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Everything posted by Chris
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Need Help With Use of Avalanches in Air Combat
Chris replied to TheTuninator's topic in Xenonauts General Discussion
Yeah we do need to add something to control the speed of the interceptors really, else the MiG always flies into combat first. Right now you'll probably have to put the F-17s on afterburner to make sure they get there first, which is a bit ridiculous. -
Hmm. Anyone else getting the error Century_Rain is? If not it might just be something timing out along the way. Could you try it again?
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Premium badge should be accessible now.
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Should be fixed now. The site was set to autoupdate Wordpress with our host and that overwrote a couple of important files.
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Yeah I don't know what's going on yet. I've emailed the guy who did the Desura / Goldhawk connection to see what's up, I'll let you know when I find out.
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Hmmm, only just noticed these messages, sorry. I'll look into them.
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General V8+ Suggestions for improvement.
Chris replied to Sathra's topic in Xenonauts General Discussion
Stik10 - nice work with the site. Hopefully there'll be a translation into plenty of languages around release, including Portuguese. I can't commit firmly to that yet though. -
I'm glad someone enjoyed them But seriously, I'm glad it didn't degenerate into everyone getting very upset with each other.
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Violent crime and abuse in real life and violent crime and abuse in an anonymised online environment when you can just turn off your PC and walk away if it all gets a bit too unpleasant are not the same thing. The 'anonymised' element is mentioned (an important) in case anyone wants to bring up cyber-bullying, which is generally an extension of real-world interactions between people know know each other in real life. Also, I wouldn't consider the Wikipedia entry on 'griefing' a reliable source of pschological data, as I can pretty much guarantee the vast majority of the people editing and contributing to it will be gamers rather than psychologists. Assuming someone is a sociopath because they were a bastard to you in an online game is not the same as that person being diagnosed by a qualified medical practicioner as a sociopath. There's a reason why you have to do exams and all that to diagnose people with mental illnesses.
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No, training will be in the next release. We implemented it a couple of days ago but it's not made its way to the public versions yet.
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In retrospect a 3D Geoscape might have been a good idea but it'd be a royal pain in the ass to code it all again (lots of stuff relies on 2D map co-ordinates), so we won't. That's it in a nutshell I'm afraid.
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Maybe you'll have to reinstall the client. Thankfully as you mentioned you can just run the game from the directory, but it is a pain. Working fine for me tho.
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Putting all the maps, aliens and UFOs in the game and adding the rest of the research tree accounts for a lot of it, but I'm working on a milestone list that I might post up on the wiki in the future. There's quite a lot left to be done, AI being another major thing that springs to mind.
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Yup, but not for this game. I agree F2P multiplayer can be rather interesting if done well though.
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Not sure buildings actually are moddable. I'll ask the coder when I see him.
- 54 replies
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- community involvement
- engine
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Kickstarter fund will likely be coming with this update. This will just make the game look a lot prettier and thus make people more interested, I think
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Any chance of not having to use Desura?
Chris replied to e1ain3s's topic in Xenonauts General Discussion
Handily for you, standalone installer should be released either today or tomorrow.- 43 replies
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- desura
- digital distribution
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Official Geoscape Map Corrections and Additions.
Chris replied to Sathra's topic in Xenonauts General Discussion
The population line is probably not going to be in the final game, I'm afraid (sorry for wasting your research). There's too much information there if it is, and the screen ends up too cluttered.- 67 replies
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- co-ordinates
- community
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Ugh, all the crouch animations seem glitched. How did that happen?
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Yup, you can. You can also hide behind the hedge and fence although they offer a much lower level of protection (the hedge in particular does largely obscure anything hiding behind it and makes it harder to hit). There should also be things like haystacks and possibly feed troughs etc lying around to offer more cover in the middle of a field, which is what I was referring to before. IceVamp - yes, it is possible. It's not our highest priority but there's no reason why we can't do it and I think it'd be cool to have a couple of maps like that in the final game.
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Welcome, Edraii. Basically there's no cover in that screenshot because the props for that map haven't been done. Expect there to be more random bits of cover dotted about in the fields, and some of the fields to have tractor garages etc on them. As well as there being the odd barn etc. We're also getting larger 20x20 ground tiles done for the UFO crash site and dropship landing sites, which can have more buildings or cover around them. For the Industrial tileset the Chinook will probably be landing in a car park, and on the Farmyard one it'll be landing on a concrete loading bay or a stone courtyard. There should be 2-3 variations of each to keep it interesting.