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Posts posted by Chris
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Yup, fair point. I'll get this disabled.
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The 'not being able to choose which icon you're clicking on' bug again, eh? I'll add that to the list to fix for V8.x now actually. Probably not a good thing to have in the press build.
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Yeah, this is annoying - but we'll have to look at it when we overhaul the air combat. Basically the fighters always retreat towards the nearest map edge. One possible solution is that retreating fighters slow to 60% speed or something (maybe this will only apply if they are out of fuel)?
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Good point (though this is actually for V8.4), I'll fix this up in V8.41.
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Yeah this is the same bug as the plasma technology being available to research immediately. Basically you can load new technology and items in your starting base using the /scripts/_basebuilt.xml script. V8.4 has a development version of the script in it that we were using for testing the inventory - specifically that the 'Laser' weapon category won't appear until you've researched Laser weapons.
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Good work, sir. For the final version we'll probably give it a 50 round clip and have each burst use 5 bullets - seems a bit more realistic.
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Yeah, this is something we could look at in the beta. It's not necessarily intuitive how it is. At the very least the screen should show you how much it'll cost to move something...
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Yeah, V8 is intended to be the press release once it's fully stable and the niggling little usability problems are sorted out.
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It's not been authorised yet by Desura. I'll chat to the desura guy on Skype when he's available.
AP Reserve (for me) is used to save points for reaction fire. What do other people use it for?
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This article should explain how the terrain system works:
http://www.pcgamer.com/2011/09/12/xenonauts-dev-diary-2/
And yes, in the final game shot-down UFOs should have dead aliens inside who were killed by the impact. The number will be randomised.
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That's what the chatty research guy is for (in theory).
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Now we're in the Top 100 (thanks guys) all the votes are cancelled so if you could all revote that would be fantastic.
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We're a relatively high price-point product so I can understand why people might be waiting to take a punt on us. But yes, a big media blitz should help things hugely.
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Any reproduction steps at all?
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I guess some 'upgrade' researches could work. The only thing with that that might not make sense is why the Xenonauts don't already have the best technology available to them, given they've not yet captured any alien tech.
I guess it could be something about tailoring the existing gear to fight the alien invasion better - as there'll be much more intelligence available on the aliens once the invasion starts...
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It's not as simple as that - once the game hits beta we'll be looking at reducing the load times though. Essentially the engine doesn't have a proper texture library so we might need to code one from scratch. The issue with the textures loading is that while they're doing that I'm not sure we can display anything on top of it - I'll have to ask tomorrow, having a placeholder loading screen would be a good interim solution.
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I've just uploaded V8.41 to Desura (don't know when they'll authorise it) which fixes the problem with the empty levels and super-tough aliens in the missions.
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Fixed up, thanks for trying nonetheless
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Yeah, you guys are pretty sharp. It's the same bug as the empty battlefield one. The levelsetup.xml file is incorrect and contains aliens from later in the game (we were testing the footsteps sounds for them). I'm uploading a fix for it now, but it'll take a while for Desura to authorise it I'd imagine.
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Hmmm. I think it's possible for aliens to spawn inside the UFO walls, which might be what happened here. I'll check with the coders if that can happen.
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Hmm, I'll fix this up too. This is a testing feature that shouldn't be enabled.
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I don't think he was implying that Minecraft players were stupid, just that Minecraft and Xenonauts were different. I'd be happy to get any publicity I could from any of them though!
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FFS - someone has edited the levelsetup file. Let me upload a fix. If you can't wait for Desura to authorise it, just go into /assets/levelsetup.xml and replace the "testmap_layered" or whatever the map name currently is, and replace it with "industrialtest" and it should load the normal map.
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Because the 'hotfix' V8.3 didn't work very well and caused more bugs than it fixed, we've now released V8.4 which should fix all the new crashes. Really it should be caused V8.36 or something as there are no new features, but it's simpler for bugtracking if we just move to V8.4.
So, here's the list of bugs that were meant to be fixed in V8.3 and are now fixed in V8.4:
Improvements:
- Added final difficulty level uniform images to the Main Menu screen.
- Added a few items to the Scout UFO interior (rear saucer). There are still more to come but this should give a preview of the style.
Bugfixes:
- Basic Armour with pistol, rocket launcher, precision rifle etc no longer appear as Wolf-armoured troops.
- Terror sites now have icons on the map, so troops can be sent to them after the initial warning.
- Successful terror sites can now only be generated once a week. After this limit is reached UFOs will spawn with different missions instead.
- Stun rockets have been removed from the rocket launcher-armed soldier's starting loadout.
- It should no longer be possible to launch two simultaneous instances of air combat with a UFO by sending two interceptors in different squadrons at the same target simultaneously.
- The Radar Array now displays its name correctly.
- Menu tabs should now work properly on loading a saved game.
- Resaerch projects should no longer disappear on loading a saved game.
- UFO / Aircraft / Vehicle naming should work correctly on loading a save game and quitting then starting a new game from the title screen.
- Ghost UFOs should no longer appear over crash sites on loading a saved game.
- The Iron Man checkbox on the title screen should be clickable / mouseoverable on the text as well as the checkbox now.
- Keybindings now include the crouch / uncrouch key shortcut (bound to 'C' by default), as well as Select Soldier 10 and Select Vehicle 2.
- Keybinding options should now recognise keypresses on the Ground Combat.
- Keybrinding options should no longer be displayed as black text on a black background on the in-game menu (text is now white).
- Quitting from the Ground Combat should no longer cause a crash.
- Quitting a game to the Main Menu should correctly cancel the existing music and start the Main Menu music.
- Soldiers spin instantly on the spot now, instead of slowly rotating. They will stop-mid turn if they see an alien while rotating.
- If a unit blocks the path of a bullet (fully or partially) it will have its selection circle highlighted. This should make it clearer what is blocking shots - particularly where vehicles are concerned.
- Cursor on mouseover of aliens correctly displays red now.
- Cursor on mouseover of civilians correctly displays black now.
- The APs penalty (or lack of) is now correctly updated at the end of each turn.
- If AP Reserve prevents a unit from performing an action, there is now a pop-up window explaining this.
- AP Reserve cannot be activated for a weapon if the unit does not have enough AP to perform the desired fire mode
- AP reserve settings prevent units from firing during their turn now.
Unimplemented Features / Unfixed Bugs:
- Ground combat save / load is still not functional. I think we're nearly there but we're suffering issues with the engine's windowing system. Hopefully it'll be sorted by next week.
-If a UFO escapes to space after being engaged, there should be a 50% chance it reappears in the next UFO wave to try its mission again.
- We need to implement "Target Tracking Lost" and "Target Escaped into Space" messages for when UFOs that are being intercepted by aircraft disappear from the Geoscape for either reason.
- The soldier inventory disappearing secondary weapon (usually grenades) when a two-handed primary weapon is equipped bug is not yet fixed.
- Post-mission two-handed weapon weight penalty doubled bug is still active.
- If two research projects are finished at the same time, only one is shown in the Xenopedia.
[V8.41 Ground Combat] Grenade activation crash.
in Xenonauts Bug Reports / Troubleshooting
Posted
Yeah, replicated this now. I'll get it fixed up.