kabill Posted March 8, 2015 Share Posted March 8, 2015 Yeah. Or at least I assume so. When I tried adding new UFO types to maps, it didn't work (they don't display in the map editor so can't be added) and I'm assuming the same is true of player dropships as they're drawn from the same list. It's something on my XCE to-do list to try and change this but there's a fair chance it will be too complex for me. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 kabil, Max thx 4 your answers Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 I renamed and rewrited valkiriya files and tryed to feed it to chinook. don`t work. (maps/dropships) Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted March 8, 2015 Share Posted March 8, 2015 You didn't change everything, did you? The only things I think you should change are: All strings entries in strings.xml So a typical entry would look something like this: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">airplane.human.valkyrie</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Mi-18</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> and <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">D-54 Valkyrie</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Mi-18</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> and <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">ManTech.Valkyrie</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Mi-18</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> etc. So all the strings for a player are reported as (say) Mi-18, but internally, it's still the Valkyrie. Xenopedia You will need to change the Xenopedia to reflect the different aircraft to something like this: <Row ss:AutoFitHeight="0" ss:Height="178.5"> <Cell ss:StyleID="s72"><Data ss:Type="String">airplane.human.valkyrie</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Mi-19</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">xenopediaimages/mi-18</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Xenonaut Aircraft</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">AC</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Blah blah blah boring info about dropship </Data></Cell> </Row> researches.xml Only change in researches.xml point where the dropship will be researched. (Remember that technology which is already researched cannot be used when testing). manufactures.xml Alter in manufactures the manufacturing costs for the valkyrie. That should be it for basic testing. The big changes are in strings.xml, because strings.xml is the interface between what text the player sees and what the game matches the text to. Also, I don't think light scout maps have a valkyrie submap so I don't think you'd be able to test that with light scouts. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 (edited) thanks ) you have allready done my job ))) The idea was to give valkyrie`s submap to the chinook. it was failed. )))you was right, i don`t see any reason to design new dropsheep because i will lose the existing ((. It makes me sick )) Edited March 8, 2015 by korsss Quote Link to comment Share on other sites More sharing options...
drages Posted March 8, 2015 Share Posted March 8, 2015 thanks ) you have allready done my job )))The idea was to give valkyrie submap to the chinook. it was failed. )))you was right, i don`t see any reason to design new dropsheep because i will lose the existing ((. It makes me sick )) If kabills say something its %99 right. If max says it, its %97.5.. if they both say the same, just close computer and go take some fresh air.. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 If kabills say something its %99 right. If max says it, its %97.5.. if they both say the same, just close computer and go take some fresh air.. yes you is right )) it`s time to have a walk with my dog )) Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 (edited) may be i can add it here (maps) ? will it works ? <layer name="airplane.human.chinook" orientation="NE"> <submap name="human.chinook" left="25" top="90" width="14" height="7" /> </layer> <layer name="airplane.human.chinook" orientation="SW"> <submap name="human.chinook" left="1" top="90" width="14" height="7" /> </layer> <layer name="airplane.human.shrike" orientation="NE"> <submap name="human.shrike" left="26" top="88" width="12" height="12" /> <submap name="human.shrike" left="2" top="88" width="12" height="12" /> </layer> <layer name="airplane.human.valkyrie" orientation="NE"> <submap name="human.valkyrie" left="1" top="89" width="10" height="10" /> <submap name="human.valkyrie" left="16" top="88" width="10" height="10" /> <submap name="human.valkyrie" left="29" top="89" width="10" height="10" /> </layer> <layer name="airplane.human.DROPSHIP1" orientation="NE"> !!!!!!!!!!!!!! <submap name="human.valkyrie" left="1" top="89" width="10" height="10" /> <submap name="human.valkyrie" left="16" top="88" width="10" height="10" /> <submap name="human.valkyrie" left="29" top="89" width="10" height="10" /> </layer> <layer name="airplane.human.DROPSHIP2" orientation="NE"> !!!!!!!!!!!!!! <submap name="human.valkyrie" left="1" top="89" width="10" height="10" /> <submap name="human.valkyrie" left="16" top="88" width="10" height="10" /> <submap name="human.valkyrie" left="29" top="89" width="10" height="10" /> <layer name="airplane.human.DROPSHIP3" orientation="NE"> !!!!!!!!!!!!!! <submap name="human.valkyrie" left="1" top="89" width="10" height="10" /> <submap name="human.valkyrie" left="16" top="88" width="10" height="10" /> <submap name="human.valkyrie" left="29" top="89" width="10" height="10" /> and what about to use such instruction as (child): airplane.human.DROPSHIP.dropshipname <layer name="aairplane.human.DROPSHIP.dropshipname" orientation="NE"> !!!!!!!!!!!!!! <submap name="human.DROPSHIP" left="1" top="89" width="10" height="10" /> <submap name="human.DROPSHIP" left="16" top="88" width="10" height="10" /> <submap name="human.DROPSHIP" left="29" top="89" width="10" height="10" /> Edited March 8, 2015 by korsss Quote Link to comment Share on other sites More sharing options...
