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  • ...ernalConstants/, there are two values defined that you can override in sub-xml files if you wish. ...xternalConstants/, there is one value defined that you can override in sub-xml files if you wish.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • * Two new sizes of "test only" room types have been added. These are used during tutorials as well. * Fixed a bug wherein the test chamber was losing enemies in it due to the "don't seed to close to me" rul
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...mall battle, look at some particular models in game, and for other generic test purposes. '''Question: What's the easiest way to test a ship in game?'''
    2 KB (297 words) - 08:22, 6 July 2022
  • * Now that folks have had a chance to get used to the weird test-chamber button order of "[Cancel] [OK] [BLANK] [Wiki]", we're switching it *Added new attribute to xml schema for bullet node: initial_angle_is_absolute (bool)
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ** This can be added by modders to their own factions with only XML; no C# required! ** Make some XML changes (making sure we have the correct resource names; Skrith instead of
    113 KB (18,449 words) - 16:11, 1 June 2021
  • *** Brand new non-test world first intro chunk 20-30 fps prior, 70 fps after *** Brand new test world world map 20-30 fps prior, 100-110 fps after
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ==XML Folders== ...and combinations in your xml files. If you’re a programmer, think of the xml files as being your “program,” while the things we put in hardcoded def
    11 KB (1,883 words) - 17:35, 25 October 2018
  • ...hem. They are now only alerted when you shoot them, or when one of their "test" bullets hits you. * Fixed a bug where angle_rand did not function properly in the Bullets xml files.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...hip variants or even entirely new ships, you can do everything you need in XML alone -- no need for any code! If you want to mod AI or new features or ma ...ier with that. Be sure NOT to use something with a GUI like the Microsoft XML Rditor, or else it will absolutely eat all the formatting in terms of tab i
    9 KB (1,629 words) - 18:53, 27 October 2019
  • Note that the above is all one xml node (entity) with a bunch of attributes, until you get down to the end car ...rmal enemy seeding frequencies, but this name would make more sense in the xml for enemies
    50 KB (8,387 words) - 14:20, 21 May 2018
  • ...NPC you don't care about, rather than your buffed-up hero, if you want to test the waters; send in the cannon fodder! Buffed up stats won't really help y ...game from early alpha with 70x oversized first continent is an interesting test case.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * The procedural map generation now uses combined xml files instead of raw ones. This lets us add and remove at will, and also m * Fixed: Ruining the pillows in play test makes the 'shards' generate a texture of plastic or metal. Kind of weird fo
    79 KB (13,456 words) - 16:18, 24 August 2016
  • *[[AI War 2: Test Chamber|Test Chamber]] *[[Basic XML modding]]
    4 KB (657 words) - 10:51, 26 June 2023
  • Each .xml file in the Configuration/Tutorials/ directory is parsed, and each child of ...phase corresponds to a single room that is run in a way very similar to a test chamber
    3 KB (460 words) - 17:36, 25 October 2018
  • ...rts and factions that are 1:1 related to each other now specify as such in xml * Updated some xml metadata to include a "can be only one" notation for some Player-Improved-V
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...on of time as you fine-tune your creation. Just hit "Start Test" and "End Test" at the top right of the screen. ...vidual levels, but the cutscenes themselves must be manually crafted in an XML editor.
    5 KB (859 words) - 17:58, 7 July 2010
  • * Changed starting position in some test chambers to avoid spawning on top of the enemy. * Set test chambers for challenge rooms to use White Gloss mech by default.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...tions are defined in an external xml file that is loaded at runtime. This xml file can be reloaded at any time by pressing Ctrl+F4. This makes it way fa ...actual gameplay. Now it works everywhere that we've been able to think to test. If you find any more places where it doesn't work, please let us know!
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...by xml more than anything else, because you would not have the controlling xml that makes them work if the expansion in question is not installed. ...ors when opening your mod without that DLC installed. You can also easily test this just by turning off the DLC that your mod depends on and making sure t
    6 KB (1,084 words) - 21:21, 4 April 2022
  • ...network play (assuming that the other requirements: dev mode, level editor test mode, or brainteaser, are met). ** The entire xml file of the cutscene is synced, so the players see the same cutscene even i
    8 KB (1,277 words) - 12:26, 31 January 2015

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