winterwolves Posted July 31, 2014 Share Posted July 31, 2014 OK, strange here: I used the mod loader to delete the minibar soldier roles mod. It said it was deleted. Now the base attack mission loads but.... there are still soldier roles in the minibars? Huh? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 2, 2014 Share Posted August 2, 2014 Bug Report: The mod-loader doesn't seem able to replace files in gui/weapons. It can accept new ones, but adding in an image which replaces an existing one doesn't work and when the game loads the image it loads the original image instead. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 4, 2014 Share Posted August 4, 2014 Bug Report: Doesn't look like the mod loader can add in/replace sound files. It definitely merges sounds and sounds_gc correctly, but doesn't play new/replacement audio files. (This might not be a bug so much as an unimplemented feature, mind.) Quote Link to comment Share on other sites More sharing options...
andysonofbob Posted August 6, 2014 Share Posted August 6, 2014 Everytime I try to install a mod from the Install New Mod thingy, I am getting the message that says the mod isn't a mod file! The mods for x:cesettings works though. The launcher says 0.26HF Unofficial The mods I have tried: Lore+Version1.8, Fire in the Hole v2.0 (XCE v0.25) and ECS v2.0 (XCE v0.25) all are zips. Any idea what I am doing wrong? My game is 1.9. GOGs Thanks Quote Link to comment Share on other sites More sharing options...
silencer Posted August 6, 2014 Share Posted August 6, 2014 FitH in that version is not mod installer compatible. Lore+ is also not XCE mod I believe, you have to manually install (though I might be wrong). You don't need ECS if you are using FitH. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 7, 2014 Share Posted August 7, 2014 (edited) If you want the CE-compliant version of Lore+ you can get the CE-Enhanced Lore+ here. However, due to a problem which I am going to devote most of tonight to, you have to start a new game, quit out the the game completely then start another new game to make sure the Lore+ files are appended correctly (you can then carry on playing as normal). That issue is why I haven't put it up as a full version yet. Additionally, every CE-compliant mod which uses llunaks modular installer needs a "modinfo.xml" file, which is why it isn't recognising it. Edited August 7, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
andysonofbob Posted August 7, 2014 Share Posted August 7, 2014 Ahh, thanks. What does the modinfo file need to contain? Could I just create one? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 7, 2014 Share Posted August 7, 2014 What does the modinfo file need to contain? Could I just create one? Doesn't need to contain anything. It just needs to be an xml file called modinfo. (Easiest way to make it is to copy one of the existing xml files, rename it and strip its contents). Quote Link to comment Share on other sites More sharing options...
llunak Posted August 8, 2014 Author Share Posted August 8, 2014 Updated to 0.26HF2 . The only change should be avoiding an infinite loop when checking resources, leading e.g. to lockups when firing a rocket at a hedge in a farm map. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 9, 2014 Author Share Posted August 9, 2014 Bug Report: The mod-loader doesn't seem able to replace files in gui/weapons. It can accept new ones, but adding in an image which replaces an existing one doesn't work and when the game loads the image it loads the original image instead. What does use images from there? Whatever I try, it uses images from asserts/weapons/. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 9, 2014 Share Posted August 9, 2014 (edited) Bug Report: After finishing ground combat, the Icon of my interceptor that was in process of relocation vanished. The radar circles were still there. Reloading the save after GC did not created same issue. It might be also that I've loaded GC as first save after running Xenonauts. @llunak - you sure HF2 changes only that freeze bug? It looks like Scitsos oppresive UI doesn't work as it should be after that patch. Some bars don't get grey, transparency is missing and there is no this darker border. Edited August 9, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
kabill Posted August 9, 2014 Share Posted August 9, 2014 What does use images from there? Whatever I try, it uses images from asserts/weapons/. The ground combat weapon-in-hand images use the gui/weapons folder. There's actually no reason why it can't use the assets/weapons folder either (you can specify the full file path and I know it works) so I'm not quite sure what the point of having them separate is. However, there is another folder in gui/weapons ('small') which has smaller images of items, so it might be related to that? Quote Link to comment Share on other sites More sharing options...
llunak Posted August 9, 2014 Author Share Posted August 9, 2014 The ground combat weapon-in-hand images use the gui/weapons folder. There's actually no reason why it can't use the assets/weapons folder either (you can specify the full file path and I know it works) so I'm not quite sure what the point of having them separate is. However, there is another folder in gui/weapons ('small') which has smaller images of items, so it might be related to that? I cannot reproduce any problem. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 9, 2014 Share Posted August 9, 2014 I've also noticed that for example Foxtrots when fighting vs Corvette / Landingship for example. The flight targeting thing goes behind the UFO and after they've launched torpedoes it goes to the standard in front of the UFO path. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 9, 2014 Author Share Posted August 9, 2014 @llunak - you sure HF2 changes only that freeze bug? It looks like Scitsos oppresive UI doesn't work as it should be after that patch. Some bars don't get grey, transparency is missing and there is no this darker border. I've already deleted the .zip of the previous version, so I cannot verify for sure. But .lua scripts require file replacing currently, so maybe you haven't done that again? Quote Link to comment Share on other sites More sharing options...
silencer Posted August 9, 2014 Share Posted August 9, 2014 I have replaced scripts. Some bars turn grey / black so it works partially. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 9, 2014 Share Posted August 9, 2014 I cannot reproduce any problem. Hmm, ok. I'm away for the weekend but when I get back I'll have a play-around to see if I can work out what I was doing wrong. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 9, 2014 Share Posted August 9, 2014 I've already deleted the .zip of the previous version, so I cannot verify for sure. But .lua scripts require file replacing currently, so maybe you haven't done that again? Nevermind. For some reason, I had to delete scripts from mods/internal. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 9, 2014 Share Posted August 9, 2014 (edited) To update CE026HF to HF2, do I need to copy other files than .exe? Edited August 9, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted August 9, 2014 Author Share Posted August 9, 2014 The .exe should be the only thing that has changed. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted August 10, 2014 Share Posted August 10, 2014 Is the existence of a file known as 'Internal' something made by the launcher or is it something I should delete? (It's in the 'Mods' folder) Quote Link to comment Share on other sites More sharing options...
silencer Posted August 10, 2014 Share Posted August 10, 2014 Made by the launcher. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 11, 2014 Share Posted August 11, 2014 (edited) Bug Report: There seems to be an issue with the mod installer in some instances. For certain mods (e.g. FTD and Armoured Assault) it comes up with the following: Error: unable to write on assets/mods directory.Check program's permissions. It then gives an error message indicating that it can't open a particular file. E.g. from FTD: can't open file 'assets/mods/FTD (2)/ufocontents\airplane.alien.assaultlander.andron.xml' (error 3: the system cannot find the path specified Note that the reverse slash (\) after ufocontents in the file path is verbatim. When trying to install Armoured Assault there's a similar reverse slash. Don't know if it's likely to be related, but thought it worth mentioning in case. As regards the first error message, I've tried installing a different mod using the mod installer and it worked fine. So I'm not sure why it's saying there's no permission in this instance. Edited August 11, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
llunak Posted August 11, 2014 Author Share Posted August 11, 2014 It's presumably either the space or the parentheses, can you please check? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 11, 2014 Share Posted August 11, 2014 I presume you mean in the file name. I just changed it from FTD (2) to FTD2 and it still gives the same errors. Quote Link to comment Share on other sites More sharing options...
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