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Fucille

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Everything posted by Fucille

  1. Pretty simple. I downloaded the newest community edition and made some manual edits to the .xmls in the assets folder to get things back to the way I liked them, but for some reason, certain elements refuse to work. Editing things in armours_gc or weapons works fine, but editing anything in config or gameconfig refuses to stick. For instance, I set the maximum chance of a shot to hit from 95 to 99 in the assets folder, but it still caps out at 95 in game. I thought it might be because of the assets/mods/xce tables, so I changed those to 99 too, but it's the same thing. The only mods I have installed are those that came with community edition, so I don't know what's up. EDIT: I just ran Agent Ransack, and it confirms those are the only two config files and that <maxchance> has been set to 99 in both of them. Is this hard coded now?
  2. Whenever I try to run that tool, it says that "xen_unpacker is not recognized as an internal or external command, operable program or batch file". And I'd assume that the folder being empty has something to do with it, because it's only the shield+alien pistol that makes my troops turn invisible. EDIT: Never mind, I feel stupid. There IS no sprite for a shield + an alien plasma pistol. The vanilla game just defaults to a regular plasma pistol. Still though, I figured out how to use the unpacker, but it doesn't seem to work properly on the PNG file. It only unpacks up to the end of friendlyaitroops, and doesn't go down to xenonauts.
  3. I appear to be having a problem similar to this. I modded a weapon to use the alien plasma pistol spectres, and it shows up perfectly fine when they're wielding it in two hands, but when they get out a shield, they turn completely invisible. Opening the weapon.combatshield.alienplasmapistol folder shows that it is completely empty of all sprites, as are a handful of other shield combinations. Which mod did you use to get the vanilla sprites back?
  4. Alright. Updating to the newest community version actually magically fixed the sound issue. Case closed!
  5. I don't seem to get a log file even when I run with -modinfo. Does that just mean my version is too old?
  6. Thanks. Modding Tools weren't even a thing when I made it. Does nobody have any idea how to get sounds to work now though?
  7. So I messed around with modding this game a few months back, and one of the things I did for my own amusement was placing all the human guns from the Halo series into the game. That was the only thing I actually released on these forums despite doing some other things, which apparently made it into a big modpack. Recently, a friend of mine finally got the game and wanted my mod because he really likes Halo, but was disappointed to find out it was only the human guns because he also wanted the alien weapons as well. I attempted to oblige him yesterday. For some goddamned reason though, I cannot get any new sound effects to play. I set up all the new files in the same folder, in the same format, and written the same way in sounds_gc as all the other sounds that work perfectly fine, but nothing will play. Trying to get the covenant plasma pistol to work, this is what I tried: Changed the "covenant plasma pistol shot" line in weapons_gc to "M6 shot". Works fine. Changed the "covenant plasma pistol shot" line in sounds_gc to reference the M6_release.ogg file that is used in "M6 shot". No sound plays. Changed the "M6 shot" line in sounds_gc to reference the covenant_plasma_pistol_shot.ogg file and then fired the M6 in game. No sound plays. Renamed the M6_release.ogg file to covenant_plasma_pistol_shot.ogg and tried the plasma pistol again. No sound plays. Renamed the covenant_plasma_pistol_shot.ogg file to M6_release.ogg and tried the M6 again. No sound plays. So basically something is wrong with both the file AND the sounds_gc table, but for the life of me I can't find anything I actually did different than all the content that actually works just fine. I've uploaded the mod folder as it stands, but it's for a much older version of Xenonauts, so I don't know if it will play as-is in whatever version we're on by now. Can anyone figure out what the hell is going on exactly? I'd appreciate it if you could. This is really driving me nuts. EDIT: Wow, a few months? Try over a year ago. Almost definitely not going to work as-is. halo weapons.zip halo weapons.zip
  8. Is it possible to allow soldiers to gain stats over the 100 cap? That's really all I need to know.
  9. IIRC, you subtract your strength score from the recoil, and then that remaining number is applied additively to your shot. i.e. if you had 60 strength using a 70 recoil weapon, your final shot percent would be reduced by 10%, to all shots in the burst.
  10. Have some screenshots too I guess.
  11. So after much fiddling and experimentation, I've finished the first mod I really sat down to try. This mod adds 15 new weapons utilized by the United Nations Space Command from the game series Halo, covering all the basic roles of Xenonauts equipment and then some. The weapons added by this mod are divided into two tiers, roughly balanced (but marginally better than) around the ballistic and laser technology levels respectively. The assets used are mainly from Halo Reach, but with a handful from Halo 3 or 4 where it seemed appropriate. I've done my best to try and model these weapons as close to their video game incarnations as possible while still preserving some semblance of fairness within vanilla Xenonauts. As of right now, none of them use custom ammunition (basically because it's hard to find pictures of just their magazines) and they are all available from the beginning of the game so you can get right to playing around with them without researching. If anyone cares enough about this mod, I may do Covenant and Promethean weapon packs in future to fill the plasma and MAG tech trees, and then compile them into their own research list. Remember to extract the audio folder to your existing one in xenonauts/assets, and please tell me if there are any bugs. I've tested it pretty thoroughly on my end, but I have no idea how well I compressed it. P.S. This mod uses projectile spectres from Lt_Parson's fantastic True Laser Beam mod. He did a really good job with them and I sure as hell couldn't do better. Go give it a look! UNSC weapon pack.zip UNSC weapon pack.zip
  12. I was hoping to be able to do it in a way that removes the ammo box from the weapon select screen like with weapons that use ammo.rocket, but those are all helpful ideas. Thank you!
