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  1. While cruising YouTube for authentic ufo vids, as I often ddo, I found some amazing background music that was perfect for xenonauts! Anyone figured out yet how to add custom music?
  2. Ok so I have been adding some custom ground combat weapons to the game everything is working good except for one issue. it always seems to display you soldiers spectre as unarmed. I have looked through the Various Files to try and find where this information is displayed and the only thing I can find is a file "GC_units.pfp" However when I try to open the file to modify it does not display correctly. there are a bunch of black background NUL marks interspersed throughout the code Anyone know how to correctly view and edit these PFP files?
  3. Ok so I am having trouble with a mod I am building and wanted to ask for someone to help point me in the right direction What I am trying to do is add/modify to the existing research and equipment. I want to use an existing research to replace existing weapons with upgraded versions but I need a little help with how to make it work with the existing research similar to how when you research allenium explosive the frag grenade is replaced with the allenium grenade I want to do that with some other research or get those changes to apply to new items that I intend on adding to the game. so for instance if I add a new piece of equipment that should be upgraded to an advanced version when allenium explosives is researched
  4. Tried modding those two files and now the game crashes every time a wave of UFOs spawns. I'm sure I can get the original files back (I made backups... probably) but I'm wondering if anyone has a working version of these files that they like.
  5. This requires editing some of the base game files. It is pretty straightforward but if you are the type that gets the blank look with anything technical, than don't... Also, I am sure most of you have already figured this out:) I prefer and use Notepad++ for all my text, html and xml editing needs. It also boosts your ego and makes you a better person. http://notepad-plus-plus.org/ Goto the folder: ...\Steam\SteamApps\common\Xenonauts\assets or wherever you have the game installed. find "gameconfig.xml" Assuming you are using Notepad+, Hit CTRL+F This will bring out the find dialog. Search for "<soldierDevelopment>" without the quotes. This effects how and what attributes your walking alien bait's are going to progress. APProgress effects your TU's PointsToProgress is how much of that action causes a point to be gained. By reducing this to "1", you gain 1 extra TU for every TU you spend in/during the mission; limited to the maxpointsinsinglebattle value and capped by globalmaxprogress value Here is the one I have prepared earlier. Just copy and paste if you like. Enjoy.
  6. Is there a hard code limit to only having 5 primary weapons for vehicles ? Im trying to add a weapon to the hunter and the chassis animation is not being displayed properly. <Row ss:AutoFitHeight="0" ss:Height="13.5"> <Cell><Data ss:Type="String">VEHICLE.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">3.97</Data></Cell> <Cell><Data ss:Type="Number">3.12</Data></Cell> <Cell><Data ss:Type="Number">4.5</Data></Cell> <Cell><Data ss:Type="String">POWERPLANT.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">58</Data></Cell> <Cell><Data ss:Type="String">CHASSIS.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">3</Data></Cell> <Cell><Data ss:Type="Number">3</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell><Cell><Data ss:Type="String">VV.MACHINEGUN;VV.ROCKET;VV.PULSELASER;VV.PLASMABOLT;VV.MAC</Data></Cell>
  7. Hi guys, running Little Mod 5. I'm having trouble getting new weapons for my guys. Going by the Tech Tree (http://xenonauts.wikia.com/wiki/Tech_Trees) I need to research Alien Alloy Fabrication. I have alien alloys, but not Alenium. Where do I find it?
  8. My mod has proven to have a persistant crash in the barracks screen, I had it fixed briefly, but without any additional changes on my side, it has returned. - Entering the barracks screen instantaneously crashes the game. What XML asset would you assume is most likely to cause this crash? I have modified: Weapons.xml - Note, notepad++ seems to have an error reading this XML, due to its sheer complexity. I may try to make a new copy of the modded file using the more basic microsoft notepad, to see if that proves able to prevent the crash. Weapons_GC.xml Items.xml Ammo.xml Researches.xml (The new researches, and xenopedia entry work fine in the current version.) Xenopedia.xml (See above.) I will probably be packing these XML files, and uploading them soon if I cannot find the issue. Edit: Barracks UI crash averted by saving the weapons.xml file using microsoft notepad, instead of notepad++ HUZZAH! My eardrums have been shattered by my hysterical laugh Does anyone know where the game keeps the weapon tooltips for the barracks? I am eager for the chance to bring myself to hysteric laughter.
