Wow. Figures everyone waits until the day that I get my eyes dilated at the optometrist to flood the XenoOps thread. Now that I can see again, I will try to answer some questions.
XOps, this is an amazing piece of work overall!
I stumbled upon it while looking for new weapon sprites to use in a project I'm developing and you've got a ton of nice ideas implemented that I was already considering for my project. I hope you don't mind me using them.
I've got one suggestion for this mod - Redo the Heavy Cannon, Auto Cannon and Rocket Launcher to fit with the rest of the XCom weapons. On the original game each weapon has its own art style, but in your mod each weapon tier has its unique style. I'm planning to stick to the original weapons, so I'm picking sprites for the new weapons from different sources (and also because it helps to visually distinguish between the weapons). But I will use one one of your weaponsets by assigning it to a new faction because they simply look too cool and distinctive.
And I'm occasionally getting some weird crashes when only using your mod, so something might not be right. If I can figure out the bug, I'll let you know.
High praise from the master of maps
. I don't mind at all if you use my sprites. In fact, I considered plundering the Terrain Pack down the road once I get my tech tree sorted out and I start adding my own terrains.
Also I had considered redoing the heavy weapons, just can't get a good draft of the things yet. It's on my todo list when I get other bigger issues sorted out for 1.0.
I installed this mod on Arch Linux, running the latest Git build of Openxcom.
I get a segfault (SIGSEGV) when I start my first terror mission, just after the autosave. I have succesfully shot down and recovered a few UFOs.
I also had a few issues with incorrectly named assets when I first launched the game after installing the mod, but I just changed the names of the assets (a few .gif files).
Could you give me a list of wrong named assets? I would like to fix these for the next release.
Reverting to an earlier nightly is difficult for me, as there are only nightlies for the Windows version of OXC.
I built OXC from source from the developers repository instead.
I used to have shotgun and medikithandob, but I removed them before I installed XenOps. Is XenOps based on any other mods that I can update? Are there any known options I can change to improve stability in the current nightly?
XenoOps is made to be stand alone. You don't need any other mods to make XenoOps work. I will fool around with the latest nightly to see if I can try to increase stability. It worked fine with the recent map update, but a lot of stuff has changed since then and I haven't tried with the latest nightly.
Really lovely mod, I just updated my current game fr Xeno Ops v0.80 to v0.90 and was wondering about the uav's. Is it possible for them to have a 2nd weapon like a smoke launcher as I feel they're a bit vulnerable scouting about on their own. Like u can have them scouting along with a troop who'll drop a smoke grenade for cover but does this not defeat the whole purpose of them scouting?
I would be rather hesitant to give UAVs additional abilities. They already get a ton of TUs and can reveal half the map in a single turn. If others feel the same way then I might consider it, but I worry this may make them a bit too useful.
I just found a game-crashing bug using the latest nightly related to the Hybrids. When it's a Hybrid's turn to more the game will crash.
If you're playing the nightly with this mod stay out of tactical missions that involve Armored Sectoids and their Hybrid terrorist units.
EDIT: Muton Warlords also cause it to crash.
EDIT2: This appears to be an OXC bug since I just got it while playing a mission without any mods enabled.
I will test this on my own and see if I can confirm.
Didn't consider reporting it since it seems to happen on every tactical mission, so I thought developers will notice it quickly. But if it isn't fixed quickly, I'll sure file a report since it is messing with my mod testing.
In any case, this mod looks to me fine at the moment, otherwise it's a question of asking XOps to update it when a new nightly breaks it.
It's not a problem. I usually lurk here even if I don't post a lot. I am actually still working on the mod, but only in between working on my book project. I don't think I will be able to do another proper XenoOps release until I get my book project out of the way first. However I have no issue fixing minor compatibility issues when the crop up.