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  1. This is a pack of more than 100 maps originally created by Stinky, Flash and Moxar. See this thread and this thread for details. Download: Here. Required version of game: There are some minor (visual) glitches that will be fixed in X:CE 0.34 (or maybe 0.33 HF1). However, barring these, the maps should be perfectly usable with the current X:CE version. I don't know if the maps are usable with the vanilla 1.59 version, although I expect they should be (also having the minor glitches). These maps were created for Xenonauts before the stable release, and apparently all the mappers involved had left before some changes caused these maps to no longer work properly with the stable version, so there were objects and even whole buildings missings. Unfortunately nobody took care of the maps, which is rather a shame, because the maps are very nice, so I've fixed them up. I do not intend to maintain them as such as soon as I consider the map pack finished, so in the unlikely case somebody would like to take over or even further improve the maps, feel free to do so. Pending issues: There are some drawing problems with objects taking more than one tile, most notably sofas right behind walls show through. This will be fixed with next X:CE release. There are few various minor graphical problems, such as pieces of inner house walls showing through outside walls. I probably couldn't be bothered to be honest, if it annoys you, provide a fix and I'll include it. Screenshots:
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  2. Over 5000 downloads already! Thanks for all the praise and feedback. I truly appreciate it! WHAT IS IT? The pack contains more than 70 new high quality maps for desert, industrial, farm and middle east tilesets. In addition to these new maps, I've completely remade tons of vanilla maps and also made some smaller modifications to some of their ufo division to minimize the chance of dublicate maps on course of a single playthrough. All lightscout maps are now unique instead of just smaller versions of scout/corvette maps. All vanilla farm maps have also been more or less redone as I have always thought they are not quite up to standard and they also now contain forests to some degree. I've also included my improved tree stumps in this map pack as the vanilla versions are kinda ugly. The maps include lots of custom buildings and other props, random elements and multiple spawn point variations for both ufos and dropships. I've also added new forest tiles, (farm tileset), highway tiles (industrial), oasis tiles (desert) and walkable shipping container roofs with makeshift stairs to reach them (desert and industrial) and used them in several maps to give some additional variation in those tilesets. This map pack has now also merged in the Xenonauts: Community Edition (X:CE) So if you are using it, there's no need to download this separately. COMPATIBILITY This pack is 100% compatible with practically any release of Xenonauts. Also compatible with FitH and other major mods and is designed in a way you can overwrite everything when installing. Some of these maps have already been approved by GoldHawk's project lead, Chris, and are added officially in the game, but this pack has the definitive versions of all of them, so you can safely overwrite everything when installing the pack. These can be used mid campaign too with 100% save game compatibility. IMAGES Click the spoiler button below to see screenshots. HOW TO GET IT? V1.62 (Last updated 20.03.15 DDMMYY) >DOWNLOAD HERE< INSTALLATION Download the map pack Head to your Xenonauts install directory Backup everything in case something goes wrong. (Or for some bizarre reason would like to play the game without this pack ) Copy the content of the zip into the /assets/ folder in the Xenonauts directory overwriting everything. Install the stair patch (read this) Play the game! Acknowledgements: Special thanks go to Kabill and Khall for providing me several additional maps for industrial and middle east tilesets. These maps also gave me lots of inspiration and new ideas. Thanks guys! Thanks to khall for the great inspiration to my new rural factory map. (winning idea in the "I'll realize your map idea" -thread)
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  3. This new version of Xenonauts 2 is a free public test build, released free because it is still an early build and we don't yet think we can justify charging for it; full details on where to get the build can be found in this thread. The next update is due on Tuesday 6th June, although if necessary we will also release hotfixes for any game-breaking bugs encountered in this build. This development cycle the programming team largely dealt with some of the code debt we'd accumulated over the past few months - in addition to the stuff listed below, there was a big rewrite of the soldier inventory system, the creation of an automated build script, a load of fixes for the level editor and bunch of work on the strategy layer. This means the changelog this build is smaller than usual, but we expect the next build in two weeks to have a lot of cool stuff in it! More on that below, but we'd really appreciate a few people playing this build and reporting any bugs they find - we'll hopefully be unveiling our first urban maps in the next build so we want to know of any serious stability bugs in advance! CHANGELOG: Biome Visual Updates: we've continued to visually update the biomes in an attempt to make everything look better, and I'm pretty pleased with the results so far. Two main areas of improvement: The Arid biome now resembles the Middle East tileset from X1; we've made it much grassier and a bit greener in general. This makes the maps look a bit less like barren moonscapes and they're a lot more pleasant to play through now. We've invested in Speedtree, the industry-leading way to make trees, and replaced and resized many of the trees in the game. Most of the biomes (but the Temperate in particular) now look substantially better as a result. General cleanup of visual issues like grass clumps in the middle of the road, etc. Crash Fixes: Healing an alien no longer crashes the game Healing a dead soldier no longer crashes the game (because it is not possible) A healed soldier gaining a promotion no longer crashes the game General Tweaks / Fixes: Move path is now drawn over the shroud / fog of war Suppressed Xenonauts no longer automatically uncrouch at the start of the turn Soldiers no longer disappear waist-deep into the ground when you change weapons Camera zoomed in by about 10% Fixed the red hostile halo appearing for invisible aliens (this was a bug, not a "last known location" UI marker - but we'll probably add one of those in future now!) Units no longer rotate to face north when healing themselves Can no longer heal soldiers at range with the medikit Fixed an issue where some soldiers could not vault a fence even if they had sufficient TU to do so Can no longer see the "suppressed" label for suppressed non-visible aliens Non-visible aliens no longer have their weapons poking out from the fog of war Dead Reapers no longer show an outline Reapers no longer bleed red human blood; all aliens now have special alien blood of varying colours As I mentioned above, we're hoping to move onto the elevation stuff in the next build - although there's no guarantee it will be finished in a single two-week cycle. This will give the player the ability to see and move onto higher levels of the map, and is a requirement for the camera to interact correctly with the roof of buildings and UFOs (at the moment the UFOs just don't have roofs). So this will allow us to release our first urban areas and will also allow units to climb up cliffs etc to gain a height advantage in the existing wilderness maps. We've also moved one of our senior coders onto the combat / strategy merge full-time. Grenades are still giving us problems but will hopefully be in the next build - although I feel like I've been saying this forever. Specifically, they've been causing crashes and issues in the animation system, and the system we use to show the outline of units hidden behind solid objects is giving us issues with the explosion graphics. The functionality is there but it'll take us some time to debug all those problems and get it all working. Here's a gif to show you why they missed the cut: For the next build we're also going to do another pass on the maps, and as well as adding new types of map we're also going to make some changes to the designs. I'm planning to cut down on the clutter in the maps (there's too many cover props at the moment) and also we're going to be adding more barriers that block line of sight and force you to split your team, as the current wilderness maps are very straightforward and there's not much scope for tactical play. As always, comments and feedback appreciated!
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