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About thixotrop

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  1. Explosion Logic sounds good to me to make it a playable and somewhat realistic feature. Sure thing only gameplay will show if it "feels" right. Do you intend to use a ballistic arc to shoot over obstacles, mainly the large rock formations, with the grenade launcher? I mentioned this in post of the last version. Let them take their holidays, don't rush. Better have a good game than an early and buggy game.
  2. Two games with different settings: One thing I noted is that if you have a download going, like Steam updating games for me, X2 has tremendous stuttering problems independent on settings. I switched those off for the games here. Though I guess this will be gone once the development games are switched off. Fastest with 1920 x 1200 vs. Fastest with 1280 x 800: "Fastest" settings seem not to help me here; the stuttering, bullets leaving the muzzle with odd angles (although not as drastic and often as before), burst and LMG fire slow and laggy and the errors when throwing grenades are still there (although sound is not out of sync anymore). Changing the resolution is more effective; stuttering heavily reduced and bullets paths mostly OK. But LMG fire suffers still the same lag. Grenades still have same stupid effects mentioned before. Other things: An alien was in view. Soldier could target and shoot but missed. Alien vanished from view. Another soldier approached a bit and alien reappears on same spot. Some trees vanish and reappear when rotation the map (from 1 to 4). In the four images below the tree next to the selected soldier is not visible, then it is visible for some rotation and then gone again for the remaining rotation. Other trees of this model have the same problem. I have mentioned this for an earlier build before: When helaing the heal cursor jumps and locks on terrain tiles. It depends how the cursor is approaching the targe, i.e. the passing tiles, where it locks itself. Rotating helps to avoid these sticky terrain tiles. In both images the soldiers hit the dead alien only. In the left image the (here dead but still standing) Sebillian moved along the blue arrow. Was targetted by the near shotgunner in overwatch, but only the dead body on the street was hit. In my round the other soldier also only hit that body and not the Sevbillian. In the right imagethe soldier only hit the two dead Reapers at the door (no they couldn't pass the door before they died), and the Alien inside hit those too when backfiring. A soldier had to go near the Reaper corpses to hit the living Alien. Dead still standing but dropped their weapons: This soldier can't end his path in the marked tile. And further things: - In most cases grenades cannot be thrown over the obstacle in front. Sometime they explode, sometimes nothing bhappens at all. - Alien always go to the spot where another alien died. Even if they are in a perfect kill zone then. - Aliens still can shoot through walls when a soldier is adjacent to it, when standing or walking past it. Soldiers can't. - Doors and Reapers don't like each other. And my two logs: recording_3.rec recording_4.rec
  3. Hadn't had the time to play 11.0, and only one game now with 11.2.: Grenade Launcher: - Two times the grenade sped at right angle from muzzle into nothingness. Don't know if it left the map as it was faster than normal. - As a grenade it should have an arc when shooting over an obstacle like a rock formation, even if it is into the fog of war. The solider should do that automatically. Yes like a hand-grenade but wth more range. - I think the grenade "bullet" is to fast for that weapon. - Damage is moderate as mentioned. Destruction of scenery seems moderate too, even bushes are unaffected. No suppression at all or? - Explosion animation looks great. Would like to have some lingering dust in the air that settles over time, at least in the sandy environment. But it should be able to move the soldier before dust has settled fully. Hand-grenade: Strangeness all over. - Almost always a sound comes in the beginning of the animation, sounds like a bullet hits a rock. But two times I had no sound. - Sometimes the throw-animation comes and then...nothing. No explosion, no damage anywhere, hand-grenade is gone. Once the initial sound did not come but the rest as described here. - Wrong order: Sound, targetted alien gets damage, throw animation comes, then explosion at alien position. - I never see a visible grenade in the air. In general the game is quite slow, the movement of soldiers in stuttering, sometimes more sometimes less. Aliens doesn't have this problem it seems. Burst shots are extremely problematic. Sound and bullet animation are out of sync. Bullets stay in the air before going on. I play on 1920x1200 and Fantastic setting. Here my log: recording_2.rec I will play more later the week.
  4. Gameplay review by MetalCanyon here. The only thing I don't like (at the moment) is the 2-action-combat system, although they have a bit more options here than in the "other game". Action camera and the GUI colours/design are also too much look-alike. Hope that get its own style in the end. Phoenix || Xineohp ---> Xeno f ---> Xeno. F. ---> Xenonauts Forces Hell, Yeah !!
