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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)


Charon

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43 minutes ago, Charon said:

Thanks for your report, i appreciate it.

Hey, no worries. I wasn't expecting it to be easily fixed - I guess the Community Edition people would have to fix it somehow, if at all possible. Anyway, I was also wondering about some of the new guns that you guys have made, stepping outside of the regular pistol-shotgun-rifle-sniper-machinegun. Are there any plans on adding new ones?

If so, something I'd love to see implemented would be a grenade launcher that launches grenades: It would basically act as a midway between hand-thrown grenades and rockets, being able to be lobbed over obstacles, perhaps with a bit more range, while encumbering the soldier more, perhaps having less accuracy and at the same time not pack the same punch as a rocket.

Other things: I've noticed a fair few weapons lack their reloading sound in the current version. Has this been fixed for the latest development version?

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Since the latest XCE patch got rolled out it got shipped with the AWACs mod included as a zip. Since not installed zips make the modloader pop up the message that something is out of order and this might have confused many of you. Here is what i posted in 2016:

and you can also find this information in my signature >>>THINGS I WANT YOU TO KNOW<<<.

Unfortunately almost everybody i know tried to use the delete button to get rid of the additional mod, some even knowing that it is bugged but their mouse was faster than their brain :D.

So here it is for everybody again:

NEVER USE THE MODLOADER DELETE BUTTON, ITS BUGGED AS HELL. Rather delete the mod folder from your mods/... folder directory. If you have a subscribed workshop mod then unsubscribe first then manually delete the folder in your mods/... directory.

I will add this to the OP, but it puts quite a lot of information pressure on everybody, having to read a bible in order to install everything correctly and dont mess things up.

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I have made a fixed version for Grimples Ambient Sound mod: COM - Ambient Sounds.zip

Can you guys test this by turning off all other sound mods, including the Ambient Forest one and activating this one ? This should fix any and all issues with the freezes and crashes when you load a GC mission. Test with a lot of Saving/Loading.

Feedback would be appreciated :)

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5 hours ago, Dub said:

Are there any plans on adding new ones?

Im planning to add minelaunchers to the game, other than that its totally drages part.

5 hours ago, Dub said:

Other things: I've noticed a fair few weapons lack their reloading sound in the current version. Has this been fixed for the latest development version?

Nope.

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Hello! I need your help!
I looked in the file "researchs" that the manufacture of extream chemical grenades should be investigated AdvXenoDNA. And it needs to be explored Rogue, Stalker etc. What is this xenomorfs? I have 4 phase, and such xenomorfs I have not seen!
Another question ... In the fourth fase there is only zeta rippers, rippers from earlier phases are missing? I can not get the important technology in phase 4, because it is not captured rippers of the early phases, which are needed for research!

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3 hours ago, Fenoftal said:

Hello! I need your help!
I looked in the file "researchs" that the manufacture of extream chemical grenades should be investigated AdvXenoDNA. And it needs to be explored Rogue, Stalker etc. What is this xenomorfs? I have 4 phase, and such xenomorfs I have not seen!

These are special ops units on special ops UFOs, if you are skilled enough to shoot down everything you may encounter them.

3 hours ago, Fenoftal said:

Another question ... In the fourth fase there is only zeta rippers, rippers from earlier phases are missing? I can not get the important technology in phase 4, because it is not captured rippers of the early phases, which are needed for research!

Yup, if you missed it you missed it.

I may put this on the list.

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1 hour ago, Charon said:

These are special ops units on special ops UFOs, if you are skilled enough to shoot down everything you may encounter them.

Yup, if you missed it you missed it.

I may put this on the list.

Thanks for the answer! It would be nice to do research rippers by analogy with other aliens because if interrogate caesan professor, then automatically ended interrogation medic and doctor, even if previously I have not capture them.

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22 hours ago, Charon said:

Nope.

Well, I'd like to report that none of the basic ballistic weapons that you start out with actually seem to have their reload sound for some reason. There may be lacking reload sounds for laser weapons as well,  but I have not checked that as of yet.

Another thing I noticed is that while the Hunter Scout Car leaves a 3x3 corpse that is impassable (But destructible), the Defender (Name?) Tank does not, nor does the Alien Tank for that matter. I'd love for said tank corpse to be solid and impassable as it serves as a great cover piece in a pinch.
 

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8 hours ago, Dub said:

Well, I'd like to report that none of the basic ballistic weapons that you start out with actually seem to have their reload sound for some reason. There may be lacking reload sounds for laser weapons as well,  but I have not checked that as of yet.

Another thing I noticed is that while the Hunter Scout Car leaves a 3x3 corpse that is impassable (But destructible), the Defender (Name?) Tank does not, nor does the Alien Tank for that matter. I'd love for said tank corpse to be solid and impassable as it serves as a great cover piece in a pinch.
 