  9. Is there a way to mod the ranks of the soldiers you start out with? It feels odd having an all corporal squad.
  10. I have heard of the soviet art bits in the files, all of which I would enjoy giving actual values in the game. I have personally snagged a community made submachinegun art-bit. I am aware that adding a weapon takes a significant amount of work, as well. How easy is it to make a research project? I have a fairly simple modplan that is supposed to give your researchers more to do in the early game (A few very quick researches that expand the basic free ballistic arsenal to have more variety (Obtaining contracts with civilian weapons manufacturers, and the soviets,) followed by a few moderate difficulty researches that expand them further....) Is multi-ammo support possible with the current game? (Making a stronger manufactured rifle ammo, for example.) All of these answers are pretty important to me, as.... How far I can mod the game is important to whether or not I end up buying it. Probably the biggest selling point to me being a resources folder without the game to play it with, simply so I can observe its structure, and see how difficult making a working modification will be.
  11. I'm looking through the "soldiernames.xml" and it's pretty straight forward, but I do have a few questions concerning the "chance" value number. Is 1 the high value and 10 the low value? It looks that way but I wanted to check before I start changing some things around. Also changing the chance under the Nation Name or Ethnicity value changes the chances of units from that nation or ethnicity to appear in your troops correct? Thanks for any info. I'm just trying to add a little more national diversity to my troops. It seems to heavily favor the Eastern European nationalities by default and I'd like to increase the American, Russian, and Asian count a bit.
  12. I've been tinkering with the files (using excell and notepad++) and I've got the hang of how most the files work. There is still a few items I'm unsure of and wether certain things are hard coded into the game: Buildings Where can I define functionality? eg if I wanted to make a new building, how can I give it the heal troops, living quarter or hangar properties Aircraft Can I make a new type of missile. I wanted another type of Chain Gun, but I'm unsure of how to get the game to recognize that there is a new slot type By type of chain gun, I mean I wanted 5 categories of weapons: Light Missile, Heavy Missile, Super Missile, Chain Gun, Hvy Chain Gun. Research I was tinkering with the idea of 'upgrading' a weapon type. The example is: Laser & Plasma weapons have more ammunition. The way I wanted to go about this: Create a new Laser Weapon (identical to the old one with more ammo) and have it over-write the old Laser Weapon. Does anyone know how to go about doing this?
  13. Can you alter your funds or solider stats in a saved game? if so how please?
  14. I want to mod a weapon that can infect my soldiers with an egg or something, and then can grow into a unit and kill my troop infected. Cuz I saw the out of date Creeper mod, and thought if its possible? anyone know if it is?
  15. I'd like to add some custom sounds to some of the weapons, but I'm having difficulty adding them. The audio files are in .ogg format, they've been put in audio/sfx/weapons/, the filename starts with "weapon_<sound>", the sound descriptor in weapons_gc has been re-written to sound="Weapon <sound>" (with each word capitalised), and it's not recognising it. What have I missed out?
