Jump to content

Search the Community

Showing results for tags 'modding'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

  1. Anyone know how to do this? All I know is that you have the image files for them at xenonauts\assets\rankimages No idea what the .rar file is for. Can you actually have more than 8 ranks? For the shorthand rank names, is there a character limit?
  2. I tried to increase the magazine size of the rocket launcher, but it doesn't seem to be reflecting properly in GC. What could I have missed?
  3. I don't have any good ideas on this. As the game is updated it's quite possible that a mod with damage or remove changes that Goldhawk is making. The only thing I can think of is to write an actual program that can merge the contents of files themselves without removing/changing anything that is not part of the mod. OR we can just wait until the game is actually finished. I've been hesitant to release anymore stuff as there is good chance it will wreck peoples games AND I don't want to keep updating my stuff every time a new release comes out.
  4. Just a query to see if a particular mod would be possible as things stand with the game. Like EU, I imagine there will be a pretty sequential storyline leading to a final battle. Once completed, this would end the game. What I'd like to know is if there is a way to either not complete the game at that point and progress to another mission or to add in missions of your own along the way and return to the game once done. An example would be that one of the alien races had a goal of their own. Preventing them attaining that goal would be a key mission, but you'd want to return to the main storyline once it had been completed.
  5. I have been looking at the files that one can extract and thus presumably mod via the 'Game Mods' method which is currently implemented. Is there a way to add actual weapons with spectres to the game through this as it stands? Please let me know what your experiences with this method of modification have been so far. For those that need background information here is the wiki post describing how to use the Game Mods method: Method
  6. This is my first crack at it. I've changed the suppression, damage, range, and mitigation numbers. I'd like to use a different projectile too, but I'm not sure how all that works. Anyway I've done the best I can with what they give us to work with. In reality, it's difficult to imitate a shotgun with buckshot without being able to mod the to-hit formula too. Below is the bit of XML to replace. The shotgun now has the effective range of a pistol and does a lot of damage, however, it has poor penetration. I also lowered the magazine capacity to 8 from 12. <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="15" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="27" suppressionRadius="2"> <Set1 ap="9" accuracy="83" /> <Set2 ap="11" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/Shotgun.png"/> <GroundImage name="grounditemimages/shotgun.png"/> <Ammos> <Ammo name="ammo.ballistic.shotgun" type="kinetic" damage="60" mitigation="4"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon>
  7. (Note: if you have no skills at programming then don't leave just yet!) So why no make a thread about it, to help Chris. For those of you who don't know how to change the movement speed(the speed at which the walking animation scrolls across the screen) It is very easy. Go to: folder where you have desura installed/Desura/Common/xenonauts/assets/config.xml Open the config file with the notepad program.(Or a similar text editing program). Use the programs "find" function to locate MoveSpeed(or just scroll down and use your eyes to find it.) You should see this: <MoveSpeed>300</MoveSpeed> And the number 300 is the default speed of the kickstarter demo. Just replace 300 with any number you want and save the changes. Any change will take effect when you start up the game. Now my personal preference is 245. I can't say the troops are sprinting or running per say in their animation. I think it looks more like light jogging. So the slower speed does look like they are moving with each step(as opposed to reverse moonwalking or floating). Then again i have really bad eyesight so please do say what you think of this speed, and post your own number if you found one that you like more.
  8. X-COM is my favorite game of all time. Complex and replayable almost 20 years later, the game is peerless. Neverwinter Nights was my second favorite, not because the game was awesome but because the toolset helped YOU make the game awesome. Perhaps the toolset for this game could be released like the Aurora toolset for NWN. Ohh I would love to mod a jagged alliance 2 remake.... edit: Nevermind lol
  9. In the most recent builds a new file, gas_gc.xml, has been added to the game. This file is used to add different smoke effects when explosions occur. The different gasses/smokes have a number of properties that can be modified to change how they affect your soldiers and aliens. To start find the file in the assets folder of Xenonauts and it using Notepad. You should see a file with about 8 different types of smoke/gasses. The first three are hardcoded to the game and linked to environmental effects whereas the remaining five are the result of weapon explosions. Each gas entry has a name, an animation associated with it, and a number of properties that have an effect on how your soldier interacts with it. The properties include how much damage it causes per turn, stundamage, how quickly it dissipates, and how it affects your ability to shoot into it (this parameter is not currently functioning). It is important to note that the damage/stundamage caused by smoke is not currently mitigated by armor (to the author's best knowledge). To provide an example of how to add a new gas/smoke we will be adding the smoke grenade to the game (image files exist, but not currently