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Everything posted by Chris
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Better Bullet Perspective, and Soldier perspective.
Chris replied to Wolfy's topic in Xenonauts General Discussion
Hmm. I'm not sure it's actually possible to have the bullets hit the ground in a realistic way, rather than flying straight then suddenly hitting the ground below them. I'll have to chat to the coders about it. It's not that high a priority right now though. -
Have I reached the current limit of the game?
Chris replied to kmanweiss's topic in Xenonauts General Discussion
If they turn into a Caesan when they die, it means their death animation is missing or set incorrectly. If you can describe how they looked before and what direction they were facing, that'd make it easier for us to find the missing sprites. Stick it in a bug report -
Dropship getting shot down by fighters
Chris replied to kefeinzel's topic in Xenonauts General Discussion
Lotean - http://www.goldhawkinteractive.com/forums/showthread.php/145-How-to-claim-your-Pre-Order-forum-badge! -
Belmakor - the robotic limbs are reserved for the head engineer, I'm afraid. Although the scientist will get a snazzy eyepiece. I hadn't thought about upgrading the clipboard, but that is a very nice idea.
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No, shot down craft aren't meant to take off again. Landed craft can - but if they're showing the crash site icon (black with a white skull) rather than the green landed icon, they shouldn't take off. That's a bug and you should report it. Jan - thanks for your comments. Most are already known and will be fixed up before the game releases
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[9.5.1 ground combat] tank is easy to kill
Chris replied to jamoecw's topic in Xenonauts Bug Reports / Troubleshooting
I think it's mostly that the little alien drones had inordinately powerful weapons, which I've scaled down for the next build. -
The legacy claim form should still be active though - you need to claim your premium account if you're a legacy pre-orderer, or you'll just end up with a standard (silver) forum badge rather than the premium (gold one). If you're having trouble, email me at chris@Xenonauts.com.
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[9.5.1 Ground Combat] civies run towards aliens
Chris replied to jamoecw's topic in Xenonauts Bug Reports / Troubleshooting
Yeah the AI is still pretty basic. I'll be discussing the AI stuff in more detail with the coder once the Kickstarter is up and running. -
Windows becomes unresponsive while playing Xenonauts
Chris replied to scifispirit's topic in Xenonauts General Discussion
Yeah. It can be a bit unstable at times. That's the problem with playing a game that's only half-finished, I'm afraid. Something things go quite seriously wrong. Hopefully come beta all these bugs will be gone. EDIT - Hmmm, my initial reply was probably a little dismissive of this issue. If WINDOWS is becoming unresponsive when playing Xenonauts, that's a pretty major issue. If Xenonauts is crashing or becoming unresponsive, then that's worth reporting but it's part and parcel of the development process. If WINDOWS is becoming unresponsive for you, then chip in on Munchimon's thread here: http://www.goldhawkinteractive.com/f...eeze-Hard-Lock -
Proposed Kickstarter reward tiers!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Flying to Europe is remarkably cheap for me. -
Yeah. This can be set in gameconfig.xml I think. No balancing at all has been done here though
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Yeah, when we update the UI we'll add stat bars for each of the soldier attributes.
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Bleh. You're right. I've updated that. I've made a few more fixes too, and I'll have the programmer look at the hidden movement hang and the Hunter sight range issue. After that I think the build is ready to go.
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[V9.5.1 - Base Defense] Shoot-through Walls!
Chris replied to Belmakor's topic in Xenonauts Bug Reports / Troubleshooting
How are you getting base defence missions up? -
I'll have the coder look into it ASAP. Out of interest, if you open up "levelsetup_quickbattle.xml" in assets.xml and delete the lines: <Alien name="AI 6" race="Lightdrone" rank="Lightdrone" script="offensive" /> <Alien name="AI 7" race="Lightdrone" rank="Lightdrone" script="defensive" /> <Alien name="AI 8" race="Lightdrone" rank="Lightdrone" script="offensive" /> <Alien name="AI 9" race="Lightdrone" rank="Lightdrone" script="defensive" /> Does it stop happening? That should stop the drones spawning, which will let us tell if it is linked to them specifically or is a wider bug.
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The reason it has "demo" plastered all over it is because this version will shortly be made available to the public, so we're just testing that. It's still a pre-order build but it's branded differently for a month or so. The public demo won't get updates but this will.
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[9.5] Air combat/game crash/sonar
Chris replied to Soulvoid's topic in Xenonauts Bug Reports / Troubleshooting
Well you can add an exception for the game to SONAR, that'll allow you to play normally... -
I'll update this so they have line breaks. They give the right level of detail though, that's what tooltips are for.
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Buzzles - weird. Yeah, I was getting that too in the dev version. It only seems to happen on some maps though. Are the reproducable steps? Ultima - yup, both those things were in the previous version and will be addressed in due course but probably not before the press build goes out.
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I'm currently uploading Build V9.5.1 to Desura now. This contains only bugfixes. - Various mis-set tiles have been updated - The manufacturing projects should now be set up so they are categorised correctly and no longer all have the laser pistol image - The Alenium grenade should now be equippable and should display its name correctly in the manufacturing - Bombers and Heavy Fighters now have weapons, so should actually fight you. Try to avoid letting the bomber hit your aircraft with its main cannon (there won't be much left afterwards)! - The Light Drone in the terror missions now explodes properly rather than turning into a Caesan. It looks pretty cool actually, I'm quite pleased with it. Still need to add an injury animation for it though. - Ferret should be a bit more resistant to ballistic weapons. - Frag rockets and Alenium grenades should now use nice explosion graphics rather than the old placeholders. Hopefully the Corvettes will also spawn with crews when attacked now, but I'm not sure. I'm having difficulty testing it in the dev build due to the way the AI works. If anyone reaches the Corvettes, please let me know either way. Please give it a play. It'll be going out to the press tomorrow if there's no frequent crashes in it.
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I think the problem is that the ground combat uses their current health on the mission end display, while the geoscape uses the maximum health (ie. as high as you can be healed up with a medikit after taking damage). So a unit will immediately have a major jump in health straight after the battle ends. This is a bug I'm already aware of - does that explain what's going on in this instance?