  16. Loving the game, but I would like to know how to start off with more money. I want to get an early second base established, without feeling too strained for funds. I have no clue where to look in the xenonauts folder or what to change. thx in advance =D
  17. Okay so this is going to be a stupid question, but I can't seem to find anyone else with a similar issue. Basically I was just going to do a simple swap of the M9 for the M1911A1 art that is already included in the files. Drop the magazine size, play with the weight a little, and increase the damage. Looked simple. <Weapons><Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="12" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="12" reloadAPCost="9" reloadSound="Weapon Pistol Reload" reactionModifier="1.8" hpLimit="60" /> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="12" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="20" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos></Weapon> That appears to be the second of the code which controls the M9. Assuming you don't care about tool tips or strings, modifying that code should directly affect the stats on the weapon, right? Except changing them doesn't seem to do anything for me. I can go one slot down to the M16 and perform exactly the same changes and they apply, but for some odd reason the M9 refuses to change. Can't swap the art work or alter the magazine size. Haven't tested the rest of the stats, but those two are the painfully obvious ones. It isn't terrible important in the long run, of course, but now I'm just curious. Why I can alter every other weapon, except the M9. Especially given that if I'm altering the other weapons, where is it finding the original code for the M9?
  18. Hi I have a working good old xcom heavy cannon mod with some more ideas for weapons but I crashed myself into a Wall with a couple issues: a) Made a copy of a soldier animations folder and named it the same as the weapon (as it appears on weapons_gc) but on battle the soldier just uses the "none" animations. I could not find any place to link the new weapon to the folder. May be a bug or a missing feature still? b)Technically the cannon is a rocket launcher for the game engine, so it allows me to use diferent kinds of ammo, and the ammo clips (technically rockets) hold 6 shots as declared on weapons_gc etc. Everything Works like a charm BUT the clips dont seem to keep track of how much rounds are left in it. You switch a 3/6 HE clip for a full AP clip, then switch then back and the 3/6 HE now has full 6/6 rounds again. I asume the rockets are single use ammo and no round counting is implented for them but im not sure if its the case or its broken. Any help on any of the two would be welcome.
  19. I'm curious (and not an experienced modder)... Is it a difficult thing for a player to modify the tile graphics? Are the graphics easily accessable (in one of the folders), and editable (in Photoshop)? Or, are they packed into some kind of proprietary format? Would the modified graphics need to be processed by some proprietory program? I'm not talking about the difficulty of making the actual artwork (the artistic skill required), but instead the accessabilty. Is this the same for all other graphics (background screens, Hidden Movement screen, character graphics)? (I realize that, for example, the objects/people are rendered from 3D models... I'm talking about photoshoping the resulting graphic) Kinda curious how open it all will be.
  20. As i wait for 18.4 to be approved and appear on desura, i thought there would be no better time to suggest some changes because of increased workload regarding to steam preparations, as Chris posted in announce. Game is already very moddable, but with some changes it can became even more versatile. Some things i might posted earlier somewhere else, but write here anyway (if it wasn't answered or answered clearly enough) to make it easier to find and respond to. I'll try to make suggestions as easy to implement as i can think of. Each thing listed can be worthwhile on its own, but most will be better if applied together. Geoscape: 1) Define colors for tileset map in xml, so adding new tilesets became possible without engine changes (right now colors seems to be hardcoded). 2) Define list of funding nations (with corresponding name prefix for region images and funding multiplier property) in xml, so new funding regions could be added (right now region list seems to be hardcoded). Ground combat: 3) Make weapon animation type and bullet trajectory type defined separately (right now both defined by one property - bulletType=""). It is needed for possibility of grenade launchers, mortars, flare guns, etc. Related to this. 4) Create additional completely linear weapon projectile trajectory type (we already have default ballistic with bullet drop and plunging for grenades). This will further diversify possible weapons and mitigate strange laser projectile behavior. 5) Move flare light effect and its radius to weapon ammo properties (to where "fireChance" and "smokeChance" is; right now it is hard-linked to weapon animation "bulletType="flare" parameter). Needed for flare guns and similar weapons. Suggested here. 6) Add projectile light effect option to ammo properties, so bullets, laser beams etc. irradiate light in mid-air. This will made possible tracer rounds and make energy weapons shots better-looking. 7) Implement settings for projectile origin point in animation sprites. Will make shot animations better-looking by not shooting with your face or feet and make possible more exotic custom weapons. 8) If it is possible, can we have sight angle property back? It became hardcoded some time ago. This change will add some interesting peripheral vision differences to armor. Found and discussed somewhat here and reported as bug and confirmed as hardcoded here. Engine: 9) Not sure if possible, but move ground combat accuracy and damage calculations to lua scripts in "assets/scripts" folder to make it moddable, so we can experiment with them and fine-tune shooting mechanics.
