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Troublechuter

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  1. I'm also getting a crash on attempting to start a new game, but my error log is slightly more helpful: 2020-02-06 20:44:20,654 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) Handle Event Skipped: The World of: MainMenu is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped. 2020-02-06 20:44:20,655 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) Handle Event Skipped: The World of: GroundCombat is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped. 2020-02-06 20:44:20,656 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) Handle Event Skipped: The World of: Strategy is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped. 2020-02-06 20:44:20,657 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:221) Disposing: 0 animation(s), 4 screen(s) 2020-02-06 20:44:20,660 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\XenonautsMain.cs:524) [INITIAL CRASH] Common.Content.Managers.ContentRuntimeException: A fatal error occurred during Update[] - - The load screen failed to load some assets. See previous error logs for which assets failed. at Common.Screens.DataStructures.LoadScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].CheckLoading () [0x0019a] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\LoadScreen.cs:258 at Common.Screens.DataStructures.LoadScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00002] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\LoadScreen.cs:96 at Xenonauts.XenonautsLoadingScreen.Update (Single deltaTime) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\Loading\XenonautsLoadingScreen.cs:30 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:154 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\XenonautsMain.cs:444 This error is happening at about 94% loading, and happens consistently regardless of whether I'm running windowed or not.
  2. Hi guys. So I'm interested in getting the Soviet weapons into my game somehow, and neither method I've tried so far has worked properly. The official Soviet weapons mod switches the NATO weapons out, but I want both sets of weapons available. I did manage to find an old mod that does exactly this, but because it hasn't been updated for v1.51, the "Aircraft has refueled/rearmed" messages come out as "####". So basically I'd like to know if there's an up-to-date mod that will do what I want, or if this is something I'm going to have to mod in myself, and if so, how much effort would this be, and where in the game's files should I start looking?
  3. Mostly useless is what it is, although on one memorable occasion I was able to finish off an Andron with an out-of-ammo heavy by running up and hitting it. Major Burton; the only man to ever punch a robot to death. R.I.P.
  4. Ah, ok then. Where can I get the Goldhawk version then, and would that fix this issue?
  5. The "reply with quote" button appears to be broken, but this is directed at Chris. I honestly didn't know there was a Goldhawk official soviet weapons mod, I'm just using this one: http://www.goldhawkinteractive.com/forums/showthread.php/1709-Soviet-Weapons?highlight=soviet+weapons+mod
  6. I've found a bug I'm afraid, a green message that should have been telling me one of my planes had been re-armed instead came up as "####". Save attached. I'm using the Soviet Weapons mod and Skitzo's map pack, but otherwise everything is vanilla. [ATTACH]5912[/ATTACH] 2.sav 2.sav
  7. It could also be an "Aliens" reference since apparently that's where Toady got the name.
  8. Yay! Is there any chance you could take a look at how glass windows are behaving as well? Currently they block the first thing to hit them whatever that thing is, but realistically even the smallest caliber round would just go straight through. Didn't it used to work that way?
  9. Yeah, I said that heavy weapons felt a bit "off" in the 1.53 thread, but I think you've hit the nail on the head as to why. It feels like most of my "missed" shots are still hitting the square the target is standing in, when they would previously scatter off target. I'm not actually hitting any less often than before, it just looks weird for a hail of bullets to land right on target, but only two or three of them actually do damage. Bring back the scatter! Yeah, aliens don't seem to shoot through windows anymore, because they know that windows block shots now, whereas they wouldn't before and so you'd get shot through windows all the time. That's what I don't like about the new "uber-glass"; either its regular glass in which case even a handgun bullet should go through unimpeded, or its bulletproof and you wouldn't have much luck smashing it open with the butt of your rifle either. What we have now is some weird alien material that's bulletproof once and then falls apart, but shatters instantly when struck in melee.
  10. I just had a soldier take bleeding damage on the same turn he was hit, so I don't think that particular change made it in properly I'm afraid. *edit* Or at least the popup appeared at the same time it normally would, I didn't actually notice when the damage was done.
