Jump to content

Skitso

Members
  • Posts

    3,138
  • Joined

  • Last visited

  • Days Won

    108

Skitso last won the day on February 28

Skitso had the most liked content!

Reputation

350 Excellent

2 Followers

Converted

  • Location
    Finland

Recent Profile Visitors

21,680 profile views
  1. Thanks for the thoughts and yeah, I can see the issues you pointed. I was thinking this mostly from flavor / realism perspective.
  2. Wouldn't it make sense that the salvage team system that is currently handling all the smaller UFOs that don't generate crash sites would also be used with all the larger UFOs? It's odd that the assault team (often with few dead and/or critically wounded) would stay after the mission to disassemble the UFO, collect all the alien bodies, exotic materials and gear etc. I know this is probably me yelling at clouds, but wouldn't it be much more cohesive, logical, realistic and cool to have the salvage team go and clear the crash site after the assault team leaves? And the bigger the UFO, the longer it would take. Separating salvage operations from combat missions would also make the delegation process more logical. As the salvage operation completes, you'd get a popup whether to take the loot yourself (cost X op) or donate the loot to the local government. This would make the system more clear for the player and make the crash site mission briefing easier to understand. Currently the delegation OP cost is tied to the victory effect of the mission, which is quite funny. The salvage mechanics are there already, so I would assume it's not a HUGE undertaking. (Who am I kidding, everything in game developement is... :D) Chris, any thoughts? Worth implementing?
  3. Yeah, that's a lot of fixes in just a few days time. It's time to start a proper ms7 playthrough it seems...
  4. @Kouki In general, most of the props that do generate flying bits and pieces when destroyed, do it in a too tame fashion. Even if the prop is quite substantial in size, the fragments seem too few, small and are spawned in a tight bunch without enough force to fly far enough. The end result looks like the destruction effects have just been enabled for the object, but not adjusted at all. The same problem is with many walls. The effect might be there, but the physics, particle spawn etc. are set too conservative and lack the sophistication of some older walls and props to achieve a good looking results. A good reference for perfect destruction effects is the concrete barrier fence with teal tarp in dockyard biome (see attached image for reference), which, when destroyed, creates just the right amount of correct looking bits and pieces that fly around in a very satisfying manner and create a believable illusion of crumbling down concrete and pieces of metal fence. I know it's a lot of work to micro manage everything as the game's scope is vast, but hopefully you have time to polish at least all the different wall types to have proper, satisfying destruction.
  5. BASE BIOME: These interior walls have nothing These interior walls have only dust All thise kind of props: No flying bits and pieces, just dust No flying bits and pieces, just dust These both, no flying bits and pieces, just dust No flying bits and pieces, just dust Odd physics, bits and pieces spawn but just drop straight down through the floor.
  6. DESERT BIOME: This cabinet has nothing These walls (both exerior and interior) have nothing No sound on destruction No sound on destruction No flying bits and pieces, just dust No sound on destruction, no flying bits and pieces, just dust.
  7. This seems to happen after manual air combat. I can repro this with with this attached save: load save, click ANGEL, click ANGEL-1, click ENGAGE TAILED UFO, click COMMENCE ATTACK, [complete manual air combat], click ACCEPT RESULT, click LAUNCH COMBAT TEAM, click LAUNCH AIRCRAFT. auto_strategy_before_intercept-25.json
  8. user_sound_bug-1.jsonHere's a save. Dock biome with jungle sounds
  9. Tried that save I provided again and unfortunately it doesn't seem to be reproable. :/
  10. Yeah, it doesn't happen all the time. I've seen both vehicles and soldiers. I think it's the first unit that gets bugged but I need to check it more closely when I see it next time.
  11. Yeah, i can reproduce the issue from that save. It doesn't seem to happen every time, but the 2nd speed setting might do the trick. I sent a video for you in Discord.
  12. That was a scout crash site
×
×
  • Create New...