordering soldiers in a dropship in the soldier equip view. Added keyboard shortcuts for centering view on next/previous spotted alien (not assigned by default). UI: The 'Activate' button in 'Modding Tools' in launcher goes before 'Delete Mod', and the 'Add New Mod' button has been moved next to the other buttons. When installing a mod in would overwrite an already existing mod, show versions of both in the dialog asking for overwrite. Pressing number keys in base views switches between bases. Scrolling mouse wheel down in ground combat now goes to the next soldier, not previous. Added accelerators to buttons in the game launcher and map editors. Balance: Explosives now do not necessarily cause overdamage. Each item has only a chance to do overdamage, the higher the more powerful the explosive is. Items on the ground are still always destroyed by explosives. This should make (especially early game) grenades more useful. UFOs should be less likely to give up on chasing a faster interceptor in the air combat. UFOs now have a separate evasive roll speed setting that is independent from Xenonaut interceptors evasive roll speed, as the higher difficulty values made it difficult for UFOs to dodge light missiles. Sebillians have shooting accuracy affected by fires similarly to how other units are affected by smoke (fireAccuracyPenalty in aiprops.xml). Unlike with smoke, fire affects accuracy even in tiles around it. Added incendiary grenades and rockets. They can be used as normal weapons, for illumination or defense against Sebillians. When patrolling, airplanes fly at 50% of their maximum speed, making them able to patrol for longer (airPatrolFuelBurnRate in gameconfig.xml). Aliens will not target Xenonaut bases for attacks until they start showing activity, giving them a grace period to become defensible. Damage taken from bleeding wounds now has a one turn delay before it takes effect, making it possible to heal soldiers that have been wounded to near death during an alien turn. General fixes: Fixed installing of large .zip mods not to be horribly slow. Fixed drawing of multi-tile objects to not show through walls in some cases. Fixed aliens sometimes immediately closing door after running through it. Fixed calculation of TU cost for stairs. Alien plasma rifle research now depends on alien plasma pistol research, as the two Xenopedia articles should be read in that order. This should not alter game balance in any way. Do not show instant researches in the laboratory view as items to research. When shooting, do not turn a unit if that would cancel the unit's around-the-corner peeking, as that could make the unit lose sight of the target. Fixed (again) remembering of recently used ground combat maps. Especially with the map packs, it should be now very unlikely to encounter a specific map twice during a single playthrough. Fix showing of medals in the soldier equip view. Show cover indicators also for UFO walls. Do not show 'no soldiers at base' in the soldier equip view if a transport has only a vehicle loaded. Make pathfinding try to avoid dangerous tiles such as those on fire. Fix hiding/showing of fires after loading a ground combat save. Update fire sound when visibility of fires changes. Changing an interceptor weapon in the airplane equip view no longer automatically rearms it, but the airplane will need to be normally rearmed as if it has returned from a mission. When a building that has not been finished yet is upgraded, do not automatically finish it. Do not pay maintenance for ordered soldiers that have no arrived yet. Fix scientists to be properly removed from research when a base is removed (such as when destroyed by aliens). Fix sort order of some columns in the memorial wall, and make rank a separate column. Fix a possible crash when selecting a flare to throw. Reset TU to 0 even if a berserking soldier does not hold a weapon to fire. "Instant" researches have their time to show doubled in order to avoid them getting shown before a dropship from the mission returns back to base (which technically isn't a problem, as item recovery after ground combat is done by other personnel, but it still looked a bit strange; instantResearchesPopupDelay in gameconfig.xml). "Instant" researches have their time to show slightly randomized (instantResearchesPopupDelayVariation in gameconfig.xml), in order to avoid getting several new Xenopedia articles at once (easily up to 4 with Lore+ active). Avoid a possible crash when transferring soldiers. Do not record destroying an alien base by destroying power core as a failed alien base assault in the memorial wall. Fixed active status of installed mods to not be reset to initial state after a new mod is installed. Do not alter priority of mods when upgrading them. Mods: Included Restored Community Map Pack, providing more than 100 maps (enabled by default). Included Skitso's Ultimate Megamix Map Pack 2000 as a proper mod (enabled by default). The older version of this mod that was merged directly into base X:CE has been removed (reverted back to the status from 1.09). Included Skitso's Alien Booster Pack and Skitso's Improved Tile Art Pack mods (enabled by default), properly modularized (including keeping art changes only to the art pack). Also the following mods that were already included with the previous X:CE version are included: Khall's More Portraits Pack (enabled by default) Khall's Tundra Tileset (enabled by default) Lore+ (enabled by default) New Car Mod (enabled by default) Extended Weapon Descriptions for Fighters (enabled by default) Ambience Forest (enabled by default) Armoured Assault Furies, Terror, and Dreadnoughts. A fix for late game UFOs attacking Xenonaut bases too soon is included. kabill's Random Maps [*]The mods that have X:CE fixes or modifications (such as using X:CE-only features) compared to the original versions have "+ X:CE" in their version string. They can be normally replaced by original versions of those mods (e.g. when a new version is released). Maps: Adjusted terror