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Chris

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Everything posted by Chris

  1. It was meant to appear in V19 but I don't think we actually got the bug fixed until the last Experimental build. We did a new prop for the alien Communications Array but forgot to update the recoverable settings for it. It's an easy enough fix using the Sub-Map editor. Just find the offending sprite in the alien base comms room and make sure the Recoverable box is ticked and has the right string in it. I think it's something like items.aliencommunicationsarray or something? You can find it as a prerequisite in researches.xml anyway.
  2. Thanks. We'll be wishing the community a merry Christmas closer to the date though - still almost two weeks to go!
  3. Very cool indeed. DHVRL looks fun. The Singularity Cannon is intended to be a Predator-only weapon when it re-appears.
  4. As people have mentioned above, the hostile reaction you got was more from your manner than from your suggestions. If you ask polite questions like you have in your other thread then people will happily explain the issues to you...but if your first post is full of swearing and telling the developers they are morons you'll get a less warm welcome - even if you happen to be right (which you were not).
  5. There is a shield / unarmed combination already. You'd do better creating new aliens than Xenonaut units, I'd have thought - people love new enemies. We created our sprites by rendering a 3D model from 8 different cameras in Maya at 480x480, then batch processing them in Photoshop to add a 3px (I think) black outline and then shrinking them down to 120x120px. Then you need to use Playground SDK 5's Filmstrip tool to create spritesheets from the animation sequence. It's a pretty long and involved process, to be honest!
  6. Even if we don't go this far, we are aware the "in-transit" items are not very well flagged at the moment and are planning to do something about it.
  7. Yeah - the game's not actually in 3D, so you can't rotate the camera.
  8. You can switch between the different branches as you like (though it's a download each time). Provided you don't delete the save games, if you changed back to V19 you'd be able to load your old saves again.
  9. I'll reduce it in volume by 10% relative to other sounds for the next build then - it is indeed quite a piercing sound relative to some of the other weapons. I've given it a test and it seems a bit weak and ineffectual if you make it any quieter than 90% original volume.
  10. And they're arriving in the next Experimental build, you'll be pleased to hear.
  11. Well, the weapon delay on all the alien weapons are set to 1 sec and the longest Xenonaut weapon delay is set to 1.2 sec, so I think people are exaggerating a bit here. We're talking fractions of a second at most. However, I reviewed the animations earlier and I do think the fire animations could be sped up by 20-30%. They can be a bit plodding occasionally. Assoonastis - the Androns and Predator are meant to walk more slowly than the other units, and thus have a slower walk animation, but we've not put the code in to allow individual units to move at non-standard speeds yet.
  12. We knew what we wanted it to be, but what you were seeing was the competing pressures of trying to releasing builds that showed our community visible progress whilst also actually making that progress. Until the game gets close to completion, you just gotta have some of this: It is of course much harder to be confident that you've made the right investment in the early stages of development, but ironically that's when the team need the money most. You kinda gotta throw your money in the pot and hope the team don't screw it up
  13. True, but just saying you don't think those suggestions are worth the effort required to implement them because they don't affect gameplay much (and explaining why you think they're more work than the OP believes them to be) means nobody gets offended. People are usually happy enough with a "no" if the reasons behind it are explained. Perhaps it'll cheer you up to know I'm processing your portrait at the moment?
  14. The intention is that the air combat auto-resolve should be able to play the air combat as well as the average player - it is just a bit underpowered at the moment. See how it is in the next build, hopefully it'll be improved somewhat. The perfect auto-resolve idea is interesting but I don't think it'll be needed if we get our existing system working as intended.
  15. Chill out, guys. There was nothing in the OP where he was demanding that we dropped everything to implement his suggestions, he was just politely offering his ideas and that's what this forum is for. Unfortunately quite a few of them aren't really possible due to the amount of work required for them / the stage of completion of the project / gameplay reasons (for example, doing animations on over a hundred portraits isn't possible and voice acting gets grating unless you have a LOT of it). Out of interest, are you playing the V19 Stable version or the V20 Experimental builds? There's many more maps in V20 Experimental, and the "artillery" option for dealing with crash sites is in the game - it's just called Airstrike. The current version is a bit unbalanced with regards to the air combat but there's a lot of improvements in it. Well worth checking out if you've not already.
  16. It's very little to do with the number of frames (modders wouldn't be able to edit them even if we reduced the number by 2/3), and reducing the number of frames by 2/3 would probably leave it looking jerky. However all the animations have a customisable framerate controlled by the "frametime" property in their spectre. The crouch animations are all set to 50, which is why they display quite slowly - but it's easy enough to use regular expressions to search and replace them all down to 30, which speeds it up by 40%. I'll have a look at some of the animations shortly and see if any look obviously out of time.
  17. http://www.pcgamer.com/2011/05/10/xenonauts-dev-diary-exclusive-first-ground-combat-screens-and-walkthrough/ It wasn't so good back in the early stages, but it's a lot better now we've done the majority of the art, balancing, writing and coding
  18. It's a great idea until you reach different tech levels. What happens when you upgrade the Rifleman role to use a Laser Rifle by default and then start a new game?
  19. Let us know what the popular consensus is. It's easy to turn down an individual sound in the game.
  20. Just a quick note to let everyone know we're aware of the periodic forum issues / database problems and we are working on getting them resolved. Please bear with us!
  21. Yeah, we'll be doing some more tweaking to the air combat balance in the next build. It's too difficult at the moment.
  22. Thanks for the bug reports. I've merged your two patches in with the main code.
  23. EDIT: just read the post properly. Does this affect all missions or just the terror site?
  24. Yeah, the speed changes may have gone too far. Condors aren't meant to be able to catch Scouts (they're meant to be hard until you get Foxtrots), but they should be able to reliably catch Light Scouts and Corvettes. EDIT - turns out Aaron has made the Scouts and Light Scouts the same speed. Nonetheless, my other comments about Condors stand.
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