Sectiplave Posted October 30, 2016 Share Posted October 30, 2016 Thanks Charon, that is good to know, I might give it a shot then just for fun, as well as the Ultimate ambient sounds, I'll clear scripts as per usual just to be safe. Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 30, 2016 Share Posted October 30, 2016 I tried changing the stun grenade gas to have the new multiplePerTurn="1" setting but it doesn't seem to work? Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 I think @Charon wanted to test that one? I haven't tested it at all, just coded, which makes it slightly uncertain whether it works Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 11 minutes ago, Solver said: I think @Charon wanted to test that one? I haven't tested it at all, just coded, which makes it slightly uncertain whether it works Confirmed not working, at least not for stun gas. Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 Might warrant a fix along with the MeleeVehicles thing for non-Reapers then. Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 (edited) On 16.10.2016 at 8:15 PM, Solver said: Starting with 0.34.2, gases can be allowed to do damage multiple times per turn. In such a case they will work like fire does, dealing damage for every tile a Xenonaut/alien passes that has the gas. To enable this, edit the relevant gas in gas_gc.xml and in its Props, set: multiplePerTurn="1" What props ? EDIT: i only edited them in gas_gc.xml. Edited October 30, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 Yeah that's the idea. So stun gas: <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" /> should become <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" multiplePerTurn="1" /> Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 Just now, Solver said: Yeah that's the idea. So stun gas: <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" /> should become <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" multiplePerTurn="1" /> Confirmed not working then. Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 @Charon and X-Div: I would appreciate testing these points: That sound still works as expected when completing a combat mission. The multiple-per-turn gas Non-Reaper races with MeleeVehicles work as intended. Xenonauts.zip Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 I checked the alphabetical order and it doesnt seem to work either in drakus lua nor in XCE ones for the storage view. This is not a problem for us as we will soon implement an category sorting but it might interest you. The category/quantity/price sorting functions as expected. Storage alphabetical sorting not working.mp4 Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 Is this with "Sort order" unimplemented (-1) for the items? Thanks for the video! Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 (edited) 13 minutes ago, Solver said: Is this with "Sort order" unimplemented (-1) for the items? Thanks for the video! The wha .., ah right. Where do i find the code ? Ah right, items. Hm ... . We havent even integrated that part yet. Let me test real quick. So, no change. This it is with Drakus Lua and has 3 sorting orders in comparision to the 2 XCE has. Edited October 30, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 Yup, awesome. Now go test the other stuff I mentioned with that patch Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 30, 2016 Share Posted October 30, 2016 Well, I can confirm the multiple-per-turn gas works now. Thanks! Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 - Confirmed: multiplePerTurn="1" seems to be working - music cuts out after the GC. I guess a relaod fixes that. Quote Link to comment Share on other sites More sharing options...
Solver Posted October 30, 2016 Author Share Posted October 30, 2016 4 minutes ago, Charon said: - music cuts out after the GC. I guess a relaod fixes that. That's the Geoscape music, right? Quote Link to comment Share on other sites More sharing options...
Charon Posted October 30, 2016 Share Posted October 30, 2016 Just now, Solver said: That's the Geoscape music, right? Yes, sound effects and notifications work like usual. Quote Link to comment Share on other sites More sharing options...
drages Posted October 31, 2016 Share Posted October 31, 2016 22 hours ago, Solver said: Non-Reaper races with MeleeVehicles work as intended. My first tests with the same non-melee-attacking units, they are attacking now. So it looks working. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 1, 2016 Share Posted November 1, 2016 (edited) Future Improvement suggestion: If the modlauncher wouldnt put not yet installed mods below the X:CE, mostly from steam, it wouldnt tell the player that the modloading order is messed up and ask to sort it automatically, as this confuses many players EDIT and messes up every individual order if "Yes" gets pressed. Either put the not yet installed ones on top of the list and/or tell the player he does not have installed mods yet. Edited November 1, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Charon Posted November 3, 2016 Share Posted November 3, 2016 On 28.10.2016 at 10:36 PM, sfarrelly said: I've been trying to find the source of the glitched maps, but no luck so far, read on. Since then, I've run through another terror battleship, this time with the xenonauts fix pack activated. Results were the same, attached save and pic. Please note that both battleship pics are single level views, that door is off to one side, and not floating in mid-air as it may appear. Hope it helps find the problem terror battleship 2.sav Fixed. The problem was a dublicated isUFODoor code line. It only concerns X-Division i think. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 3, 2016 Share Posted November 3, 2016 Im not sure what causes this but OBS can no longer record the Xenonauts_gc_editor.exe, which would be really neat as i need that to record AI behaviour and whole city movements. Anything i can do ? Is it supposed to be recordable ? Quote Link to comment Share on other sites More sharing options...
Policenaut Posted November 4, 2016 Share Posted November 4, 2016 @Solver Any ETA on a public release including the fixes for multiplePerTurn, non reaper melee and working Geoscape music after GC? I'm cooking up a "vanilla Xenonauts expansion" and it mostly needs the multiplePerTurn fix so I'll have to wait for that fix to go public before releasing. No need to rush it though since I still have some work left before releasing. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 4, 2016 Share Posted November 4, 2016 Just a heads up, the category grabbing mechanism with Drakus storage UI grabs items from the vanilla/XCE game first so it is impossible to overwrite them with a mod on top of it. Quote Link to comment Share on other sites More sharing options...
IIIZechIII Posted November 15, 2016 Share Posted November 15, 2016 (edited) Hi guys. I have a font size problem at xenopedia. I use 1920*1200 with amd radeon hd 6870. I tried different resolutions but the font of xenopedia was always too small. Another in-game font and UI scale looks very good and comfortable. Only font size of xenopedia is annoying. Is there any solution? Edited November 15, 2016 by IIIZechIII Quote Link to comment Share on other sites More sharing options...
Charon Posted December 1, 2016 Share Posted December 1, 2016 @Solver Heads up fpr the alphabetical sorting. It functions correctly, the reported bug was a mistake on my side, because all items need to have a -1 sort order, even if you dont know what you are doing with it. So not filling the column with a -1 produces a different result than putting a -1 in. Quote Link to comment Share on other sites More sharing options...
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