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Alexandre Lange

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Everything posted by Alexandre Lange

  1. Stupid question (mod manager order): if both mod 1 and mod 2 affect something, mod 1 will overwrite mod 2 or the inverse (i.e. if I want a mod to overwrite another, I move it up or down)?
  2. Just some feedback: I managed to merge some mods (by autor) and now, with around 10-12 on the list, the mod manager keep it all enabled when I quit and restart (no need to enable and change load order everytime). By the way: playing at Veteran dificulty with Dynamic UFO Spawns I found a real challenge. I started thinking I would be the usual badass, killing aliens all around, but... nope: getting my ass kicked from time to time, and it is pretty awesome. Impressive work, guys, both vanilla patches and CE tweaks. I am glad to see that neither devs or modders drop it after a good amount of time. Really excited about the next Goldhawk game to come.
  3. Ok, kalbill, thanks. Will try it myself. Another question: adding new mod, I point to the .zip file I donwload from the mod thread?
  4. Thanks for the fast answer, guys. Xenonauts is at a reaaly good shape! Damn, so many improvements and options! kalbill: could you help me to put some mods together, so? I am afraid to make a mess by myself.
  5. Hi, guys. I spent some time out, coming back now. Good improvements at Xenonauts, especialy with this edition. Now a question: is it right to have to enable all mods again everytime I lauch the game? There is no way (should not) mod manager keep you last preferences? If you use just some classic mods, it's a long list to enable. It's annoying.
  6. This mod (and your other mods) is (are) always updated at Steam when you update them here?
  7. This is NOT included in the Fire in the Hole mod?
  8. Really? Sorry not to answer before, I was losting my time working! If you could sync timmings of crouchburstshoot_se.xml and burstshoot_se.xml for, let's say, the combination of jackal armor + laser rifle, to make both stand up burst and crouched burst use same delays matching the animations and sounds, I would be a happy guy!
  9. Thanks so much for the attention, guys! @TD: If I can suggest you a start, take the values for laser rifle stand up burst I have listed at the oppening post and put it at the mentioned files. Get the save (at op too), go to the game and see the result: burst delay, animation and sound all matches. So, with your burstshoot_se.xml (unpacked from GC_UnitsXML.pfp file), you have your standard. Now, get the crouchburstshoot_se.xml (also unpacked from GC_UnitsXML.pfp file) and make your magic with frametime to make it sync (same delay before first shot, same delay between shots of the burst) with the stand up one (now your standard). So, the delay value we set for the laser rifle at weapons_gc.xml will work (burst delay, animation and sounds matches) for both stand up and crouched bursts! We need to do it for every weapon-armor-user combination, but Chris said it is easy as soon as we have the appropriate frametime values for each kind of weapon, because we can apply it to all at same time with Find in Files function at Notepad++. If you give me just ONE file with the frametime included, I could do all the rest and test it to exaustion to give you guys the final mod.
  10. Hey, Chris: any chance to polish animation a little bit, to make burst delay and sound match the animations, as I pointed here? You pointed the way, but I understand nothing about. I have tryed, I swear, I will keep trying, but it seems simple to you guys while it is a nighmare to me. Please modders (kabill, Skitso, Max, TD?), join me!
  11. Hey, kabill, give me a hand here! In the line below: What value you think is the 'frametime'? There are no 'frametime' value, just a lot of lines like this with different values (all file content at the spoiler, below).
  12. If a high TU soldier has some extra weight (TU penalty) and you don't use heavy wepon and/or granades that much with him, he can work better then a hight Str soldier (with no TU penalty) but low TU. Besides, the low Str guy will rise his Str because of the extra weight, so it will become a high TU + high Str soldier soon. Better investment. I prefer Ref over Acc for frontline soldiers too.
  13. Thanks, kabill. I tryed to find you at Steam, but I am not sure I have added the right person. Could you check?
  14. Yeah, it looks like it. There is a framerate value for every line at the files. Need to pack the files again after the tweaks, or can I use it unpacked (just drop at the assets folder)?
  15. I have unpacked GC_UnitsXML.pfp and I can't find any reference to animation speed, only what seems to be coordenates for the animation sequence. Anyone have been messing with this before to give me a light?
  16. It's nothing near to all you guys have already done. So, my pleasure to try to payback with something. Anyways, I have no skill or experience modding, so I am limited to find issues. Cannot do much beyond value tweaks to solve things. That's why I am here asking for help. Could anyone sync the timmings of stand up and crouch bursts (make time pointing/aiming, weapon kicks and lights from muzzle flashes over the soldier occurs at the same instant/time count for both)?
  17. Default values are almost the same for all weapons (delay=0.6, burstdelay=0.1; few variations), so I think that if we could sync the animations, we can set the same (or almost same) values for all.
  18. Yes. Worse is: I reapply the mod, reload the save and the game don't crashes anymore. Now THAT makes no sense at all! Thanks anyway.
  19. Hey, guys. I know we are few days from release and big changes cannot be done, but trying to fine tune weapon stats at weapons_gc.xml I have noticed an annoying issue: burst delay, sounds and animations don't match. After hours testing with the laser rifle, I have found values that are not perfect, but far better then default to make things a little more in sync. Problem is: animations don't change with value tweaks, and animation for stand up burst and crouched burst have different timmings! Better values I found: Note that optimal BurstDelay (config.xml) and burstdelay (weapons_gc.xml) are the same for both stand up and crouched, but delay (weapons_gc.xml) differ from stand up to crouch. It is the time between the shot command and first bullet fired (stand up soldier rises the weapon so it needs more time, crouched soldiers just fire with the weapon already pointed to the target). Crouch delay value (0.6) is default for laser rifle. I have no clue about the difference between BurstDelay @ config.xml and burstdelay @ weapons_gc.xml, my results are experimental, but I know that both seems to make difference trying to sync things. Below I provide you guys two saves and I would like if you can test and see it for yourselves, and help me to find a solution. Procedure (for each save, at first without tweak the values I mentined): select the soldier out of the transport ship (Hiroto), don't turn him, point the cursor over the ground at some distance direct in front of his facing, hold ctrl and click to fire the burst at the ground. Observe the sync elements (projectiles delay, sound, weapon kick, light over the soldier). End turn and repeat until you can see the small details clearly. Maybe you want to reload and repeat sometimes. After you get the feeling, you can tweak the values and repeat the procedure. You will see the differences. [ATTACH]3826[/ATTACH] [ATTACH]3827[/ATTACH] Now what? I think that better bet is to sync stand up and crouched animations, so we can use the same delay value for both. Note that the light from muzzle flash over the soldier (present only at stand up burst) difficults the sync, even if I have spent hours to make it the better I can. Maybe it could be just removed. Help me, brave guys. We need to fix it, even if it must be as a patch after release. Thanks. shot_anim_up.sav shot_anim_crouch.sav shot_anim_up.sav shot_anim_crouch.sav
  20. I know. It just happen. Really. It took me some time to figure it out, as it don't make any sense. I will take a look at my saves.
  21. Thanks, kabill. Question: what the mod changes at config.xml and gameconfig.xml?
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