Search results

Jump to navigation Jump to search
  • ...ssue with the Zenith Architrave where they were never loading their custom xml info from DeepInfo, which meant that they would have exceptions when trying * A tidying XML pass for skeletons and wights to make sure the descriptions are mechanicall
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...the type on any table-style field and have it return null. Prior to some xml upgrades it was maybe possible for it to be just set to null by having "" s * Removed some old constants from the external constants xml, and in the case of the audio-alert-related ones, moved those into the sett
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...working framework, which could be swapped out via the "external constants" xml. ...inkage has been completely removed, and there is a new NetworkingFramework xml directory which populates a table that supports any number of networking fr
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...e parameters for the new line types so that they can now be controlled via xml. ** Made it so that the "reload select xml" function that we used to tweak visual effects now controls these as well,
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...It seems that is the case, happily, because we still get 180+ fps in our test case with plenty going on in the UI. ...uarded-thing and all its guards should now be immediately aggro'd. A quick test from Badger indicates that it is a giant improvement. There may still be so
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...should only turn it on if you're having dire performance issues or need to test something. With this setting on, shots are never fired; instead, they inst ...vent the AI from underestimating minefields, but the numbers are nonsense. Test with this.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Added general support for "sort_order" attribute on all xml tables, though the only current use is in the lobby faction custom option d *** After this release's changes, one of the developer test machines (laptop, decent but not special) starts seeing those red percentag
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...before we commit to a new design. That said, we need to be able to easily test having more factions in play at once, so the existing lobby has been update * Fix typo in XML for ai type descriptions.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * There is a new is_upgraded_via_fleet_exp xml tag that is required for a ship type to actually upgrade via the fleet leve ...results), we now are defining it manually via a new exp_to_grant_on_death xml tag:
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...tember 3rd, 2018, RocketAssistedPuffin started helping out directly in the xml with modifications to balance. He had been working on some outguard factio ...into the technical framework, and then it takes the time to implement and test the result.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Fix several crashes and error messages for the Test Chamber. * Tutorial Design: test ships only seed on the human homeworld now in non-tutorials.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * The Balance_TechCosts stuff, xml and otherwise, has been removed. ...was previously specified various ways (am I a command station, etc) in the xml has all been normalized to use the SpecialType now.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • == Version 0.721 Test Branch == ...lref exception that could happen when saving the game, particularly in the test chamber.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...ps://youtu.be/xCzMRmrlzYE Also added LOD1 for it, though that may need in-xml tuning. ...was super heavy of a model, it needed LODs BAD. These will likely need in-xml tuning.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed ** Variants are defined in xml in their own folder, but with the same syntax as an entity.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • *** After reload of the xml and thus also reset of ExternalInfo, the following things would be true: ...orted problems, and may solve some other unrelated problems after doing an xml reload, as well.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...Boost_NotEvaluatedAtShot</code> is a bool that is not actually tied to any xml attribute, and has been removed. ...e; if it's desired to extend this fix to the base game DZ its very easy in XML
    112 KB (17,757 words) - 15:59, 27 April 2024
  • ...ot getting into performance-issues territory anywhere close to our current test cases. * Fixed a couple of issues relating to testing if the player is in the "test chamber" that could cause exceptions if there was difficulty parsing the ma
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ** The 'max planets in the galaxy' tunable is now in the XML ...difficulties, lower for low difficulties). The purchase rate is set in the XML.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * Fixed a bug that was causing all xml mods to throw a "does not have data for the following rows, which were refe ** For purposes of anyone creating achievements in our xml, the rules we're going by are: all caps, no diacritic marks or accents, no
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...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
  • * The "excel xml" files that were previously being exported often had problems being read in ...sh the average garbage collections out from 19 sconds to 26 seconds in our test cases.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...nd deserialization methods. So long as those look okay at the start and a test save and load functions, all is well. (Unless data is really nested, and n There is a GameVersion xml file, which has entries like this:
    7 KB (973 words) - 15:08, 22 June 2020