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Slayerjerman

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Posts posted by Slayerjerman

  1. Multi Ammo weapons v2 still crashes my game for me under the advanced tab, with the exception of the Sniper Rifle v2, which works fine(shotgun might be too).

    Iam not sure, but inside the weapons folder with the pictures, the mg2 and testrifle2 images are missing, maybe downloading the original mod and adding those pictures might solve the problem..., but I can't test this myself for now because of time problems.

    Thats the issue. Missing image files will crash it. I'll issue an update.

  2. Changes

    • Updated mod to X:CE 0.28. Revert back to 0.25HF if you have crashes or instablity.
    • ALL previous patches included.
    • Fixed X-25 boomerang from not being in hanger when manufactured. Should work now.
    • Added missing strings for multi-ammo sniper rifles
    • Fixed Advanced weapons tab crash with multi-ammo weapons v2.
    • Mars MFG weapons now unlock after plasma weapons so that they have ammo available.
    • Increased buildings list size on base-building view so you can now see all options.

    I am now officially taking an extended break away from Xenonauts and Xenonauts modding. Consider 1.5.0 the final version of this mod until further notice. That being said, feel free to post bugs/fixes here to support the community, but do not expect updates/support from me anytime soon.

    Thanks and have fun!

  3. i found a bug, the build list in the bases (where workshops and all those are located cant hold all the facilities, i cant see the radar anymore and can barely selec the hangar for build :) .even scrolling radar seems to be in the middle of the list and dont show.

    Yeah, i seen this too. I need to find the time to go and tinker with the UI on that screen and lengthen the window.

    Right now, I've been taking a break from modding Xenonauts. With the drama recently, I'm pretty burnt out, so consider this my "AFK" message and v1.4.9 is gonna be the current version for a while.

  4. Love the mod, but i think you should focus on making it compatible with the latest Community Edition as that has some great features i think this mod is missing. I would also love to see more effort made in terms of immersion such as background music and xenopedia entries. :)

    I have not received any confirmation that CE 0.27 is stable with the latest LOS changes. I was at the bleeding edge when 0.26 came out and as a result, it was very unstable and many people complained about crashes, so I reverted back to using 0.25HF. And if I am not mistaken, you can still use the 0.27 EXE with the mod. I have not tried this however, so use at your own risk, as always...

    Xenopedia entries takes alot of effort and work to make art and write entries. I am pretty burnt out with that as well as maintaining the weapon's stat description tool tips. Feel free to jump in and lend a hand to complete this work....

    @Kabill - You are partially correct as you can run mods inside the Steam directory, the issue is when Steam is set to auto-update the game as well as when you run the game through the Steam-created shortcut because it will try and validate the game files. If you run the EXE directly from the Steam-installed directory it skips the validation check. But yes, by default all games are set to auto-update via Steam and if you do not disable this "feature", Steam will overwrite your files without warning. (happened to me several times on other games I play through Steam, even resetting my configs/keybinds sometimes...grrr).

  5. Ok, so that's totally news to me. I've always been using Steam to start the game. Are you saying that after Xenonauts installs I should copy the Xenonauts folder OUT of the Steam main directory?

    No, just dont use steam to launch the game. Steam will try to validate the files and when it fails to do so, it will re-download files to "fix" itself,. thereby messing up your modded installation.... Annnnnnd thats why you had problems in the first place ;)

  6. Thank you, so I should NOT install the [community] Xenonauts that is version .27 now and is an option in the steam beta menu?

    Do not use Steam beyond installing the base game files. IF you do, Steam will think the files are invalid and attempts to "update" the files back to original. This also means do not use Steam to start the modded game, ever.

    If you want to use 0.27, its at your own risk as I have not tested it and it may or may not be stable. You should consider all CE exe's as "experimental", including the exe provided by Xenophobia. But if you do wish to try 0.27, just copy the EXE and overwrite the one provided. DO not copy any of it's XMLs else you will break the game.

  7. Ok, that's fine. I like the economy part of it. So previously I was told multiple times HOW SIMPLE it is to install. So clearly I'm doing something wrong as I'm new to modding this and for example did not have any idea what X:CE stood for. A lot of people make assumptions.

    I have no idea what strings.xml is, where it is or what it does. So again, there is an assumption that is over the head of someone new.

    So, I have uninstalled Xenonauts from Steam and deleted the Xenonauts folder in the steam common apps folder. Do I need to remove anything else? Edit the registry? Sacrifice a chicken? How do I install the mod correctly please? It is a very nice mod, but could someone please explain it like I'm a giant grandmother please how to install it correctly?

    Follow these instructions.

    1. Install Xenonauts v1.08 or v1.09 fresh. I suggest somewhere simple like C:/Games/Xenonauts

    2. Download XNT 5.31 final (firebat) here: http://www.mediafire.com/download/wx3cm3xvox9qbga

    3. Extract XNT's files somewhere (I use 7zip program), I suggest extracting the folder to your desktop.

    4. Then copy these XNT files to your /Xenonaut/ folder. When asked to overwrite files, press YES TO ALL. It will ask you to overwrite alot of files and you want to overwrite them all with XNT's files.