  21. Hi, This is mainly a question to Giovanni, who coded the Mod tool, but should someone else have the answer, please feel free to share it. So, How do we create a mod ? Is there an architecture to follow ? Is there a prefered dir ? How to install one ?
  22. count - what is it used for? <Ethnicity name="afri" count="3" /> --- already found the answer. It's associated with the number of images per race. chance - does the value represent a direct percentage, like 1 = 1%? <Nation name="Hungarian" chance="1">
  23. The purpose of this post is to discuss a method to modify weapons so that they have the same long range profile, but with better close range accuracy. There are two weapon parameters that have an effect on the accuracy of the weapon. The first is the Accuracy Modifier that weapon uses to different fire modes. The second is the Range of the weapon. The accuracy of the weapon is governed by the following equation. The names in () are abbreviations: Shooter Accuracy (SA) * Weapon Accuracy Modifier (WAM) * Range Modifier = Unmodified Accuracy (UA) where, Range Modifier = Weapon Operation Range (WOR) / Range To Target (RTT) IF Range Modifier > 1 Then Range Modifier = 1 On the wiki it says that Range Modifier = RTT / WOR. This cannot be the case, because weapons would get less accurate as you get closer to the target. I am, thus, assuming that this part of the equation is typed backwards. We also know that weapons do not get more accurate when within Weapon Operation Range, so when within that range the Range Modifier caps at 1 (no penalty). Conveniently, this equation can be used to modify a weapon to have the same long range profile, but with increased close range accuracy. To do this we merely need to select how accurate we want the weapon to be at close range. In this case we will modify the pistol so that it has a close range accuracy of 0.95, but is just as accurate at it's currently is at its current operational range. Since we are setting the Unmodified Accuracy to be equivalent at the operational range we will use the following format: Generally: Weapon1 Accuracy = Weapon2 Accuracy Specifically: SA * WAM1 * WOR1 / RTT = SA * WAM2 * WOR2 / RTT And After Cancellation: WAM1 * WOR1 = WAM2 * WOR2 We can now substitute our values in and solve: WAM1 * WOR1 = WAM2 * WOR2 (0.65) * (10) = (0.95) * WOR2 Weapon Operation Range 2 = 0.65 * 10 / 0.95 = 6.842 -> Rounds to 7 Here is an image of how accuracy changes by range for the old and the current weapon: The main downside with this method is that the weapon's damage is also affected by range, so you will see slight decreases in the weapon's killing power at its old range. I hope that other modders find this methodology useful.
  24. Will it be possible to mod in custom soldier faaces? I really want to give a soldier a troll face and name it <insert forumers here> and run him (or her) around beating people down with a stun rod if they don't agree with them. Will that ever be possible? Thanks.
  25. Some weapons are designated heavy. These get a penalty to-hit when the solider carrying a heavy-designated weapon moves. I was wondering what the effects would be on a standard solider, so I spent all of 10 minutes fiddling with the to-hit modifier and trying it out in the field (which was faster for me than working out the calculation, and confirmed in the field what the calculation would have been). Here are my findings. I used a solider armed with a precision rifle, whose accuracy is 62. I used the highest to-hit for the shot, and the shot was taken within effective range. Standing still, the to-hit for the shot was 93% Setting the penalty to 0.50, the hit chance when moving was 46% Setting the penalty to 0.55, the hit chance when moving was 51% Setting the penalty to 0.60, the hit chance when moving was 55% Setting the penalty to 0.65, the hit chance when moving was 60% Setting the penalty to 0.70, the hit chance when moving was 65% Interesting to see that when applying the penalty, it always rounds down.
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