  13. I'm in the process of just finishing a mod, but there is one specific thing getting in my way. I want to make a weapon that is powered by an internal supply that cannot be reloaded in the field. I tried representing this by setting it to ammo.none in weapons and weapons_gc, like grenades use, but that causes the game to crash instead. I'd rather not set it to use rockets and then just make its reload TU cost over 100, but that's the only way I can currently imagine achieving this effect. Any ideas?
  14. Thank you very much for that information. All I needed to know!
  15. What triggers this on a weapon? I'd have guessed the isHeavy flag, but that's set to zero for the rocket launcher and machine guns in vanilla. Does putting recoil to anything above zero force it, or does the strengthLimited flag have to be set to one for the move penalty to apply?
  16. Never mind I'm stupid or something. I missed a key and hit 4 instead of 3. I swear I keep making these threads to ask questions on things that have me stumped and then figuring out some dumb mistake I made by accident.
  17. Yes it's 3x2. It's actually fine in the inventory. It's when I use the soldier equip screen that the picture stretches.
  18. 308x205 pixels, pretty much the same as the default one that's in the assets folder. It stretches it out and makes it too long, not squashes it short.
  19. So I've noticed that the images in weapons/ballistic/etc. are 500 pixels long for the rifles, and 300 pixels long for the pistols. I made my own rifle and pistol graphics at 500 and 300, yet for some reason the pistol stretches horizontally when I drag it into my soldier's equipment slot to try and fill up the whole thing. How does the vanilla game do it without deformation?
  20. [ATTACH]5217[/ATTACH]FFS. Now after everything works, I tried to make a one-handed SMG, and it works fine as long as I wield it in both hands, but when I use it single handed with a shield in the other, its GUI spot is left blank and my soldier becomes completely invisible. The spectres are just supposed to look like <anim src="units/xenonaut/armour.basic/weapon.combatshield.laserpistol/run_w" anim="walk_NY"/> For shielded ones right? What am I missing this time? EDIT: And now I look even dumber. It was set to hands=2 in weapons_gc but twohanded=0 in weapons.
  21. Okay well that makes sense. Now I just need to figure out the very last issue. Why my goddamn soldier is holding nothing in his hands despite having a specter file. Do those not load either? EDIT: Never mind again. I figured it out. The spectre was named the wrong thing. That makes everything! It finally works! Thank you everyone!
  22. Alright after fiddling a bit with the item file I got most of the error message to go away, and after feeling really stupid for not noticing that, I got the GUI image to work. Then I realized that the firing sound was set to Weapon Assault Rifle Burst, but when I changed it to MA5D Burst, no firing sound plays in the game. It's completely silent. So once again I am at a loss and very very frustrated. EDIT: Same with the reload noise actually, so it's gotta be something with sounds_gc.
  23. After looking a bit, it turns out I had an extraneous <weapons> in weapons_gc.xml. Removing it means the mission loaded, but the guy on the ground was holding nothing, had no UI image, and the sound effect was the same as the M16 3 shot burst. Checking the logfile shows this: Sun Aug 10 12:25:44 2014: MOD ERROR: Adding new item weapon.MA5D which has empty column(s). Sun Aug 10 12:25:44 2014: MOD ERROR: Adding new item weapon.MA5D which has empty column(s). Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:45 2014: ##### : Missing string for label '0' Sun Aug 10 12:25:53 2014: ##### : Missing string for label '' Sun Aug 10 12:25:57 2014: ##### : Missing string for label '' Sun Aug 10 12:25:57 2014: ##### : Missing string for label 'Undefined' I've attached the current state of the mod again in hopes that someone would be kind enough to find the error here, because as far as I can tell, it's exactly the same formatting as the Fire In The Hole mod. halo MA5D.zip halo MA5D.zip
  24. If you mean the UI graphic I've already got that fixed. If you mean the specters, then I have no idea.
  25. Well, today I downloaded that version and copied the formatting for weapons_gc (and transplanted it to sounds_gc) and weapons, strings, and items, but I still get a CTD at ground combat. I'm not sure what llunak is using to get those debug messages either. Is there something glaringly wrong with how I'm using modmerge here? EDIT: This would help a lot if I could find where the CE dumps the logfiles. halo MA5D.zip halo MA5D.zip
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