implemented). None of the existing gas/smoke entries is currently a viable option for this weapon, because they give a potential smoke grenade a very strong offensive use because they do a lot of damage or stun damage. Additionally the other smoke/gas entries dissipate too quickly. To add a new smoke grenade effect add the following to the file around the FragGrenadeSmoke entry: <GasType name="SmokeGrenadeSmoke"> <Anim name="particles/lightsmoke/lightsmoke" /> <Props damage="0" stunDamage="0" dissipationChance="20" accuracyReduction="25" LOSReduction="3" /> </GasType> This creates a special type of smoke that will look like grenade smoke, but will not cause damage to the target, will better obfuscate your solders, and take longer to dissipate. Now that we have this new type of smoke, we need a method to deliver it to the battlefield. Namely we need a smoke grenade. Before proceeding, save and close gas_gc.xml. Open weapons_gc.xml next and find the entry for "weapon.grenade.smoke". The outline for the weapon is there, but has not been fleshed out yet. Replace the entry with the following: <Weapon name="weapon.grenade.smoke" bulletType="grenade" emptySound="Empty Click 1"> <props range="10" hands="1" recoil="0" weight="1" clipSize="1" reloadAPCost="0" /> <SingleShot delay="0.85"> <Set1 ap="20" accuracy="50" /> </SingleShot> <BurstFire /> <GUIImage name="weapons/ballistic/grenadesmoke.png" /> <GroundImage name="grounditemimages/grenade2.png" /> <Ammos> <Ammo name="ammo.none" type="chemical" damage="5" stunDamage="5" mitigation="0"> <Projectile spectre="projectiles/grenade" /> <Impact spectre="particles/smallgrenade/small_grenade" gasType="SmokeGrenadeSmoke" fireChance="1" smokeChance="95" radius="5.1" sound="Weapon Gas Grenade" /> </Ammo> </Ammos> </Weapon> The main effect of this smoke grenade can be seen in the line that begins with "<Impact". As you may have noticed, we have set the type of gas that the explosion it creates to our new smoke. The other properties control what the explosion looks like, how big of a radious the smoke will fill, the probability that an affected tile will be filled with smoke (95%), the sound of the explosion, and the probability of a tile having fire in this (I made this 1% because that actually happened in basic training during a training excercise). Once you are done save and close the file. To fully add the weapon, add an entry for the smoke grenade to weapons.xml with the following values (in order of how they should be entered for a single row: weapon.grenade.smoke, weapons/ballistic/grenadesmoke, weapons/ballistic/grenadesmoke, ballistic, FALSE, 5, 10, 1, 0.5, 1, 1, 1, ammo.none, 0 Once you save and exit weapons.xml, add an entry to strings.xml for what the smoke grenade should be referred to as. Namely add the following two values in a new row: weapon.grenade.smoke and Smoke Grenade. The final step is to allow you to play with it in game by adding an entry for the Smoke Grenade to the Items.xml file. Add a new line with the following values (in order of how they should be entered for a single row: weapon.smoke.grenade, 0, Unlimited, weapons/airplane/rocket, Item.Dispose.Destroyed. Once you save this file, open up Xenonauts, start a new regular game, and equip the new grenade to your soldiers. Note: You can stop at this point if you want if you do not plan on equipping the smoke grenade as the sole weapon and use it from the quick throw option. However, if you stop here, this is not a full implementation, because you have to create the special spectres (files that control how the soldier's movement is portrayed) for a soldier equipped with the smoke grenade for each armor. If you want to fully implement it do the following: Go to the folder "/assets/units/xenonaut" in your Xenonauts directory. You will see folders for each of the armors listed. For each armor (except "none") open the folder and create a new folder within it titled "weapon.grenade.smoke". Copy the file "solder_spectre" from the weapon.grenade.frag folder for that armor and then paste it into your new folder. Once you have done this you have fully added the smoke grenade to the game. Hope you like the new tactical option!
  10. Does anyone know where the research and completion text descriptions for technologies are stored? I was able to find the popup images in Desura\Common\xenonauts\assets\xenopediaimages under 'new' and 'popup' but when I look elsewhere in 'Research', I see nothing in the folder. I had expected the text to be there. I even checked to make sure I have "Show hidden files and folders" turned on, but no luck.
  11. I asked on the kickstarter page if this was possible, but got no reply. I stumbled on this by going through the forums, very excited by it. Is it possible to modify the actually tiles?
  12. Considering my initial interest in this game I've been very quiet on the forum.....although considering that the goldhawk website has been blocked at my workplace not entirely surprising. Anyway, to the point of my thread, what are people's thoughts on Total Conversions....perhaps somewhat limited given the nature of the Xenonauts game, but there is potential for other ideas using the base xenonauts engine. Perhaps an invasion by the hordes of Chaos with a kind of magi-tech theme for research options...or you could be defending the earth against to Goa-uld (sp?) from Stargate....or perhaps have a post-nuclear world?
  13. I want to mod Xenonauts... but I need artists and an assistant EDITOR. All group members will have a say in how the mod is developed, and I will be responsible for publishing the content. The main rule all the members need to respect the members must respect each other. Who would like to join? Questiosn for GAMEMAKERS: Does <alienAttribute Mean the Number of aliens per mission? Where do you edit hired soldier stats? (Already know where starting soldier stats are... is this the same file?)
×
×
  • Create New...