kabill Posted March 8, 2015 Share Posted March 8, 2015 Tried doing that when trying to add a new UFO but didn't seem to work. Although, honestly, I'm not sure why it wouldn't so it's possible I made a mistake. You could always try it and see. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 Tried doing that when trying to add a new UFO but didn't seem to work. Although, honestly, I'm not sure why it wouldn't so it's possible I made a mistake. You could always try it and see. ok i will try, but may you tell me how i can use only one map 4 testing it ? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted March 8, 2015 Share Posted March 8, 2015 Delete most of the maps. Seriously. The game randomly selects a map, and if there are random elements in the map it randomly selects them. There was a lot of complaining in beta about facing the same maps over and over so the devs put in code that specifically selects a different map each time (for the specific area). But if you delete most of the maps, it can only choose from what is there! Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 thx Max, I am starting )) Quote Link to comment Share on other sites More sharing options...
kabill Posted March 8, 2015 Share Posted March 8, 2015 What Max said. You only need to do it on one tileset though (whichever one you're going to run the test on) and rather than deleting them you can cut them and then paste them somewhere else (for ease of restoring them afterward). Quote Link to comment Share on other sites More sharing options...
korsss Posted March 8, 2015 Author Share Posted March 8, 2015 no dont work, i tryied to give chinook valkirye and shrike submaps, its wrong way Quote Link to comment Share on other sites More sharing options...
kabill Posted March 8, 2015 Share Posted March 8, 2015 That's probably because you've copied from only one direction. There's four directions: NW, NE, SW and SE. You'll need to make sure that the directions you're copying to match the direction you've copied from. (Also, the Shrike submaps aren't always the right way anyway.) Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 <layer name="airplane.human.chinook" orientation="NE"> <submap name="human.chinook" left="34" top="39" width="14" height="7" /> </layer> <layer name="airplane.human.chinook" orientation="SW"> <submap name="human.chinook" left="4" top="40" width="14" height="7" /> </layer> <layer name="airplane.human.shrike" orientation="NE"> <submap name="human.shrike" left="35" top="36" width="12" height="12" /> </layer> <layer name="airplane.human.valkyrie" orientation="NW"> <submap name="human.valkyrie" left="5" top="39" width="10" height="10" /> <submap name="human.valkyrie" left="37" top="38" width="10" height="10" /> <submap name="human.valkyrie" left="22" top="38" width="10" height="10" /> </layer> <layer name="airplane.human.drop1" orientation="NW"> <submap name="human.valkyrie" left="5" top="39" width="10" height="10" /> <submap name="human.valkyrie" left="37" top="38" width="10" height="10" /> <submap name="human.valkyrie" left="22" top="38" width="10" height="10" /> </layer> dont work. kabil, valkirye have only one direction in the map, i cant understand you Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 </layer> <layer name="airplane.human.chinook" orientation="NE"> <submap name="human.chinook" left="34" top="39" width="14" height="7" /> </layer> <layer name="airplane.human.chinook" orientation="SW"> <submap name="human.chinook" left="4" top="40" width="14" height="7" /> </layer> <layer name="airplane.human.shrike" orientation="NE"> <submap name="human.shrike" left="35" top="36" width="12" height="12" /> </layer> <layer name="airplane.human.valkyrie" orientation="NW"> <submap name="human.valkyrie" left="5" top="39" width="10" height="10" /> <submap name="human.valkyrie" left="37" top="38" width="10" height="10" /> <submap name="human.valkyrie" left="22" top="38" width="10" height="10" /> </layer> <layer name="airplane.human.drop1" orientation="NE"> <submap name="human.chinook" left="34" top="39" width="14" height="7" /> </layer> <layer name="airplane.human.drop1" orientation="SW"> <submap name="human.chinook" left="4" top="40" width="14" height="7" /> </layer> dont work to I have my brain exploded. Quote Link to comment Share on other sites More sharing options...
