zolobolo Posted September 24, 2014 Share Posted September 24, 2014 Thanks guys, great list of changes One question: How do you get this running on a windows/steam install? Steam does not seem to update to this version and if downloaded and fed into the mod tool manually the game does not start Quote Link to comment Share on other sites More sharing options...
llunak Posted September 24, 2014 Author Share Posted September 24, 2014 One question: How do you get this running on a windows/steam install? Steam does not seem to update to this version and if downloaded and fed into the mod tool manually the game does not start Unstable X:CE releases are not done on Steam. I've updated the OP to include install instructions. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 24, 2014 Author Share Posted September 24, 2014 And there it goes my hope that modders will get few new things to tackle with ..I am all for general improvements like "many UI improvements" and bug fixing but can't we ( modders) get some of requested things (I know you made expectation that you are not doing requests but cut us some slack ok ?). You'll need to wait for Solver or somebody else to find some time for this. As I've said, I focus on the base game, so even if I knew what you'd want (which I don't), I'd generally find mod-only stuff to be lower priority when I have such a long list of things to do for the base game. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 (edited) This build is very unstable: Game crashes to desktop whenever I load a ground combat save while in the ground combat. Loading a geoscape save works without a problem. Also, GC saves work when loaded from geoscape or from mainmenu. This bug can be repeated every time. Game also crashes to desktop after GC when I click OK to proceed from debrief screen. This happens randomly maybe 5 times out of ten. I've also unfortunately had two random crashes on AI turns when in GC. Can't say what happened as I had no LoS to AI when the crash occured, but I'm fairly sure I heard alien shooting just before. Edited September 25, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 (edited) OK, I now have a save with fairly high change of repeating the AI turn crash. The problem is, my game very heavily modded so I would probably need to upload my whole installation to llunak. Any ideas? The situation for crash is as follows: 1. My unit is situated like this when I end my turn. 2. Start of AI turn. A sebillian hiding in the corner shoots 2 single shots or a burst 3. The sebillian looks like it'd like to shoot a third shot (rises weapon and plays the shooting animation) but the projectile never appears and the game hangs. Edited September 25, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted September 25, 2014 Author Share Posted September 25, 2014 Game also crashes to desktop after GC when I click OK to proceed from debrief screen. This happens randomly maybe 5 times out of ten. I cannot reproduce. Does it happen with -quickbattle? Does it happen without any extra mods? Is it specific to anything such as a day/night or a specific tileset? I've also unfortunately had two random crashes on AI turns when in GC. Can't say what happened as I had no LoS to AI when the crash occured, but I'm fairly sure I heard alien shooting just before. Gameconfig.xml, endTurnAutosave. OK, I now have a save with fairly high change of repeating the AI turn crash. The problem is, my game very heavily modded so I would probably need to upload my whole installation to llunak. Any ideas? Yes, just provide the save anyway, together with the list of mods you have installed (and if it's not too large, providing everything from assets/mod except for X:CE alongside would save me time). Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 Good news, I installed a clean game with CE and the save works fine with it. So here it is. Just load it and end turn - should crash on at least every other try. 2.sav 2.sav Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 I cannot reproduce. Does it happen with -quickbattle? Does it happen without any extra mods? Is it specific to anything such as a day/night or a specific tileset? Yeah, this happens with no mods installed too. Haven't found any relation to tilesets etc. Only that if I save just before finishing the mission, it seems to always work fine after reload. Could be somehow related to the save/load bug? Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 I had the game crash on me as my unit with heavylaser berzerkered and didn't have TU's to shoot. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 25, 2014 Author Share Posted September 25, 2014 Yeah, this happens with no mods installed too. Haven't found any relation to tilesets etc. Only that if I save just before finishing the mission, it seems to always work fine after reload. Could be somehow related to the save/load bug? I don't know. Try RC3 and otherwise see the PM. I've fixed the other problems and threw in a certain config change , thanks for the testing. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 Sorry, RC3? Quote Link to comment Share on other sites More sharing options...
llunak Posted September 25, 2014 Author Share Posted September 25, 2014 Release Candidate 3. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 25, 2014 Share Posted September 25, 2014 Oh, you've release 0.2 and 0.3 already! Great, will test! Btw, can I just overwrite the .exe? Any other files changed? Quote Link to comment Share on other sites More sharing options...
llunak Posted September 25, 2014 Author Share Posted September 25, 2014 IIRC some config file has changed since RC1. Quote Link to comment Share on other sites More sharing options...
Game_tester Posted September 25, 2014 Share Posted September 25, 2014 (edited) Hello ! what you think about add to game stamina\energy for solders, as was in old x-com ? ========= So ... you have limit amount of energy, every turn it replenished ... so if you move to high or have to high weight it go down fast & you must wait for make any movement... - you can shoot but can't move. (if level of energy is low ..) how fast you will get low energy based on weight and solder strength ... and frequency of movement ... ____ Edited September 25, 2014 by Game_tester Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 26, 2014 Share Posted September 26, 2014 The RC3 seems to work completely stable. Great work llunak, thanks! Quote Link to comment Share on other sites More sharing options...
llunak Posted September 26, 2014 Author Share Posted September 26, 2014 Good. Any special comments on shooting? I think it should be slightly more likely to score hits than before, but I don't want to adjust the balance before anybody complains. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 26, 2014 Share Posted September 26, 2014 start testing it...tried to rename a charlie..the game crashes when moving back to equipment tab :c (im using xnt and fith). Quote Link to comment Share on other sites More sharing options...
llunak Posted September 26, 2014 Author Share Posted September 26, 2014 start testing it...tried to rename a charlie..the game crashes when moving back to equipment tab :c (im using xnt and fith). Please verify without XNT (its installation pack appears to include a copy of some X:CE version). Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 26, 2014 Share Posted September 26, 2014 (edited) Any special comments on shooting? Hmm, no - not really. Didn't notice/see/experience anything out of ordinary. Or nothing I could put my finger on at least. Game felt all around great and I simply LOVE how the missed shots continue on their trajectory until they hit something. (I've set the probability of hitting target's tile to 0) It just feels so much better! Edited September 26, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Game_tester Posted September 26, 2014 Share Posted September 26, 2014 The RC3 seems to work completely stable. Great work llunak, thanks! good news ! Quote Link to comment Share on other sites More sharing options...
The Watcher Posted September 28, 2014 Share Posted September 28, 2014 Why I can't see the cover information? http://www.xenonauts.com/modbuilds/images/cover.png Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 28, 2014 Share Posted September 28, 2014 (edited) Thanks llunak for the 0.3. The game finally feels complete! Amazing job! New music for alien bases and base defence missions work like a charm! Regarding the new config options for door closing rules: I seem to be able to open/close alien base doors at will. (want to have control over all normal human doors but no alien doors) Edited September 28, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted September 28, 2014 Author Share Posted September 28, 2014 Thanks llunak for the 0.3. The game finally feels complete! Can't be, my todo list is now at ~500 lines . Regarding the new config options for door closing rules: I seem to be able to open/close alien base doors at will. (want to have control over all normal human doors but no alien doors) Well, those aren't in UFOs. But yes, I'll change that for 0.31, it'll make the option a bit of a misnomer, but oh well. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 28, 2014 Share Posted September 28, 2014 I see in the change log that you've possibly found a fix for the animation skip crash. Is the skip animation function now going to be set to default or is it going to remain off for further testing first? (Asking because in just over a week I should be in a position to do some testing again if it's needed). Quote Link to comment Share on other sites More sharing options...
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