  5. Similar to the post about Phoenix Point there is a new game to back if you want. The game is called Flash Point: Fire Rescue and it is also a crowd funding campaign of Fig. It is based on the board game of the same name, where you control a fire squadron to fight fire and rescue people in danger. No fighting and no guns, you may have to axe through walls and doors though... Game looks cute and a bit comic stylish. Just check it out. No I am not affiliated to any of this, just spreading the word.
  6. Also backed this as soon as I knew about... Yeah I guess (sub)sea warfare will not come with the initial release. Hopefully with a DLC or Patch(?). And I never have heard about FIG ...though I guess the majority of other possible interested gamers haven't too. I never have seen advertisment/mentioning of it at least.
  7. Again two games past and will report my observations. Funny that Skitso mentioned adding some half height ground tiles. There are some "quarter-half" ground tiles like sand and snow already there. The soldiers feet clip right through. Spilled blood hovers near/around the obstacles. Might look good from one perspective, but when rotating the map it looks weird (Maybe not visible with images). Also, all blood puddles are too shiny out of one viewing direction and turn white. Some UFO interior got visible between turns, but no soldier looked in that direction. Sebillian came near - never seen them move so near in one turn and not shooting first - and ended on top of a structure, i.e. higher ground. None of my soldiers could hit it for two rounds, not even suppressed him, and there was an LMG. The alien could not hit too. The Sebillian was killed o that spot in the third round. Is there something wrong with the hit calculation when shooter or target is on different ground levels? Self-healing works. But when a tree is in front the crosshair jumps away. Trees cannot be healed Shooting through walls when next to them is still possible, maybe because the gun protrudes into the wall? The spot near the start of the yellow arrow is not the gun tip, but alien blood splatter. Aliens also could shoot through the walls. My soldiers were not near the walls. UFO wall problem still exists. Reaper come near the door frame but do not cross. Inside this UFO the Reaper the visible Reaper is immobile, maybe it can't pass the hallway? By doing this the smaller alien couldn't get past it. After the Reaper was killed, a second Reaper appeared from the yellow circle, went to the spot of the then dead reaper and stood there too. It also stopped the smaller alien from moving. And now the record files: recording_1.rec recording_10.rec Wow, guess I haven't forgotten anything to report this time.
  8. Sometimes they do: Stone Forrest China Stones in the Forrest More stones in the Forrest But I am still for a better integration, it looks too blocky, though not exactly ugly.
  9. @Ngong8: I know the original game (UFO: Enemy unknown {EU name} or X-COM UFO Defense {US name}). Maybe the interior and the "overall" design looks a bit like the terror ship, but I meant this specific shape. It looks like a sprite shape that has only one colour and comes down the screen and drops pixel-bombs.
  10. Finally could play a game of 0.9.1, did not have time for 0.9.0. So as usual: When switching weapons with X, soldiers occasionally clip halfway through the floor. Either they come back by itself after some time or when switching again. Also sometimes when switching, the soldier goes to a half crouched position for a split-second. In general change of weapon need an animation, not the abrupt change...but this is my opinion. Shotgunner Ok here Ok here And its retarded... LMG and Rifleman have the same "problem".... Wall error still there. Shotgunner moved along the outer wall and interior became visible. Ok this was strange, only Reaper visible. Soldiers moved in and died in alien turn (2x one-hit). Didn't see a shot animation but heard it. Got the impression the Reaper killed without moving, as it didn't at all and none other alien visible. There was a fight with two other aliens in that room before. Next round, a Sectoid stands behind structure (yellow position). No bug but, the UFO design looks so it an homage to Space Invaders or some other classic slot-machine-video-game? And the log file: recording_9.rec And also as usual I forgot somethings: During the initial alien contact outside the UFO and while it was not revealed yet, the map panned into the black area when in hidden movement. I suspect an alien moving around. This shouldn't move the map. Self-healing with the Medipak doesn't work On one ocasion, I rotated the map (E) while a soldier was moving. The soldier triggered reaction fire of an Alien. Then the map continued rotating by itself. Only pressing the opposite rotation button (Q) a couple of times stopped that.
