shazzi2k Posted August 29, 2012 Share Posted August 29, 2012 Hello, do these maps work correctly in V14? The reason i ask is at initial launch i kept getting grey and missing tilesets, once i removed the v13.2 maps and its fine. Quote Link to comment Share on other sites More sharing options...
gnarly Posted August 29, 2012 Share Posted August 29, 2012 Hello, do these maps work correctly in V14? The reason i ask is at initial launch i kept getting grey and missing tilesets, once i removed the v13.2 maps and its fine. I don't believe so: http://www.goldhawkinteractive.com/forums/showthread.php/2838-v14-blank-map-around-landing-zone-%28conflict-with-custom-maps-%29 Quote Link to comment Share on other sites More sharing options...
Orumo Posted September 4, 2012 Author Share Posted September 4, 2012 Hi people, I'm back from holidays, returned to work (sad) and to the xenonauts level generator (fun). Updated maps for v14 due to the changes in the industrial submaps, I will try to add the new ones in the coming days to have more variety, so expect an update soon. Also, I have removed the large parking lots in these maps to make them more "intimate". Hope you like them, thanks to Goldhawk to make the submap names more useful and enjoy Xenonauts and the X-com videos from PAX (Wow). Quote Link to comment Share on other sites More sharing options...
stokoss Posted September 5, 2012 Share Posted September 5, 2012 (edited) First of all thank you for your contribution! I was rather bored playing the same maps over and over again! Is it just me or is everyone downloading the "Industrial 13.2" version instead of the "Farm" maps? I just played 2 missions on the Full Game [14.1]. The first one was amazing, since it was a total new battleground! The second mission, was also a new one, but I had the classic problem of the alien spawning inside the UFO walls and couldn't do anything about it! But while I was scouting the whole map, just in case I run into the scum, I noticed that although I pressed TAB to raise the level and get to the second floor of a store room, I found out that there was no second floor!! Am I doing something wrong or your map generator cannot draw upper levels? Edited September 5, 2012 by stokoss Forgot to say thanks!!! Quote Link to comment Share on other sites More sharing options...
stokoss Posted September 5, 2012 Share Posted September 5, 2012 And another thing I would like to ask. The fact that the area around the dropship gets blacked out with Fog of War after my troops leave the vicinity, is intended by the maps you created or is it from the Xenonauts engine? Either way, I think it should be left illuminated (if possible) throughout the mission, since the pilots are still in the chopper! Quote Link to comment Share on other sites More sharing options...
Orumo Posted September 5, 2012 Author Share Posted September 5, 2012 First of all thank you for your contribution! I was rather bored playing the same maps over and over again!Is it just me or is everyone downloading the "Industrial 13.2" version instead of the "Farm" maps? I just played 2 missions on the Full Game [14.1]. The first one was amazing, since it was a total new battleground! The second mission, was also a new one, but I had the classic problem of the alien spawning inside the UFO walls and couldn't do anything about it! But while I was scouting the whole map, just in case I run into the scum, I noticed that although I pressed TAB to raise the level and get to the second floor of a store room, I found out that there was no second floor!! Am I doing something wrong or your map generator cannot draw upper levels? First of all, thanks to post about the maps. I've corrected the links (Farm were Ind v14, and Ind the old ones). About the alien placement, its all about the game not the maps, and with the missing second floor I suppose it's related to the submap. My generator place submaps randomly so if there is something wrong with them, will be there Quote Link to comment Share on other sites More sharing options...
stokoss Posted September 5, 2012 Share Posted September 5, 2012 The fact that whenever I play one of your random maps, the crashed UFO is never on fire, you think is by coincidence? Quote Link to comment Share on other sites More sharing options...
Orumo Posted September 6, 2012 Author Share Posted September 6, 2012 The fact that whenever I play one of your random maps, the crashed UFO is never on fire, you think is by coincidence? When you shoot down an UFO and it receives severe damage, usually it appears on fire, just check the text before the mission. If you open one of my maps (or one of the default ones) via notepad you can see that there is no parameter controlling this kind of things. Quote Link to comment Share on other sites More sharing options...
stokoss Posted September 6, 2012 Share Posted September 6, 2012 Can we use your maps also for Terror Missions, like the process mentioned in this thread?? Sorry for the constant questions, but I really enjoyed the flavor your maps added to the Alpha gaming experience!!!! Quote Link to comment Share on other sites More sharing options...
Orumo Posted September 6, 2012 Author Share Posted September 6, 2012 Can we use your maps also for Terror Missions, like the process mentioned in this thread??Sorry for the constant questions, but I really enjoyed the flavor your maps added to the Alpha gaming experience!!!! Feel free to ask as many questions as you want, I'm glad to know that people are enjoying my maps. Regarding terror missions I haven't made any town map yet, maybe this tileset will be the next to be included in the generator, when this occurs I will see if they work correctly inside the main campaign. Quote Link to comment Share on other sites More sharing options...
mrskids Posted September 9, 2012 Share Posted September 9, 2012 Are there supposed to be no civilians walking around in your maps? Thanks for the good work. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 9, 2012 Share Posted September 9, 2012 Aliens/civvies spawn independantly of the map. If the game is set to "no civvies" then there will be no civvies. Quote Link to comment Share on other sites More sharing options...
mrskids Posted September 9, 2012 Share Posted September 9, 2012 Where is the option? Civilians were running around before I updated to the latest (non-kickstarter) version Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted September 9, 2012 Share Posted September 9, 2012 Think the option is set in missiontypeprops_gc.xml. Whether or not it works in this version though only the devs can answer Quote Link to comment Share on other sites More sharing options...
mrskids Posted September 9, 2012 Share Posted September 9, 2012 Yep, known issue http://www.goldhawkinteractive.com/forums/showthread.php/2858-V14-No-civilians/page2 Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted September 9, 2012 Share Posted September 9, 2012 As I said, it might be disabled in a file or it might be a genuine bug. The thread you linked doesn't say which, if either. Quote Link to comment Share on other sites More sharing options...
Orumo Posted October 8, 2012 Author Share Posted October 8, 2012 Hi all, I've had a lot of work last month and I know I'm late with the 15.1 maps, but here there are! Updated first post with the maps with ALL chinook orientations. Enjoy them. Quote Link to comment Share on other sites More sharing options...
Dowly Posted October 8, 2012 Share Posted October 8, 2012 Awesome! Thanks! Quote Link to comment Share on other sites More sharing options...
chacineiro Posted October 18, 2012 Share Posted October 18, 2012 Is this compatible with 16.1? Quote Link to comment Share on other sites More sharing options...
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