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Everything posted by Chris
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Yeah, it's designed for being played at 1920x1080px.
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V20 Experimental Build 1 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Ah, okay. We'll have a look at that then, that shouldn't be happening. -
Sudden (and constant) CTD
Chris replied to GaemFucious's topic in Xenonauts Bug Reports / Troubleshooting
Hopefully that'll have fixed it! -
[v20.1 experimental] Can't research anything!
Chris replied to Avesenchai's topic in Xenonauts Bug Reports / Troubleshooting
Thanks. -
Yeah, it'll just be for the Xenopedia at the moment. I can look at the rest of the UI a bit later but the scaling is straightforward based on screen height - so the text fields probably won't allow much upward scaling of the text.
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V20 Experimental Build 1 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Incidentally, the 4:3 thing unfortunately isn't going to be "fixed". The reason the previous screens worked on 4:3 is because they essentially had no regard for aspect ratios and the background / elements were stretched and scaled to whatever screen you happened to have. This works fine with our old ugly GUI because you weren't looking at the background so you barely noticed. For the new UI, the elements have to scale in an intelligent way - so on the wider formats, you can't have massive empty bits in the middle of the screen just so that everything fits when compressed onto a 4:3 screen. Also, we're displaying a lot of information on each screen, often along with art (planes, vehicles, soldiers, the "person" on each screen) and it's very difficult to display it all in 4:3 without completely obscuring the background art and just displaying a "spreadsheet", or having unreadably small fonts. So we just display 4:3 screens in 16:10 with black bars so we can at least get the correct screen shape. So basically the new UI can't work with 4:3 screens, and the old UI didn't work very well with them either but because it was "placeholder" not many people seemed to notice. It's a shame though, I admit. -
V20 Experimental Build 1 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
You've not been around for the first big update after a Stable build before, have you? V19 Experimental wasn't very stable when it first arrived and that build didn't involve ripping out 80% of the UI screens in the game. The research bug only appears if you actually hire extra scientists, hence it didn't appear in our cursory play-through testing. The game also runs rather nicely on our machines when using our play-style. If it doesn't work with yours then report the bugs and we'll fix them. If it's a chore, wait for V20 Stable where it'll all be running as smoothly a well-oiled machine. @all - there's likely to be further patches this week to fix the larger bugs. -
Show soldier role icon on dropship loadout screen
Chris replied to EnderWiggin's topic in Xenonauts General Discussion
Yeah, we'll look at this once all the role icons are done. -
V20 Experimental Build 1 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Post / discuss this in the V20 combat balance thread, please. -
Yeah, I'll get this fixed for the next build.
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The single biggest nitpick to ever grace these forums.
Chris replied to Jebediah's topic in Xenonauts General Discussion
Nope, you can't demand a payment for saying something is similar to or based upon but different from the item in question. It's just when you say an object in-game IS the real-life object in question. Hence why the early versions of Counterstrike had different gun names, even though the guns themselves were clearly recognisable. -
Does this refer to repeatedly clicking on a door and it opening / closing more than once? Or just you accidentally click on a door and because the opening cost is high, it screws up the remainder of that soldier's turn? Thanks for posting up your thoughts.
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That's a bit long for me to read, I'm afraid. Got a TL;DR for me?
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The new UI improves this, but doesn't have a full-blown "budget" page. Possibly it's something we should add in. I'll think about it.
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The single biggest nitpick to ever grace these forums.
Chris replied to Jebediah's topic in Xenonauts General Discussion
Because the F-16 is a real aircraft, and so is owned by a major company that can legally demand payment from us if we use it in our game. Same with the guns in the game. -
Some questions about hardcoding (Over water+Geoscape)
Chris replied to Osvir's topic in Modding Discussion
Maybe fill in the sea in one of the region masks too? -
Some questions about hardcoding (Over water+Geoscape)
Chris replied to Osvir's topic in Modding Discussion
There is a mask that tells the game where the "water" is. If you update that so it is all shaded, the game will consider all the water to be land. Then you can paint the area on the tileset mask in the desert colour and any missions over "water" will use that tileset. -
Take care. We'll forgive you for not being able to spell "signing" too