maps to always have at least some cover available around their landing zones. Soviettown terror maps are now used also for European countries in the Soviet Union region. Cars in soviettown terror maps shouldn't drive on the left. Adjusted tiles for Chinook to better match what the helicopter looks like, making it possible to walk and shooting through some tiles where it visually should be possible. Adjusted dropships to remove less cover around the immediate landing zone. Modding: It is now possible to include several mods in one .zip mod file. The X:CE settings and balance mods are shipped now this way together with all community mods included with X:CE. Technically, now the .zip file is searched for modinfo.xml files and each directory with such a file is considered to be a mod. Such files are of course not usable by older versions of the game. All files under maps/ and tiles/ now automatically get MODMERGE="replace" at the toplevel XML element if not specified. This makes it easier to create map pack mods, as maps and props provided by mods automatically replace base game items, without requiring MODMERGE commands (which the map editing tools do not support). List of map types for UFOs, dropships and alien bases is no longer hardcoded and can be specified in assets/maptypes.xml . Using -modinfo command line switch for Xenonauts.exe now does not log info about the base xce mod, as that spams loginfo.txt and is generally not useful for modders. Use -modinfoxce if this info should be included. Mapping: Submaps now can link (include) other submaps, even recursively. This should greatly improve mapping capabilities by both removing duplication (simply create one submap and make several submaps refer to it, instead of duplicating the contents) and by allowing more randomness in maps (if a submap is used instead of having a hardcoded content, each of the submap variants is randomly chosen as is the usual case with submap variations). Unlike normal submap usage, where one submap replaces objects for a specific tile from another submap, objects from several includes submaps are all added in this case. All UFO submap have been reworded to use linked submaps in order to avoid duplication and allow greater flexibility (for example, there can be variations in the damaged UFO hull image if multiple submaps are placed in maps/ufos/shared/ufotype/hull_damaged). Reduced height of the submap editor dialog to make it fit better smaller resolutions. Added 'Hide UFO Hull' button to the submap editor. The button in submap editor's resolution dialog is now a default button (so hitting Enter pushes it). It is possible to specify in mapinfo.xml which maps should be ignored (used e.g. by Skitso's Alien Base Booster Pack mod to "delete" maps from the base game). Mouse wheel in the submap editor changes floor level. Added a checkbox in the submap editor to show only the currently selected floor level. Made 'Show only ground tiles' in submap editor show other props very faintly (the same way the show-roof-ground button in ground combat works). Fixed redrawing of multi-tile props in the submap editor. Testing Please test this release candidate. The areas that especially need testing are The mod pack provided. Incendiary weapons. Linked submaps (mapping). Compatibility Save games from X:CE 0.34 are not compatible with X:CE 0.33. Use the saveCompatibility option in gameconfig.xml in order to create saves for older versions. Note that older versions of the game may still fail to load such a save if they do not have all information available (e.g. missing the Lore+ mod that provides some researches, or the save includes soldiers carrying incendiary grenades that are not present in older game versions). What is the relation between X:CE 0.34 and Xenonauts 1.5x? Xenonauts 1.5x releases have been based on an older X:CE version than 0.34 and thus do not contain all these fixes. Also some X:CE changes have intentionally not been incorporated. See Xenonauts 1.5x release announcements for details. X:CE 0.34 should contain all relevant Xenonauts 1.5x fixes and new features.
  13. Checking 'endTurnAutosave' in http://www.goldhawkinteractive.com/forums/showthread.php/12193-How-to-Write-(Good)-Bug-Reports might help with that.
  14. The decision is done by the AI code and it cannot be really directly affected by modding. The AI generally decides to teleport only if it finds it worth it (since it resets TU to 0, shooting is better and running to the place is better as well). I haven't noticed Wraiths using teleporting too little in my plays (in fact perhaps rather a bit the other way around).
  15. Testcase? Yes, each of them is meant to be executed.
  16. I can't say about the fix, but the mod has soviettown (directory name) written incorrectly.
  17. Update for version 0.33 of Xenonauts: Community Edition has been released as 0.33 HF2. Installation (Steam users): Steam will be automatically updated (may take a while until the update is available). Installation (other users): If you already have 0.33 (HF1) installed, use "Modding Tools" in the game launcher to install the base X:CE mod. There are no changes to the settings or balance mods, so after updating the base mod it is enough to restart the game. Otherwise, follow installation steps from the 0.33 announcement, only use 0.33 HF2's base mod instead of 0.33's . Changes summary: * Avoid aliens trying to use psionics on unsuitable targets that could lock up the game. * Do not spawn units on non-walkable tiles. * Avoid aerial terror sites in lost regions. * When dismissing an ordered soldier, remove the soldier also from the order queue to avoid a crash later. * Disallow transferring ordered soldiers. * Fix waking up a stunned soldier using medikit. For further details, see the 0.33 release annoucement and the 0.33 HF1 release annoucement.
  18. http://www.goldhawkinteractive.com/forums/showthread.php/12193-How-to-Write-(Good)-Bug-Reports (the only sticky in this subforum).
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