Solver Posted September 27, 2016 Author Share Posted September 27, 2016 2 minutes ago, Charon said: interface Quote Link to comment Share on other sites More sharing options...
Charon Posted September 27, 2016 Share Posted September 27, 2016 4 minutes ago, Solver said: oki. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 27, 2016 Author Share Posted September 27, 2016 I'm partially kidding, though people who know how I program know that I hate dealing with interfaces. Usually I program things that don't have any visible interface either. So that's my usual reaction to having to adjust the interface of something. But the storeroom should definitely at least sort alphabetically. Quote Link to comment Share on other sites More sharing options...
Charon Posted September 27, 2016 Share Posted September 27, 2016 4 minutes ago, Solver said: I'm partially kidding, though people who know how I program know that I hate dealing with interfaces. Usually I program things that don't have any visible interface either. So that's my usual reaction to having to adjust the interface of something. But the storeroom should definitely at least sort alphabetically. I got that. Just an idea but couldnt we just take the manufacture interface system and put it onto the storage one ? That would be nicely sorted. If thats possible. Quote Link to comment Share on other sites More sharing options...
Charon Posted September 27, 2016 Share Posted September 27, 2016 I would not mind to manually sort 1229 items if it means that players get grouped their items together. Its really not a long work if you compare it to the time people actually will spend looking for 1 item under 1000. So something like an sorting ID additionally to the alphabetic system would be neat. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 27, 2016 Author Share Posted September 27, 2016 Sorting the storage alphabetically isn't a problem of course, but there's only so much it accomplishes with a huge item list. And adding categories to the storage list doesn't match how the default game works. You could always name the items with categories. Instead of "Plasma Clip", "Ammunition - Plasma Clip". Quote Link to comment Share on other sites More sharing options...
Charon Posted September 27, 2016 Share Posted September 27, 2016 1 minute ago, Solver said: Sorting the storage alphabetically isn't a problem of course, but there's only so much it accomplishes with a huge item list. And adding categories to the storage list doesn't match how the default game works. You could always name the items with categories. Instead of "Plasma Clip", "Ammunition - Plasma Clip". Does the Game take the strings for the sorting ? Â Hm, so the manufacture idea is off the table. What about an sorting ID like i proposed ? Quote Link to comment Share on other sites More sharing options...
Policenaut Posted September 29, 2016 Share Posted September 29, 2016 On Sunday, September 25, 2016 at 2:03 AM, Solver said: FYI, this might be useful: there seem to be some problem with tropical map spectres having some of the same names as the middle east ones. In particular palm_med_2_base_spectre is causing problem since it already exists in the middleeast tileset - you may want to make sure these problems don't occur if you're updating the tileset. This issue is actually caused by the palm spectre files in the tiles/middleeast/props/ folder. The logfile says something about not being able to replace the original files which causes the game to crash while loading middle east maps with palms in them. Simply removing the palm spectres from XCE 0.34.2 fixes this. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 29, 2016 Author Share Posted September 29, 2016 Ah yes, then it's already fixed by me, I also encountered those issues with the palms in 0.34.2. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 30, 2016 Author Share Posted September 30, 2016 So, what about zombification? Have you guys tested the several options and the Permadeath flag? Quote Link to comment Share on other sites More sharing options...
Charon Posted October 1, 2016 Share Posted October 1, 2016 I let Draku test some new things with the SpawnReaper ability, namely having an infinit loop between 2 newly created units where the one morphs into the other. 0 turns and 1 turns work as intended, but we havent tested the Permadeath ability yet. I will prioritise parts of the new hive system to give you earlier feedback. Quote Link to comment Share on other sites More sharing options...
Draku Posted October 1, 2016 Share Posted October 1, 2016 Permadeath is working as intended Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 2, 2016 Share Posted October 2, 2016 Here's something you might want to add in 0.34.2. In Khall's Tundra Tileset there are some bookshelves that won't let you stand next to them even though you should be able to. This is caused by missing orientation data in the spectre files. I've attached a mod that fixes it but you might as well merge the files with Khall's Tundra Tileset in the mod pack for 0.34.2. Khall's Tundra Tileset Bookshelf Fix.zip Quote Link to comment Share on other sites More sharing options...
