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llunak

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Everything posted by llunak

  1. Looks like I missed it in the Steam tarball. Just install it manually.
  2. -> http://www.goldhawkinteractive.com/forums/showthread.php/12193-How-to-Write-(Good)-Bug-Reports
  3. http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it
  4. Forest maps ("normal" forest) is shipped with X:CE as part of Skitso's map pack. If you mean jungle, that's the other thread where you already commented.
  5. If I add what damaged hull variants? I don't see any .
  6. For those that use pathetic window managers (i.e. Windows) : http://superuser.com/questions/162830/what-to-do-if-a-window-is-bigger-than-the-screen-resolution Unless you want to spend a (presumably) hefty amount of time redoing the dialog in wxWidget's UI designer.
  7. Of course not, I wouldn't have provided a replacement .exe if it did.
  8. The one I said (and you quoted)? I don't understand the question.
  9. You can try http://www.goldhawkinteractive.com/forums/showthread.php/13176-X-CE-0-33-Battlescape-AI-freeze?p=150854#post150854 , which allows specifying GC UFO types as assets/maptypes.xml (something like [ATTACH]6436[/ATTACH]). maptypes.xml.zip maptypes.xml.zip
  10. You can try this: [ATTACH]6435[/ATTACH] Xenonauts.zip Xenonauts.zip
  11. I would be interested in the save. But first check that the column order is missions before kills, otherwise your UI file is obsolete.
  12. Update for version 0.33 of Xenonauts: Community Edition has been released as 0.33 HF1. 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 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 HF1's base mod instead of 0.33's . Changes summary: * Make the game start if the Windows username contains non-ASCII characters. * Avoid a lockup when trying to show a dialog for an event near the edge of the screen. * Save files are actually written to the disk at the end of saving (thus should avoid possibly creating corrupted saves if the game crashes). * Properly reset airplane's low-fuel flag (that requires it to return to the base) as soon as it starts refueling. * Fix remembering of recently used maps for ground combat. The game should be much less likely to reuse a map from ground combat if there are still other suitable maps for the terrain/ufo combination. * Fix fire spreading through UFOs landed on hay ground. * Fix fleeing sometimes actually not moving the soldier anywhere. * Fix tooltips for medals in the soldier equip view. * Fix dropping items from belt to the ground sometimes not working. * Fixed some minor graphical problems in soviettown terror maps. For further details, see the 0.33 release annoucement.
  13. Not here, sorry. Can somebody else reproduce?
  14. I cannot reproduce, I can normally work with the dialog that shows upon discovering the UFO.
  15. X:CE should load saves from 1.09, 1.59 or older X:CE releases.
  16. I cannot reproduce. If a start a new game, enter first ground combat, kill one of my soldiers and abort the mission, the memorial wall lists the soldier with 1 mission and 0 kills.
  17. You mean GUI editor for level_quickbattle.xml ? I don't see why that shouldn't be possible (but I myself don't see a good reason to be bothered).
  18. The save includes incorrect number of existing barracks (as can be seen in the base overview as well), but I don't see how that could have happened. You could possibly fix this by temporarily editing assets/building.xml to increase hangar space, reset cost and time to build, build one hangar to set the number correctly and then revert the changes and demolish the extra hangar again.
  19. Will be fixed in the next version.
  20. X:CE 0.33 is still not hard enough for you? But otherwise there's the OG's list at http://www.ufopaedia.org/index.php?title=Making_the_Game_Harder , even though of course a lot of that doesn't apply.
  21. As drages said, modding GC spectres is one of the hardest things to mod (or rather most tedious, since the game has animations for every single combination of armour+weapon). AFAIK, people who mod weapons normally just edit the large picture as you did and then reuse animations from a different weapon. In case you'd be interested, you could work even on this which could end up being included in the game itself (the community edition, to be specific). For example, each crash-landed UFO has only one image (see e.g. in assets/tiles/UFO/lightscout), but it would be a nice touch to have more images with variations in the damage. Another thing I've wanted to include but don't have the graphics skills for would be a separate image with ground damage (see e.g. the picture in https://en.wikipedia.org/wiki/Xenonauts).
  22. The provide save is just a random geoscape save. And I can't reproduce.
  23. And several hundred others too, even though the mod doesn't intend to (re)set them. See e.g. http://www.goldhawkinteractive.com/forums/showthread.php/11638-Modular-mods-system-tutorial-and-examples?p=131290&viewfull=1#post131290 for how to mod properly a simple config value.
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