Will be put on the list.

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i dont know if it belongs here, but here is an ideea of a chart to help keep track of the specialists you have captured. as an explaintion, s= sebillian c=caesan, p=phase o=operator. the names on top will change with the phases, but their role remains the same (eg medic-doctor-professor, etc)

WhatsApp Image 2017-03-05 at 13.26.29.jpeg

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On 3/4/2017 at 7:48 AM, Charon said:

Will be put on the list.

Would just like to report again that while playing a terror mission today, my Defender tank actually decided to drop a 3x3 rubble pile on top of the tank corpse upon being killed by one of the bigger (But not the biggest) drones of phase 1. This has not happened before and I am unsure as to why this happened and why it previously hasn't.

Edited by Dub
Clarification
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Sorry for the double post, but I'd like to report a really funny occurrence that I just got to experience in phase 1. While having detected a terror carrier (2nd terror mission so far) that was about to terrorize a city, I decided to send out the dropship to the flying terror carrier in advance in order to make sure the terror mission would occur during the day. What then occured was quite ridiculous, as upon the dropship arriving at the terror location, the game generated a landed terror carrier mission for me. To clarify what happened is that the game has now believed that the terror carrier has landed and not generated a terror mission as it is supposed to, simply because the dropship was sent to intercept the flying terror ship and not the terror site.

We'll see how this mission goes and what effect it'll have on my campaign, whether my success will cause a technology snowball or not. Wish me luck!

20170307142652_1.jpg

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49 minutes ago, Dub said:

Sorry for the double post, but I'd like to report a really funny occurrence that I just got to experience in phase 1. While having detected a terror carrier (2nd terror mission so far) that was about to terrorize a city, I decided to send out the dropship to the flying terror carrier in advance in order to make sure the terror mission would occur during the day. What then occured was quite ridiculous, as upon the dropship arriving at the terror location, the game generated a landed terror carrier mission for me. To clarify what happened is that the game has now believed that the terror carrier has landed and not generated a terror mission as it is supposed to, simply because the dropship was sent to intercept the flying terror ship and not the terror site.

Holy moly what an exploit. @Solver Do you see this ?

At least we planned ahead and gave proper units for that, good luck on the mission.

 

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47 minutes ago, Charon said:

Holy moly what an exploit. @Solver Do you see this ?

At least we planned ahead and gave proper units for that, good luck on the mission.

 

That wasn't too bad;) . I had to reload a twice because my game freezes for some reason when I use a teleporter and aliens try to do reaction shots. As a side note, I play on normal and not veteran, simply because I want to understand the mechanics a bit better before I attempt the higher difficulties.
20170307161320_1.jpg

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8 minutes ago, Dub said:

That wasn't too bad;) . I had to reload a twice because my game freezes for some reason when I use a teleporter and aliens try to do reaction shots. As a side note, I play on normal and not veteran, simply because I want to understand the mechanics a bit better before I attempt the higher difficulties.
20170307161320_1.jpg

Congrats, once your research is done i guess you will get some secrets.

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51 minutes ago, Dub said:

I had to reload a twice because my game freezes for some reason when I use a teleporter and aliens try to do reaction shots

Hmm, so this bug can happen in the "X-Division" too:
http://www.goldhawkinteractive.com/forums/index.php?/topic/14271-xce-0342-reaction-fire-shot-onto-a-teleporting-xenonauts-hangs-the-game/


If you still happen to have the save-files when this bug happens, could you send to @Charon is a way or another to perhaps track down this bug?

((Sorry if I am "stepping on your toes" @Charon; It's just a good opportunity to catch this bug since someone was able to trigger this on your semi-full-conversion-mod. ))

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1 hour ago, Pave said:

Hmm, so this bug can happen in the "X-Division" too:
http://www.goldhawkinteractive.com/forums/index.php?/topic/14271-xce-0342-reaction-fire-shot-onto-a-teleporting-xenonauts-hangs-the-game/


If you still happen to have the save-files when this bug happens, could you send to @Charon is a way or another to perhaps track down this bug?

((Sorry if I am "stepping on your toes" @Charon; It's just a good opportunity to catch this bug since someone was able to trigger this on your semi-full-conversion-mod. ))

I do not have the save file any more I'm afraid, but I know it is triggered upon an alien getting a reaction shot once the soldier steps on the teleportation pad to teleport somewhere. I may just be guessing here, but what I think happens is that the game first and foremostly teleports the soldier to the new location, after which it tries to resolve the reaction fire, however there is now no target to shoot at. Thus it locks up the game (As I assume there is no escape in the code).

Side note @Charon: The Laser Carbine Mk. 3 seems to be categorized as an X-division weapon and not a laser weapon in the manufactures tab.

