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flashman

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Everything posted by flashman

  1. Some of my sniper rifles ended the previous mission with low or zero ammo. When the next mission started they had not been auto reloaded at the base and still had zero ammo. troops 1-4 all had only 2 ammo at mission start
  2. Indeed, its why a placed a second wall around it, just to prove how dangerous it is. I might make one facing SW so that I can alternate and avoid accidents
  3. Demo will be out soonish, now that we have the steam release to create an updated one.
  4. Your pretty flowers are working for me. No crashes or tile errors.
  5. Game has a level editor that is basically drag and drop with different categories. There is also a more complex submap editor for creating buildings etc... but this takes learning. check this thread for how to extract the tiles and for link to instructions http://www.goldhawkinteractive.com/forums/showthread.php/5341-How-to-map-and-submap-in-Xenonauts
  6. download this rar file, and unpack it in your xenonauts\assets folder - merge with any files that pop up. https://www.dropbox.com/s/2h7xqgblkjqdzgs/Military%20compound.rar
  7. Ok i still need to read this, but I was too lazy to put the pdf on my ipad
  8. I believe that bug was squashed today for the next build.
  9. I have edited the goldhawk terror missions. There were maps with missing alien/civvie spawns and a couple of town ones were missing shrikes. They all now have Valkyrie spawns as well. Download the file, and unzip it to Xenonauts\assets\maps Let me know if this fixes your crashes https://www.dropbox.com/s/3lmv1n68sbkzppf/terror%20fix.zip
  10. To be able to map properly you need to unpack your archives that contain the key images. Use this Guide
  11. If you want you can just copy the town and soviet town folders from the community map pack. It might be an issue with the basic terror map as there is only 1 at the moment copied and pasted across all folders. I will check it tonight after work. They changed drop ship sizes and it may be that 1 of the maps is not set right with spawns.
  12. Are you using the base game or have you installed any map packs for it to crash? If you are using map packs which ones so we can track and fix the crash. If not then try this pack and see if it can pick a different terror mission and not crash. http://www.goldhawkinteractive.com/forums/showthread.php/5156-Community-Map-Pack Also does it crash every time. - are you going to town or soviet town and what vehicle - chinook etc?
  13. They dont have access to the engines source code, so all the it can be fixed ideas only work if they could fix it. the game keeps breaking when they try and animate naything and considering you need 2 lean directions for each tile facing- left and right- 4 facings make 8 animations per armour. Now you have about 6 armours- including basic + around 30 weapons means that is 8x6x30 =1440 models. Double that if you want to crouch and lean. Double it again if you want to use 8 directions instead of 4. These models are done in 3d, the perspective is changed to flatten them. Then they need exporting and painting by the artist. Then they need manually adjusting to ensure that they align correctly. Only so much time and money. They may have some cash but games are not cheap and sprites are ridiculously time consuming. Its like the tiles in game. Every tile for every building has to be done in 3D and then exported and painted. But you need 3 tiles for every tile because each tile has 3 states. Normal, damaged, destroyed. If Chris could change the engine now he would, but its far too along and some things are stuck the way they are.
  14. Well if you want to try it... download the new file.. as I had a typo in the old one lol
  15. Ok fixed a cockup.. buildings file should have been building... no S. Changed it so it actually works now!!!
  16. I'm guessing from the stunned silence that everyone hates it or everyone likes it! I have created 4 versions depending on ship size. The maps can be found here. MILITARY DESERT MAPS Edit Ok fixed a cockup.. buildings file should have been building... no S. Changed it so it actually works now!!!
  17. To be able to create maps and submaps there is a guide on the WIKI page. http://xenowiki.goldhawkinteractive.com/index.php?title=Mapping:_Creating_new_in-game_battlefields However, to use them properly you will need to unpack your tiles folder EDIT (Chris) - this can now be done more easily by following the instructions in this thread: http://www.goldhawkinteractive.com/forums/showthread.php/9670-Unpacked-Game-Tiles-Required-for-Mapping%21 Instructions 1) Use QuickBMS - click name at top of page found HERE 2) Download the play first PFPK Script (I have hosted it on dropbox to make easier) Also on thesame page. HERE 3) Once both have been downloaded, unpack and run quickbms.exe 4) Point quick BMS to where you saved the PFPK script. 5) Point it to tiles archive GC.tiles.pfp default= progam files (x86)\steam\steamapps\common\xenonauts\assets Extract files to xenonauts\assets\tiles (type in 'tiles' when it asks for location and it creates a folder called tiles in your assets directory.) Leave it for a few minutes to unpack the tiles archive. Now run GCLevelEditor or GCSubmapEditor- both in Xenonuats folder- and start developing those custom maps. I suggest you read the instructions now (Credit to Lt Parson for the original instructions and discovery)
  18. The nailed from FOW is because alien sight ranges are longer than xeno's.
  19. urbanStink1: I like the shape of the map and building placement, but you have gone a little OTT in places. Instead of making another map, refine this one and it will be a good map. 1) keep the road layout it works well, though the bottom left road, have it be a T junction to avoid the weird tile problem where pavements meet but dont join. 2) Way too repetitive with the cars, worst case scenario the whole road is mazdas. Would be fine if there were 5/6 different vehicle types. use vehicles as strategic cover, to block LOS along roads etc. Be careful with placement. 3) The parked cars at the end of the dead end look a little odd! They dont really fit. I had the same problem and stopped doing it. 4) Reduce the number of houses by half. Keep it residential if thats what you want, but the number and that grey stone making it overwhelming. I have taken advice form Chris for this and i have changed my maps so that 60x60 = 5 buildings 70x70= 5/6 80x80 =6/7 5) Mixbrick type. The estates where I live alternate shades to avoid that Victorian terrace look. 5) Bring in the light. You have room for basketball, town park, give the swimming pool a car park. Put in some front and rear gardens. Make a ground submap that is a driveway and 1 that is a side garden that you can bring in if needed. Submap editor- paint ground - select town or industrial, both have driveway tiles ready made in different colours. Then put fences around, furniture etc, but leave the rest of the ground empty so that they blend better with the tileset. I have examples in my soviet submaps, in the ground folder. I would personally ignore gaudlikes feedback atm (no offence G) and focus on making brilliant one off buildings that can be set peiced together for great one off maps. You have great ideas and designs but by creating such different looking submaps, the map as whole only works 50% of the time when the better submaps / or the cohesive submaps spawn. I would put your different house styles into separate folders and design a layout hat harmonizes. there is plenty of time for adding submap variation once the maps looks bloody brilliant. I have stopped doing multi submaps atm because the 2nd/3rd/4th version always ended up losing my vision or looking crap. This was pointed out to me by Chris, who always liked the original design.
  20. The UI is changing, so the secret of the anachronism will be hidden forever. Unless it still made it through
  21. If you think theres too many women blame kickstarter. If you like having women in game thank kickstarter. Kickstarter backlash is the reason this thread exhists. I personally dont care either way.
  22. Chris has just finished the Xenopedia... his nemesis for the last 2 months and now he is working on the UI.
  23. Its to do with setting load outs for easier mission prep- when working
  24. Hi all I have just put together my new military compound map. it uses custom submaps for all the different parts. It is a very rough picture because it is made from about 30 screenshots. They can be found and commented on in this thread Currently this is the 80x80 version for battleships and carriers. If it works OK I will downscale it for the different craft. Any feedback +/_ please have at it and i will adjust accordingly before final release in the map pack. Direct Link You can download the map HERE!!!
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