Solver Posted October 2, 2016 Author Share Posted October 2, 2016 Thanks! Quote Link to comment Share on other sites More sharing options...
YaK Posted October 4, 2016 Share Posted October 4, 2016 It seems that Skitso's Ultimate Megamix Map Pack 2000 comprised in CE 0.34.1 lacks the "Stair Patch" found here: It could be the right moment to include it in CE 0.34.2 Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 4, 2016 Share Posted October 4, 2016 Apparently those bookshelves I fixed in Khall's Tundra Tileset are a bug with the base game town tileset and thus effects all other tilesets/map packs that reuse those bookshelves. I decided to fix all the ones in the included map packs in X:CE (Random Map Pack Farm Edition, Restored Community Map Pack, Khall's Tundra Tileset and also X:CE itself). I'm attaching a mod with all the fixed files and a readme with some details and here's also some pictures to showcase the bug. Bookshelves%20Fix.zip Quote Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Author Share Posted October 8, 2016 @Policenaut: thanks, I've included those fixes! Do you have an updated Tropical tileset you'd like included? Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 9, 2016 Share Posted October 9, 2016 @Solver: I've just updated the one I've been working on so the giant multi level trees properly fade out when moving under them and also updated their graphics to be more like the base game's artstyle. I think I also fixed a potential issue which sometimes caused treetops to not get destroyed when you destroyed the lower part. Everything but the giant trees should have destruction now. You can find it here: Tropical and Swamp Tileset I also fixed some more issues like not being able to walk over flowerbeds, standing next to sinks, some layering issues on some town tileset submaps, some broken spectre files in the Restored Community Map Pack and also added destruction to those same files in the Restored Community Map Pack. I did not take notes as before so it might be easier to just include it as its own mod. Xenonauts Fix Pack  Quote Link to comment Share on other sites More sharing options...
Solver Posted October 9, 2016 Author Share Posted October 9, 2016 Thanks again, very impressive job! I'm thinking once again of just overwriting the wrong spectres with the ones in the Fix Pack instead of having it as a separate mod - I cannot imagine any reason to have the broken spectres around when the fix is available. Quote Link to comment Share on other sites More sharing options...
Solver Posted October 9, 2016 Author Share Posted October 9, 2016 4 hours ago, Policenaut said: You can find it here:Â Tropical and Swamp Tileset I can't get it from the Nexus, can you upload it on the forum or elsewhere for inclusion? Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 10, 2016 Share Posted October 10, 2016 22 hours ago, Solver said: I can't get it from the Nexus, can you upload it on the forum or elsewhere for inclusion? Sorry, here it is. Tropical and Swamp Tileset 1.4.zip Quote Link to comment Share on other sites More sharing options...
Solver Posted October 16, 2016 Author Share Posted October 16, 2016 On 9/25/2016 at 10:38 AM, sfarrelly said:  Thanks to you and to @Draku for this, the ##### missions were indeed a bug. Quote Link to comment Share on other sites More sharing options...
sfarrelly Posted October 17, 2016 Share Posted October 17, 2016 21 hours ago, Solver said: Thanks to you and to @Draku for this, the ##### missions were indeed a bug. No problem.  There's another bug which i think @Charon has made you aware of. You can get duplicate alien bases (and picking the wrong one will result in a ctd) to recreate : 1. Wait for a base construction ufo to spawn and allow it to land 2. Send 2 (or more) separate squadrons to cover it while its landed. 3. When it's finished construction and takes off, all squadrons tracking it will report on the new base, and each report will generate a base assault option (only 1 works) I could send you a save, but you would probably need x-div installed to use it? 1 Quote Link to comment Share on other sites More sharing options...
Solver Posted October 17, 2016 Author Share Posted October 17, 2016 Ah. I've been familiar with the bug for a long time, had no idea about these reproduction steps, however. It's not a really important bug though given that it's an uncommon scenario and the fake base will disappear after saving/loading. Still, it's possible to fix. Quote Link to comment Share on other sites More sharing options...
Solver Posted October 17, 2016 Author Share Posted October 17, 2016 Yup, just verified the fix, it's all good. Thanks @sfarrelly for once again being quite awesome. Quote Link to comment Share on other sites More sharing options...
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