kabill Posted March 9, 2015 Share Posted March 9, 2015 Sorry, I think I misunderstood what you were trying to do. In any case, I just had a look at the code and there are hardcoded lists as I thought. On the other hand, a very cursory glance implies that it wouldn't be very difficult to, at least, add in some new blank entries for modding. I'd prefer to make it dynamic if possible for maximum flexibility but that might be beyond me. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 ok. I am trying to RESUME: 1) I have my dropship (drop1), i can research it, i can build it, i can give it the crew 2) there are 3 types of dropzones in the vanila game (maps/dropships/....) 3) I want to give wellknown dropezone to my ship, and describe it in the map (map/desert/desert_small_skitso_lighscout.xml) by adding the new strings. 4) it dont brake the game, but make impossible to load the mission 5) FAIL WHYYYYYYYYYYYYYYYYYY ))))))))))))))) I want to know where i f**ed up. Do somebody can help us ? sorry my english Quote Link to comment Share on other sites More sharing options...
kabill Posted March 9, 2015 Share Posted March 9, 2015 You didn't. The game will only recognize the three vanilla dropship names. Anything else you add it can't load as it's not programmed to recognise it. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 You didn't. The game will only recognize the three vanilla dropship names. Anything else you add it can't load as it's not programmed to recognise it. so why we have this strings ? and descriptions ? 4 little editing only ? What do you think, Can we ask the developers to add the "freedropzone" © )) to the game in the future ? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted March 9, 2015 Share Posted March 9, 2015 There's no point asking Goldhawk, because they are working on their next game. That's one of the reasons why there's a community coder program, so people who are dissatisfied with Xenonauts can open up the game and make it more to their liking. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 There's no point asking Goldhawk, because they are working on their next game. That's one of the reasons why there's a community coder program, so people who are dissatisfied with Xenonauts can open up the game and make it more to their liking. they do not want to give us some instruments 4 more productivity modding ? ))) Quote Link to comment Share on other sites More sharing options...
kabill Posted March 9, 2015 Share Posted March 9, 2015 I don't think Chris would want to add anything to the game now: the development team have moved onto Goldhawk's new project save for doing emergency bugfixing (which has also more or less finished). So the only way this will become possible is via the community coding program. EDIT: Ninja'd. Also: the game was never intended to be especially moddable. What was and was not made accessible for modding was haphazard and unplanned for the most part, so far as I can tell. Chris's main focus was just getting the game up and running at all (a monumental achievement under the circumstances); mod support was very much secondary to this. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 9, 2015 Author Share Posted March 9, 2015 i don't think chris would want to add anything to the game now: The development team have moved onto goldhawk's new project save for doing emergency bugfixing (which has also more or less finished). So the only way this will become possible is via the community coding program.Edit: Ninja'd. Also: The game was never intended to be especially moddable. What was and was not made accessible for modding was haphazard and unplanned for the most part, so far as i can tell. Chris's main focus was just getting the game up and running at all (a monumental achievement under the circumstances); mod support was very much secondary to this. god bless the community ))) Quote Link to comment Share on other sites More sharing options...
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