    5. Now download Xenophobia v1.4.9 installer file.

    6. Extract the ZIP file to your desktop, inside will be an EXE. (if you dont trust it, feel free to virus scan it first).

    7. Run the EXE as administrator, press next until you it asks you to enter your /Xenonauts/ location where you installed the game in step #1. Type in the file path and the press Next and let it install.

    8. Play using the new Xenonauts.exe in your /Xenonauts/ folder. Do not use any shortcuts created by STEAM.

    9. Thats it really.

  8. It appears at first glance that this mod contains XNT within it.

    Anyone can download the only version of this mod that is presently available and hosted (v1.4.9) and install (extract) the files I provide, you will see none of the XNT-specific assets are present in the package. While yes, I do have XNT-related data contained within the XML files for compatibility, that is all that is present and within the guidelines as a "compatibility patch". Furthermore some of this data has been modified to differ from the original source mod.

    This is why users must install XNT (standalone) first before using this compilation/compatibility "patch" as Xenophobia alone does not contain the asset files. This was the key issue with TD/XNT team and has been re-resolved.

    TLDR; I am not hosting any XNT files. And within the rules of "modding other people's mods" as written. The issue was v 1.4.8 which was a mistake on my end and has been corrected.

  9. Ammo is under vehicles now. IS there any way to remove the ammo requirement from weapons in this mod? I love everyhting about it, except that finicky ammo system, seems always broken somehow.

    [[[[[[

    You didnt install the mod correctly. Clearly your strings.xml isnt proper either, which is why it appears "ammo is under vehicles". Because of how I renamed and organized manufacturing categories. And no, I dont support an unlimited ammo version of the mod, so go make one yourself. There's another thread in the forum where I explained this to another user.

  10. Also, speaking of bundling things, I would rather see X:CE updated when possible. Xenophobia bundles an outdated version of X:CE that is therefore not a fair current representation of X:CE.

    I was keeping CE updated until the nightmare that was 0.26 (no offense). If I can get a confirmation that 0.27 with its LOS changes is stable, I'll be more than happy to update it. Right now, 0.25HF is stable and thats most important to players.

    v.1.4.9 has XNT content removed again, and sadly still requires XNT to be installed first. I've updated the installer with information in regards to this and v1.4.8 has been removed.

  11. Keep making calling it whatever you want... you and your team is credited, nothing is "stolen" and furthermore I have had permission to use the assets by you yourself 2 months ago...should I post that screenshot again?..... look man, I told you already I am still working on this. Fact of the matter, XNT has become horribly outdated and you guys even said yourself you're not supporting it anymore. That being said, I WANT that content out of my mod because I am tired of fixing your bugs.

    You keep repeating yourself over and over and I GET IT already. How about giving some respect and receive some in return? I honestly wanted to work together... whatever man.

  12. Let's all take a step back, shall we? I must still change out the artwork and swap the sounds used, probably change the names on stuff too, which I am still in the process of doing. "Numbers" arent even the heart of the issue at the moment as this data has already been altered.

    XNT team is being credited and always will be.

    Please, no more talk of this, thank you.

  13. Teach me, oh powerful master lol :D

    Most of what you want is in items.xml, which controls the sell prices and availability of the items.

    If you open it with Excel, you will see the third column called "Type"...simply change what you want to be unlimited to "Unlimited" (or UnlimitedOnResearch) so things are set to unlimited after researching them, however dont do this with alien weapons/ammo or anything with "item." in the name or the game will crash. Those need to be set to "capped".

    Capped = When taken from battle, they are automatically sold for their value.

    Uncapped = When taken from battle, they are added to your storeroom inventory.

    (never use these types for aircraft, non-alien weapons or vehicles!)

    Aircraft weapons can be set also like solider weapons, but do not change anything that is "vehicle" or "Airplane".

    Just search down the list for "ammo." and set those to unlimited/unlimitedonresearch and you should be good to go.

  14. Yes, there is a way to fix it. In my mod Xenophobia, I increased the font size on some of the buttons and such. Changing the font size for the lists is more involved, but possible. Alot of it involves editing the LUA files located in /scripts/.....a real pain in the butt though.

    Of course when you change the font size, ALOT of ui elements have to be repositioned so things dont overlap...etc. It can quickly cascade into a nightmare of number tweaking hundreds of lines of code...

  15. That's really great, but can it be installed in a separate folder? Or it just auto finds my steam folder and does it?

    Or can you simply release a smaller patch (unless you did some really major changes) to nexus, if it won't be hard for you?

    Follow the instructions as stated, else you will encounter issues... You can tell the installer to install to any folder, BUT, it will simply extract the files there. It does NOT auto-detect your installation directory for Xenonauts, hence why you must point it to your game's directory for it to install properly.

    v1.4.8 is the FULL mod with everything needed. v1.4.9 will likely be just a small patcher to update a few files...

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