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Slayerjerman

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Everything posted by Slayerjerman

  1. LOL, yeah that did it. Second UFO was a massive carrier that wanted nothing more to raid my base and turn my guys to ash. Perfect!
  2. Confession: I pirated the game when v1.07 was released to try it out as I wasn't sure on the full cost. A day afterwards trying it, I bought two full priced copies directly from the GoldHawk website... so it sort of lead to increased sales and additional positive reviews as I actively mod, support the community and praise the game among all my friends and co-workers.... Piracy has it's uses and while I don't openly condone such actions (I would be upset if someone told me the same thing...oh the irony), I do understand why people do it. Thats the heart of the problem: Demos of bad games = less sales, so developers/publishers are less likely to let you preview it at all. It's better to sell it sight unseen and enforce the no-return policy on digital goods. On the flip side, demos of GOOD games rarely leads to additional sales also, so its a bit of a paradox.
  3. Hey aajs, I'm actually working on making a compatibility patch to use your mod with Xenophobia. I have found some errors in your strings and manufactures XMLs. Such as "MantTech." instead of "ManTech." Also you have two duplicate entries for ManTech.drone and ManTech.Drone (upper and lower case D)... I also think you left out a string for "ammo.plasma.alienplasmacell"... Lastly, check your sounds_gc.xml, I was having a crash LOADING GC because there were duplicate entries for I think "Minigun". You can try the xeno_debugger (search the forum for the download link) (I found it wasnt helpful, but maybe for you). Just launch it before you start the game and it'll output debug info that you can then either paste here or read..
  4. That is reallllly strange! Are you using the mod "install" system from the launcher of Xenonauts? I've never tested the mod using a STEAM version of the game, frankly I'm quite puzzled your game even starts at all. Are you using the CE 0.25HF EXE that was included with the mod? Because that added back support for the additional categories. The fact that you are missing two entire categories suggests to me that you are not.... which makes sense with Steam. This is what it should look like:
  5. I've never unpacked PFPs before, would you mind shooting me the basic armor's animation XMLs?
  6. QUESTIONS! 1. Where did you get the animation XMLs from? The ones inside armour.jackal_2....etc? 2. Do you have animation XMLs for the basic armor and buzzard armor? If so, can I get a set of those? Pretty please! 3. In the Resource Pack - I see a new sequipview.lua, what changes did you make to the script?
  7. So I've added some new base buildings, but I need to be able to check the tile configurations on a base def mission. Anyone know what to tweak to make a base attack happen 100% from the world map? Thanks!
  8. Nice, because this is a "resource pack", I assume you are giving permission for repacking into other mods? Just want clarity that its cool that we can use the assets and give you credit
  9. SOLVED. I had duplicate entries in my sounds_gc.xml...... debugger is worthless
  10. Thats the right install order, make sure you are overwriting every folder and file. When you goto manufacture, on the left panel for the categories you should see a category labeled "Ammunition" on the bottom of the list. That contains all the ammos.... if that is missing something bad happened with the installation as far as I can guess.
  11. [4632] Chose mission craft airplane.alien.lightscout[4632] CGameGUI: Unable to cache child window "soldier1_roleimage".[4632] CGameGUI: Unable to cache child window "soldier2_roleimage".[4632] CGameGUI: Unable to cache child window "soldier3_roleimage".[4632] CGameGUI: Unable to cache child window "soldier4_roleimage".[4632] CGameGUI: Unable to cache child window "soldier5_roleimage".[4632] CGameGUI: Unable to cache child window "soldier6_roleimage".[4632] CGameGUI: Unable to cache child window "soldier7_roleimage".[4632] CGameGUI: Unable to cache child window "soldier8_roleimage".[4632] CGameGUI: Unable to cache child window "soldier9_roleimage".[4632] CGameGUI: Unable to cache child window "soldier10_roleimage".[4632] CGameGUI: Unable to cache child window "soldier11_roleimage".[4632] CGameGUI: Unable to cache child window "soldier12_roleimage".[4632] CGameGUI: Unable to cache child window "soldier13_roleimage".[4632] CGameGUI: Unable to cache child window "soldier14_roleimage".[4632] CGameGUI: Unable to cache child window "soldier15_roleimage".[4632] CGameGUI: Unable to cache child window "soldier16_roleimage".[4632] {GCLoading}: TilesetAtlas loading for 'MiddleEast' tileset took 0.901651sec This just recently starting happening, as soon as the game tries to load into GC, barf. Any clue what solider#_roleimage is? I didnt add/delete any scripts or art assets since this started happening
  12. What ammo are you trying to make? Seriously people, you need to give more information if you expect help!
  13. First of all, the crashes are a result of files not being installed properly. Secondly, the black zones in the base defense mission is a known issue with how the CE EXE adds new buildings. I am still working on fixing the black zones in the next massive update. So you're gonna have to hang tight.
  14. Cap should be over 250mb per mod upload for starters. I mean, ONE armor set and your like at 300mb (without PNG compression). While most mods will never hit this cap, you do have a few that are up there, XNT and Xenophobia as examples. Super-heavy mods like Kabill's armor resource pack would be better suited for a place like the Nexus where they have no issues with multi-GB files.
  15. Game engine doesnt allow for this, an ammo clip is only expended when its empty in the game right now and I cannot change this.
  16. Their latest? Yes and No. Yes I've fixed the same stuff, but no I did not merge the actual files.
  17. Cool, glad you found a compressor!
  18. I use a PNG compressor called "Tiny PNG", they have a free online convertor or a paid Photoshop plugin. I've found it can cut the size of the files down almost 70%. It does this by removing alot of the metadata and making the PNGs Indexed instead of RGB colorspace. The quality reduction is almost unnoticeable. I'd be happy to work with you Kabill to try and compress the images down further, I would love to use these armors in Xenophobia as an optional feature, I wouldn't want to force a 3gb download on anyone, hehe. But, I certainly dont mind an extra 3gb of data, hehe. Shoot me a PM if you wanna team up.
  19. UPDATE for AK47 issues The issue comes from XNT files, here's how to MANUALLY fix it. 1. Open /assets/units/xenonauts/armour.basic 2. DELETE the folder "weapon.ak47" completely 3. Copy the same folder from the Xenonauts 1.4.0 files The AK47 is using bad XML animation files, simply overwriting them wont fix it, you have to delete the entire folder and copy the new files.
  20. Yes, but if you've unlocked alot of researches already, things may not unlock if you've missed something.
  21. v1.4.0 is up. Finally fixed that messed up AK47 animation, among other things
  22. Sorry, missed it. Skitso's map mack 2000 v1.0 is already included, as is Fire in the Hole. However I would advise that you download Skitso's map pack 1.1 AND Kabill's artic/desert/farm packs too. They all work together so go to town P.S. I use both map packs together and they work fine.
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