Policenaut Posted March 3, 2017 Share Posted March 3, 2017 It seems that alienbases won't work with custom races designated in races.xml in UFOcontents. It results in an infinite loading screen (the game doesn't freeze/crash). The custom races work as intended with UFOs. To replicate: Remove ceasan/sebillian/andron in races.xml in UFOcontents/ with modmerge delete. Add new races in races.xml in UFOcontents/ and create maps/UFOcontents for the new races, i.e alienbase.small.newrace in maps/alienbase/BaseMaps/ and in UFOcontents/. Start an alienbase mission and receive an infinite loading screen. Quote Link to comment Share on other sites More sharing options...
Charon Posted March 3, 2017 Share Posted March 3, 2017 Is the error that the loading screen get stuck at any % ? Quote Link to comment Share on other sites More sharing options...
Policenaut Posted March 3, 2017 Author Share Posted March 3, 2017 Loads maybe 20% and then stops. As I said the game doesn't freeze or crash, just stops loading. Quote Link to comment Share on other sites More sharing options...
Charon Posted March 3, 2017 Share Posted March 3, 2017 58 minutes ago, Policenaut said: Loads maybe 20% and then stops. As I said the game doesn't freeze or crash, just stops loading. ok, this is a critical report. Thanks for the heads up . Quote Link to comment Share on other sites More sharing options...
Charon Posted March 3, 2017 Share Posted March 3, 2017 [3580] Alien base mission... [3580] Picking ticker-based size for alien base at 5475,1215 [3580] {GCLoading}: TilesetAtlas loading for 'AlienBase' tileset took 0.069423sec [3580] Started CreateLevel() [3580] Cannot get alien command room submaps in folder "alienbase/BaseMaps/alienbase.medium.mediumdrone/AlienCommandRoom"! [3580] The map for the AlienBase tileset, "alienbase.medium.mediumdrone" base type cannot be loaded. Exiting... Quote Link to comment Share on other sites More sharing options...
Charon Posted March 3, 2017 Share Posted March 3, 2017 Heres is the solution: Simply putting a caesan/sebillian/andron into the file, preferable at the top, you give the game the identifier for the base it needs in order to create the base. This bug therefore only occurs for 100% custom alien base units, but mixing in 1 vanilla unit will give the game the idnentifier it needs. Heres an example of an working load: [4276] Alien base mission... [4276] Picking ticker-based size for alien base at 5475,1215 [4276] {GCLoading}: TilesetAtlas loading for 'AlienBase' tileset took 0.063318sec [4276] Started CreateLevel() [4276] Trying to load the map "alienbase/BaseMaps/alienbase.medium.andron/alienbase_a_medium_3"... [4276] The map is loaded. [4276] {GCLoading}: AddToScene (layer 2) took 0.374065sec [4276] Loading UFO submap: "alienbase/BaseMaps/alienbase.medium.andron/AlienCommandRoom/command_room_medium_2.xml". [4276] {GCLoading}: AddToScene (ufo submap) took 0.743292sec [4276] Loading dropship submap: "alienbase/SpawnMaps/spawn3.xml". only 1 vanilla andron was added to the file, and was placed at the top (if that makes a difference ). So in a nutshell, if you make a custom race, you also need to make a map for it, located in the C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\maps\alienbase\BaseMaps. Simply copying over some maps and renaming it should do. Alternatively you can also put a main race vanilla unit into the file as an identifier for the game. This identifier should match with the race name of the file. Case closed. Quote Link to comment Share on other sites More sharing options...
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