Eugus Posted July 1, 2014 Share Posted July 1, 2014 hmm tried the "cleanfolder' but didn't work. il try another fresh install at my new library location. Though when i moved it over, it was from a fresh install and i also made a copy of it. Maybe something happened when i copied it. il update after i try. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 Just to make sure, you do have colours.xml in your assets folder, right? Quote Link to comment Share on other sites More sharing options...
Mask Posted July 1, 2014 Share Posted July 1, 2014 Is this the right place for suggestions? Forgive me if it isn't (I couldn't find anywhere more appropriate). I'd like to ask if it's possible to return the option for explosion damage scaling. Used to be that the further you were from an explosion, the less damage you took. That element is critical to the Quasi Realism mod I'm helping a friend with. I hope there's any chance of returning the function. Thank you for hearing my suggestion. I apologize again if it's inappropriate here. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 I cannot say for sure, but it is my impression that it still works that way, there's a certain damage dropoff from the center of the explosion? Quote Link to comment Share on other sites More sharing options...
kabill Posted July 1, 2014 Share Posted July 1, 2014 I cannot say for sure, but it is my impression that it still works that way, there's a certain damage dropoff from the center of the explosion? I thought that this had been removed but it looks like it's still in, at least partially. Just did a test where I set the damage randomisation to 0 to rule out ranodm variance in damage. Firing a rocket at a soldier with another soldier just on the edge of the blast radius did 60 damage to the central target and 48 damage to the one on the edge. A similar experiment with C4 showed decreasing damage away from the centre but only by a very small amount (the furthest out soldier took 54 damage and I think the centre was 60, though it might have been a bit higher maybe). So there's still some damage drop off, but it's a very small effect. At the very least, it would be good to have some control over it. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 (edited) Sounds about right to me from looking at the explosive calculation code. The MinExplosiveDamageLevel variable in config.xml places a lower bound on the explosive damage that can be dealt. Current value is 0.75. That is, if an explosion deals 100 damage, any unit within the radius will be dealt at least 75. Matches pretty well with your 60/48 numbers (the extra being probably from the proximity calculation). Set that variable to 0 and you'll get an unbounded calculation, where the damage done to each unit will be equal to the proximity coefficient, which is (r - d) / r for a target standing at distance d from an explosion with the radius r. Edited July 1, 2014 by Solver Quote Link to comment Share on other sites More sharing options...
Mask Posted July 1, 2014 Share Posted July 1, 2014 (edited) Yes! That is exactly what we needed! Thank you Solver, your name is perfectly suited for this moment in the case of the Quasi Realism mod. Again, thank you all very much for helping me with this. I've told Ron, and he's happy to be able to get the explosives working. Will still be a while before a testable version is ready, but this way it won't be the demi-quasi realism unless you use grenades mod. Edited July 1, 2014 by Mask Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 It's linear scaling like I showed above. A unit 1 tile away from a 3-tile-radius explosion would take 2/3 of the damage if the MinExplosiveDamageLevel didn't further affect it. EDIT: Ah sorry, partial crosspost, and of course I mistyped in the above post - it's (r - d) / d, clearly. Quote Link to comment Share on other sites More sharing options...
Mask Posted July 1, 2014 Share Posted July 1, 2014 Thanks for adding that. Sorry for editing my post so much. Ron also extends warm thanks, and agrees you've earned your name. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 1, 2014 Share Posted July 1, 2014 Ah, that's what that does. I thought it was just a minimum for the damage randomisation rather than damage drop-off. That's great, thanks. Quote Link to comment Share on other sites More sharing options...
Rutger Posted July 1, 2014 Share Posted July 1, 2014 I do have the same situation as Eugus, the only difference is that I did download the game from Desura, which is 1.07 as well. I did run cleanfolder.bat and colours.xml is in right place. Without CE, Xenonauts runs just fine. Quote Link to comment Share on other sites More sharing options...
Eugus Posted July 1, 2014 Share Posted July 1, 2014 Ya fresh install was a no go. I Do have the "colors.xml" file in my assets. Im on windows 8 btw Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 This is quite disconcerting seeing as how it works completely fine here and there's nothing that should crash... Quote Link to comment Share on other sites More sharing options...
Eugus Posted July 1, 2014 Share Posted July 1, 2014 ya il keep looking around, if u need more info just let me know. I'd really like to give this a try. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted July 1, 2014 Share Posted July 1, 2014 Same for me, mate. 1.07 clean install and Xenonauts runs just fine; applied CE 0.23 and it crashes upon starting the game. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 Deleting my own installation now, I'll try and see if it crashes with a clean install. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 Ah, I am an idiot, I thought this was in the official 1.07... Try redownloading 0.23 and see if it works now. Quote Link to comment Share on other sites More sharing options...
Rutger Posted July 1, 2014 Share Posted July 1, 2014 It works now. Thanks for your work Solver (and Chris for making it happen), CE changelog looks impressing. Is CE compatible with previous saves from vanilla or new game is required? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 CE will load vanilla saves correctly, but vanilla might not load CE saves correctly. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted July 1, 2014 Share Posted July 1, 2014 (edited) Ah, I am an idiot, I thought this was in the official 1.07...Try redownloading 0.23 and see if it works now. It's working now, thank you! Out of curiosity, what was the problem that caused the crashes? Edited July 1, 2014 by KevinHann Quote Link to comment Share on other sites More sharing options...
Solver Posted July 1, 2014 Author Share Posted July 1, 2014 Simply that I had removed loadouts.xml from the download because I was under the impression that vanilla 1.07 already included that file. Quote Link to comment Share on other sites More sharing options...
Eugus Posted July 1, 2014 Share Posted July 1, 2014 Great its working for me now also, thanks for the help. Been looking forward to trying this. Cheers! Quote Link to comment Share on other sites More sharing options...
Jace11 Posted July 2, 2014 Share Posted July 2, 2014 (edited) Is the new kills counter from 1.07 or the community patch? I think I read someone asking for it here. Its nice, but with long names it gives over lapping text fields with rank gains. Could go on row below next to */*HP I dont think anything appears there. [ATTACH=CONFIG]4705[/ATTACH] Also, its 1 KILL, 2 KILLS etc, or you could use KILLS: # instead. Also, you default loadout for scout class has 2 pistols, 1 is occupy same slots as some other items. Edited July 2, 2014 by Jace11 Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 2, 2014 Share Posted July 2, 2014 @Great Solver I cant manage to set "apDamage" in an alien weapon. I run several test but I need a bit more data. This damage is subjected under the general type of damage of the weapon? if the weapon says "kinetic" apDamage=20, if the target has 20 kinetic armor the TU damage is block? Thank you! Im forward testing all the changes! Very useful Quote Link to comment Share on other sites More sharing options...
Solver Posted July 2, 2014 Author Share Posted July 2, 2014 TD, what does your weapon and ammo definition look like? TU damage applies to ammo, not a weapon. But yeah, apDamage of 20 could be blocked by kinetic armour of 20, assuming the ammo is kinetic. That said, this is a function I have essentially not tested, and am not even sure if it works when hitting humans. Try first giving humans a weapon that damages TU and hit aliens with it. If that works, but not the other way around, that can be fixed. Quote Link to comment Share on other sites More sharing options...
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