  11. It doesn't bother me too much since it affects the bad guys as much as me, but I don't think it makes any sense either, to be honest. A single pane of glass wouldn't significantly slow down a bullet, let alone stop it. To say nothing of a high-energy laser or plasma bolt!
  12. Actually, thanks for reminding me about that one, I had the same issue with the doors on a UFO. I wanted to blow up one of the internal doors with a rocket, but wasn't able to actually target the door itself because it was "blocked". I think the door might have been "blocking" itself!
  13. Alright, so this could definitely just be my imagination or just co-incidence, but I seem to be having a lot of 95% shots miss, but if I reload a save they always subsequently hit. I guess Xenonauts doesn't store the randomizer seed like XCOM does then?
  14. Had another bug occur but sadly I can't reproduce it; after a ground mission I had "Alien Interrogation" show up as available even though I hadn't captured any live aliens. Or at least I don't have any <species> analysis research projects available, sadly I don't have a save at the end of the mission that would tell me whether or not the game thinks I captured a live alien or not. Also, something feels screwy with the aiming system but I can't put my finger on it; heavy weapons in particular feel extremely inaccurate all of a sudden. Out of a burst of 10 shots I rarely have more than one or two connect, and I tend to get lots of "misses" that land in the target square without saying "miss". I have switched the difficulty up to "Insane" though, so I'm not sure if what's due to the new difficulty setting and what's due to the new version of the game!
  15. Minor bug; I've got explanatory dialogs set to "off", and when I click the "Mission Objectives" button from the menu whilst in a ground mission nothing happens. I'm assuming I should either get the mission objectives when I press the button, or the button just shouldn't appear at all.
  16. So are the psionic changes in this version, or are they still to come? That's the feature I'm most interested in trying out.
  17. Like I said, there's definitely a balance to be struck. I'd be happy if this were something only introduced on the harder difficulty settings so as not to bombard new players with terror missions, I only play on Insane at this point anyway!
  18. I think you hit the nail on the head (and I was disappointed to see that the FTD mod was never completed, by the way!), I'm one of those in favor of the "Bee-lining". Obviously there's a balance to be struck, but I feel like we need to make it possible to intercept a terror / base attack UFO before they attack without having them spend a whole day just farting around before they actually attack. Currently I can have my interceptors intercept a completely different UFO, go back to base, re-arm and refuel and still shoot down the terror UFO in time before it attacks. That doesn't seem right. Basically, if there's a variable somewhere in the code that affects how long terror and base ships wait before they attack, it needs to be turned down. Otherwise, this might be a trickier problem; I appreciate that the code changes being made at this stage are going to be fairly minor for the most part.
  19. Also, are the changes to psionics in yet? I haven't had a chance to play all the way to Praetors just yet.
  20. Had a play with this, here's what I've found so far: First of all I have a Greek soldier whose combat experience is listed as "####" rather than a unit name or "none", so I'm assuming that's a bug. Quicksave is now working correctly. The mouse wheel now appears to raise and lower my elevation rather than allowing me to quickly scroll between different types of shot, even if my cursor is over an enemy so that's irritating but I don't know if its a bug or an undocumented feature. I can still switch between shot types by right-clicking, but to auto-fire I have to manually pick auto-fire from the bottom menu. Basically its not strictly broken, but I'd rather have it back as it was. Finally, I don't see the memorial screen anywhere. Was this supposed to be included as part of the community edition changes?
  21. Quicksave doesn't appear to be working, either on the campaign map or the battlescape.
  22. Do you anticipate that saves will be compatible between builds? I'm interested in starting an LP but if there's a chance I'll lose all my progress then I'll hold off until the final version. Either way I'll probably be "testing" this today
  23. That's a shame, really all I wanted was a final Xenopedia entry from our favorite egomaniac scientist explaining what actually happened afterwards. *SPOILERS* What happened to the alien fleet that was already in orbit? Why was the Ethereal Praetor so important anyway? If the whole point was to kill him, why couldn't they just blow up the whole ship with a singularity torpedo? And most importantly... what was the head scientist's name? In my headcanon I've named him "Dr Richards"... because he's a dick.
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