WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) I was more pushing steam. Edit: Guys, I wasn't able to create the crash with my initial test, are you sure it was in the barracks screen? Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 yeah, but it might have been me, going to do a validate, then installing mod Edit: to double check, Just copy and paste into the asset folder.. no need for it to go into the mod folder Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) Just copy and paste should work, I just did an install like that. The only thing that might be causing it is if I forgot something in the assets folders, which doesn't seem to be the case. (More items are in the assets folder of the mod.) The only other thing I can imagine being the problem is winrar screwing up in compressing it. I will try doing some more research in my test game, and see if the crash is related to that. I am going to try to make a version without the alien class analysis mod integrated into it, when I upload it, see if it doesn't give you the crash. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 should this be happening... I just unzipped it onto a empty folder and I got this. https://docs.google.com/file/d/0B0xJ9D2V8UWiYnFZVDJ1NURvb0U/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 ..... Something seems odd. I think the download is botched, many of those files should not be in the same folder. You are dragging the FOLDER into the xenonauts directory, and merging the two sets of asset folders, right? Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 should there be folders in the zip file? If so, I see no folders Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) Its a RAR, and when I open it (Downloaded from Xenolith,) I see an assets folder, a readme, and a changelog. Try opening it with WinRar, and see if that fixes the folder structure issues. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) I just do select all, copy and paste it into Assets folder... So going to make folder for each area, then merge the folders.. that should fix it? Edit: using winrar... oh look a folder! attempt 1 Edited August 1, 2013 by JamesRoshal Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) Try re-downloading, and see if that makes them appear. There should be a fairly large folder structure within the mods asset folder. I also edited my last post alot, reread it as I added a lot of info. Edit: Also, By a lot of info, I mean one line. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) Does this mod alter anything in the very start of the game? Or will i have to do some R&D before I see anything the mod adds? as of now, winrar, merged assets into assets. ran the game... nothing new.. got the foxtrot and hunter AC, no new research, combat.. unchanged Edited August 1, 2013 by JamesRoshal update Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) The starting R&D is simply your scientists calling arms manufacturers, and the soviets. This takes 5 hours, and 3.5 days respectively with 10 scientists on the job. The first one is joke weapons, the second one is the first serious set of weapons. (However, doing the faster one first will make the xenopedia entries all the more funny for the early mod, as your researchers do not like being used as diplomats.) Expect poor grammar, as I wrote it in notepad after several hours of writing the mod. Also, a lot of weapons are joke items, The Skorpion, the Hunting revolver (Due to absurd recoil values,) the Farming shotgun/rifle are on that list now. The requested sword will be joining them as well, but for a different reason.... (Not weakness... Just...) If you have a question about a weapons intended role, or a concern about anythings usefulness, please feel free to PM me over it, I always hope that the strings explain what a weapon is for, but I cannot assume it is so. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 I am eagerly waiting towards it, and for the sake of crap and giggles. All assults with have swords! [wanted to go shield and sword, but alas no shield in V18] Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 V19.5 will give riot shields. I want the sword to be twohanded (its a frick'n bastard-sized Messer,) but nothing is stopping me from adding TWO swords to the game. Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 or a glorified kitchen knife! new download of the mod, plus a install and.... WORKS! Now to break the game with a passion... and pray that I do not get the urge to edit Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 Feel free to edit it. I am eager to see your throwing knife, and I await to see the various damage nerfs you apply (Due to me having overdone damage with various weapons. (AK47, Hunting revolver, ETC ETC.)) Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) I just need to find a coder that has free time to code my idea, once I get it all the grunt work down and finished... edit: Is the flame thrower part of this mod On a side note: [this is happen in my mind when i read one of the research lines] researcher: you speak Russian right? Head engineer: Duh -Researcher point gun- Speak to the nice USSR Rep. for me, will you... awe, How kind. __________________________________________________________________________ -Researcher: What do you mean, we need your guns! colt rep: For what, are we being invaded by space monkeys? Researcher: F**K this, Commander you hear me, I am not a PR person, Do you own damn shopping! Edited August 1, 2013 by JamesRoshal I wanted to Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) The Flamethrower has in its side, engraved "Sorry, This is a lie" in the png if you look at it fairly close. It is trolling, actually leaving references of the flamethrower from vanilla caused crashes to the game in early experimental builds of the mod, hence, the fact that I am going to tease with it as much as I am humanly able to by including it in as many of the xenopedia entries as I possibly can, including replacing the placeholder image with some war photo of some guy firing a flamethrower in the experimental build. Edited August 1, 2013 by WalrusJones Fixing grammar issue. Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) You are a meanest, cruelest, horrible, and honorable human being I ever meet. And for your reward I shall name my first Russian Red shirt.. I mean valued comrade after you.. and he shall go into battle with nothing but his PJ, C4 and a sword... alone, well not alone, he will be joined with the research team that told me to do my own damn shopping. Edited August 1, 2013 by JamesRoshal Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 I should get on making the second sword... Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 Yes you should... -glares at- would you have any issues with me throwing up my throwing knife concepts here, or shall I spawn a new thread when its all but coded? Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 You deserve credit with your own thread. I will probably incorporate my own version of it if it turns out well (Namely, the throwing animation for it.) New placeholder Xenopedia entry. Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) alright. Damn you... your burning me up with those picture ____________________________________________________________________________________________________________ I would like to give you a heads up on a crash. I outfitted all of my units, [2 assault, 2 snipers 3 rifle and 1 heavy] I gave everyone gear that came from you mod, I the flew to Moscow, got loading combat.. then crash [2 attempts, 2 fails, going to test each gun now... For MODDING! Edited August 1, 2013 by JamesRoshal Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) Alright.... I took my safe time to make the next sword, but now I seriously have to fix the mod. A crude version of the scimitar (One handed sword) sprite (Pre-Spritifaction.) It naturally, wont be as ultra-effective as the messer, but will be shield compatible come V19. Edit: It appears the crash is a faulty weapons.xml, weapons_gc.xml passed the test of "Runs properly.... Or not." OHH DERP. I did a syntax error. In "Weapon_shotgun" in weapons GC, delete the second ammo type, its something I deleted mostly from the XML from a failed experiment... The mostly part made a syntax error. This should prevent your crash, but break old saves of WTBE. Yes, ammo_ballistic_beanbag. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
JamesRoshal Posted August 1, 2013 Share Posted August 1, 2013 (edited) alright, off to fix and try again. Edited August 1, 2013 by JamesRoshal Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) I will release a new version with the swords tomorrow, as doing a release for the two people who are going to be reading this thread in the next hours is likely unnecessary. Some tips and tidbits on the generalist lines of weapons to sustain us until then: The submachineguns are designed to be a backup weapon for snipers and machinegunners for turns they move on! Its primary fire mode is its Burst. The carbines are designed for sprinter troops who do not want to sacrifice too much range! Its primary fire mode would be a "Normal" or "Snap" shot. The assault rifles are designed to be Ok at everything, best at none! Its primary fire mode is all of them! The Battle rifles have the best range and power, but have high recoil values that make weak soldiers less accurate with them! Its primary fires are the its "Aimed shot" and its "Extremely aimed shot." These four weapon classes make up the backbone of most units, with other weapons generally being too specialized to really be standard issue like the generalist weapons. Edit: The sword sounds are done! Swooshes with a meaty crunch at the end. Lovely! And... The battle rifle sounds, I will remember to release those this time. James also appears to have fixed his copy, given, the strange silence. Edited August 1, 2013 by WalrusJones Quote Link to comment Share on other sites More sharing options...
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