  11. As I have started to read through this text my immediate thought was about the UI. I know why you used the X1 interface, no prob here. I am quite certain you will find an improved version, let it be with a certain resource or via the community. One comment from me; please don't forget to implement all possible actions with icons or tool tip descriptions. I personally always forget how to use the Medkit, or that I can stop the walking soldier with the space bar. Otherwise, thanks fo this update and the description of next development steps.
  12. Oh, please no.
  13. Oh man how I love the free camera rotation!!!! I am spamming WASD to pan and QE to rotate all the time now. Zoom in/out via mousewheel would the cream now. Could only play one game, but the map was great. This ground combat felt exactly like the original X-COM (1994 version for all that don't know what means "original"): team spreads out, enemy contact, focus, suppress, take down, move further, cover ground and watch those corners!...great. One Sebillian hid and lured my team to come out of cover, killed one of mine before he got nailed. Great tactical feeling. But now to my observations: Although nothing has changed here, now I really would like to be able to change the end tile my soldier is moving to after I already clicked somewhere else. I misclicked two times now and ended in the wrong spot. Yes my fault but, yeah. Also a "next-soldier" or a cycle button would come in handy. Clicking the icons is great, but I don't always know what icon is which soldier. I always forget how to use the Medikit in this demo. Is it possible to have the all the key descriptions somewhere in the options too, not only in the launcher? Now pictures as usual: Shotgunner is against rocks (red arrow). Can see two aliens, although hidden behind rocks. Possibly because end of weapon is inside rock. Shotguner has the rock not as an obstacle, rifleman behind him does. UFO interior becomes visible. Edge error? Left: It is not easy to target the alien when it is at the door frame. The actual crosshair appears only just above it, a littlebit fiddly. Right: Although very near it is impossible to hit. Only option is directly in front line. See text in picture... And again I forgot the rec file: recording_8.rec Oh by the way, a couple of rounds inside the UFO, the game crashed to desktop.
  14. I understand your intention of closing this forum. Can't redeem myself from the "we have to see how the outcome will be"-argument. Hope Chris will nevertheless consider all the discussed points of the individual features that the community brought up, not all of it was criticism. Agree with that. Once a feature reappears with a demo version or in another way, I would like to see some sort of summary of the - now hidden - community input to see what was brought into it and what not. Maybe with some explanation why some features were implemented or not included. Then, I guess, people will see their input considered/valuated and not disregarded.
  15. I can only agree on Pavels "If I can see you, I can hit you" rule that the aliens seem to have. They use it a lot but with the addition "...with a perfect shot." In my first game with 0.7.1 only my Sniper survived and could conquer the UFO alone with ist MP5. While I am at my Sniper with his MP5 got inside the UFO he was attacked by an invisible Reaper, twice. I have checked the first room completely but was hit in melee I guess. The third round, back to a wall, the Reaper appeared in front of my Sniper in its turn and missed (oh what luck). Burst killed the Reaper then. There is still the annoying bug that soldiers often, very often, hit the rock or rocks they are covering behind. Something is not right with the alien indicators (the alien heads on the right hand side of the screen): I know there is a hidden alien on the orange spot. The rifleman on the left has two alien indicators. When panning away, the lower head pans back focussing on the lower alien, but the other head doesn't do anything. The alien in yellow is visible and can be shot at but has no indicator. Same situation as above; The hidden alien is still there. The left soldier has two indicators, but only the orange will be panned/focussed when clicked. Red doesn't do anything. Yellow can be shot at, but no indicator. Aliens can shoot through UFO walls: In three successive rounds my soldiers were shot t through the UFO walls. One soldier was killed. I am very certain the shots came through the walls. First I thought the aliens were inside the UFO, but they were actually on the other side and could shoot through the whole UFO. Healing field is too small when HP numbers with comma appear. Also in this picture; the Aliens that could shoot through the UFO were behind the UFO as I have seen them coming around the corner. After my first game, I wanted a second, but the launcher did not start immediately. I started it again, but no luck again. I killed Xenonaust2 demo with the Task manager and the second started launcher appeared. I clicked play and the game started as a tiny screen in the upper right corner on my desktop screen. Couldn't click in it and had to kill it again. I always use fullscreen 1920x1200 with "fantastic" setting. Now everytime I want to start it I have to wait at least 40 seconds until the launcher appears. Forgot to add the logs: recording_6.rec and recording_7.rec