Edited by Dub
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1 hour ago, Pave said:

Hmm, so this bug can happen in the "X-Division" too:
http://www.goldhawkinteractive.com/forums/index.php?/topic/14271-xce-0342-reaction-fire-shot-onto-a-teleporting-xenonauts-hangs-the-game/


If you still happen to have the save-files when this bug happens, could you send to @Charon is a way or another to perhaps track down this bug?

((Sorry if I am "stepping on your toes" @Charon; It's just a good opportunity to catch this bug since someone was able to trigger this on your semi-full-conversion-mod. ))

The only thing that triggered me was that semi-full-conversion-mod.

And this isnt something for me, but rather Solver. And he said he fixed and refixed it again and again, so dunno, its kinda low on the bug list.

One thing to notice here also would be to see if the bug happens without loading a GC save, as these are way more stable than loaded ones. Since i dont have an clear read on it i wont touch it. Like, if anything has priority than it would be the buggy way the game loads a GC save, after that we could look into what is happening there if the bug is still exists.
I also know a variant which might be related, so we might fix this without even looking at it. The fastest way is always to start at teh beginning.

All reports help.

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yes, the teleporter bug is constant, had quite a few of them. i can send you a savegame later on. it hangs the game but does not affect it. exploits are quite a few: the terror one, the catana, the medkit, the reloading of weapons, etc. Ruins the fun, but not the game. 

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Hello there,

   I think it was mentioned before, but should you need that for testing/fixing - I am attaching a GC savegame with a crash happening in about 2h. It is connected to the workshop project of mag minigun - if you cancel this production, no crush occurs.

   My mod loader is the same as recomended (generally very stable) but i have not updated XCE to latest patch I think.

   Thank you Gentlemen for your fantastic work and dedication!

   P.S. Troll question - when will you roll out the next patch?

AutosaveIM2017-02-25_11.46.18.sav

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1 hour ago, Suave said:

Hello there,

   I think it was mentioned before, but should you need that for testing/fixing - I am attaching a GC savegame with a crash happening in about 2h. It is connected to the workshop project of mag minigun - if you cancel this production, no crush occurs.

   My mod loader is the same as recomended (generally very stable) but i have not updated XCE to latest patch I think.

4. Known Bugs ( at least until the next patch )

MAG Minigun - https://drive.google.com/open?id=0B27Z44zoal_VZGFNSjBCMl9GZ0E

1 hour ago, Suave said:

   P.S. Troll question - when will you roll out the next patch?

You can follow the current development here:

 

 

1 hour ago, Suave said:

   Thank you Gentlemen for your fantastic work and dedication!

Thank you :) !

Edited by Charon
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I will describe the situation ... I flew to the alien outpost and saw Androns there. It turned out that I do not have emp grenades with me, and I returned to my base to take grenades. But when I flew back to the same alien outpost, there were already sebillians! WTF? Why?

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3 hours ago, Fenoftal said:

I will describe the situation ... I flew to the alien outpost and saw Androns there. It turned out that I do not have emp grenades with me, and I returned to my base to take grenades. But when I flew back to the same alien outpost, there were already sebillians! WTF? Why?

I will wait for someone smarter then me to answer this in a technical way, but out of experience - If you save the game in GC and try to start the mission few times, you may expect different results each time - it also works with terror missions by the way...Not so much with regular downed UFOs )I think).

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Hello! I've got an incredibly unstable GC game here that keeps crashing all the time while taking different actions throughout the map, such as getting shot or shooting aliens. Could someone take a look for me to see if you guys can finish this mission or if it's just me? I've had it crash for me about 10 times already. It's a shot down large ufo (I think they're called Cruisers?) filled with Caesans at the start of the 2nd phase. I have stunned a great deal of aliens, including the big boss xenomorph + two warriors, the operator, a psion, a soldier and two wraiths.

I've tried reinstalling the mod from scratch by deleting and redownloading the game on Steam and that. I have deleted the internal files from the AppData folder countless times. I do use a couple of other mods, but they're all cosmetic such as SteelGonad's Names of the World so I don't see how they would interfere.

I've also tried opening the game in gc_editor and while it did work out for a while, it ended up crashing anyway when a Caesan shot me as a reaction shot and the first bullet dealing damage.

The only thing I see happening in the log files is this:
Fri Mar 10 16:22:17 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 10 16:22:17 2017: MOD ERROR: Merging XML for units/alien/Wraith/SoldierSupport/none/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.
Fri Mar 10 16:22:18 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 10 16:22:18 2017: MOD ERROR: Merging XML for units/alien/Wraith/Soldier/none/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.

I'd love to get some feedback on what's going on with this particular GC, if it's just on my end or something more severe.

Crash-Division.sav

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