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Khall

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Posts posted by Khall

  1. In terms of grenades, I would make them pretty powerful, medium AOE (e.g. 3 tile radius) weapons. Their limiting factor should be the fact they're inaccurate short-medium range weapons with decreasing accuracy the further you throw them (and the grenade should land in a radius around the target, not get caught on a piece of intervening cover like so often happens in xenonauts). Throwing a grenade at an enemy should probably catch it in its AOE, but unlikely to outright kill unless you get lucky and you get a direct hit. Maybe even have a chance of drawing reaction-fire before you can throw the primed grenade, making them dangerous to rely upon exclusively. Overdamage can also be brought back to keep you from grenading everything.

    To help decrease grenade spam, I think the inventory system could be used to mitigate it. Such as making a more significant distinction between the belt and the backpack. The belt should be for items you need quickly (grenades, pistols, medkits, magazines) so TU cost for using them should be cheap, but with limited space. Backpack is for the rest of your equipment, larger capacity, but very expensive to move or use items, you can't use them on the fly, requires some foresight. And of course, TU penalty for using grenades (and other equipment for that matter) with 2-handed weapons, to give pistols a niche. Using a grenade from the backpack, with a rifle in hand, should be extremely expensive TU-wise.

  2. Thanks, I looked at your random maps back when I started to create random submaps for tundra, they were very helpful. I'll definitely co-ordinate in making maps once I get the default versions for all the tiles done.

    I was thinking something roughly like this in terms of maps and submaps:

    -Long rows of LOS breakers done adding each tile individually in level editor

    -Random clusters of LOS breakers, 5x5

    -Random Dense cover (more defendable positions in terms of cover placement), 5x5

    -Random Sparse cover (randomly arranged props, makes up most of the map), 5x5

    jungle map.jpg

    jungle map.jpg

    577e7d34a1973_junglemap.jpg.5ca891ae2600

  3. I've started work on updating the tropical tileset by TT3 and Frakel. I've started by editing the tiles to more closely match the vanilla style, changed the hue and saturation of the grass tiles, started work on redoing the spectre values, added tall grass and some more edited tiles from other tilesets.

    Xenonauts Tropical 1.jpg

    Xenonauts Tropical 2.jpg

    I've still got a lot of work to do editing the rest of the tiles, adding some new ones, plus creating damaged and destroyed variants for them all.

    In terms of map design, I'm planning to have the maps quite dense in general, with quite a few LOS breakers. Naturally foliage (which most cover will be) will have weak health, with trees and rocks being better cover. I've been thinking and I'm going to add larger vegetation clusters (LOS breakers) directly using individual tiles in the level editor, while the rest of the map (cover) uses random submaps. In my view that would give the best balance between quality and variation.

    I've only got 1 map right now for testing purposes, and it'll be a while before I have all the tiles needed to start producing "proper" maps.

    Xenonauts Tropical 1.jpg

    Xenonauts Tropical 2.jpg

    577e7d349862f_XenonautsTropical1.thumb.j

    577e7d349ce91_XenonautsTropical2.jpg.7a5

  4. Sorry for answering late. As llunak said this uses the existing but unused tundra tileset so there's no problem there. I've been using this with the experimental candidates and it all works fine, apart from that rare tiling issue that is fixed in the latest XCE build.

  5. Given that I'm actually not very interested in mapping as such, if somebody would like to maintain the tileset and/or create more maps for it, that would be very welcome).

    I'll certainly have a go at it. I had a look at it and while the tiles are there, it's not exactly a complete tileset in regards to damaged/destroyed states, spectres not set up right, very few submaps, etc.

    I''ve started on editing the tiles to look more vanilla by adding a slight black outline, removing the fade out effect on trees (which while nice, didn't match anything in the base game, plus allows me to match bottom/top portions of trees better) and playing around with contrast/saturation.

    jungle edit.jpg

    I'll also have to make damaged/destroyed images as well, but they shouldn't be too difficult. Once the tiles are done, creating maps should be fairly straightforward.

    jungle edit.jpg

    577e7d3335f3d_jungleedit.thumb.jpg.8f9a7

  6. Great work! These all look good in the level viewer at least, I'll give them a proper playthrough when I've got the time and let you know how I get on.

    I did notice however that "middleeast_small_middleyard_skitso" and "middleeast_small_middleyard_skitso_lightscout" are basically the same map, just different sizes, which I know isn't what you want in the lightscout overhaul. I also can't find a certain small villa map, which is definately not like the "middleyard" maps... :P

  7. Work on military bases is going along very well. I've added the majority of tiles, completed quite a few submaps (which I will make different versions of in the future of variety), and created 3 military base maps, for lightscouts, small and medium UFO's.

    Next step is to finish the military tiles, improve current maps, make more maps, start on some railway tiles maybe, make more maps, etc.

    Some Images:

    tundra26.jpg

    tundra27.jpg

    tundra28.jpg

    tundra29.jpg

    tundra30.jpg

    Updated in download section and Steam Workshop.

    Btw I've also noticed some tiles don't seem to work properly if I just use steam workshop to use the pack (the tiles, maps, etc. are in the mod folder), but everything works fine if I have the files directly in the assets folder. I'll need to do some more testing, but if there's any problem with tiles it'll probably be that, I've checked the spectres and tested the maps, and it all looks ok.

    tundra26.jpg

    tundra27.jpg

    tundra28.jpg

    tundra29.jpg

    tundra30.jpg

    tundra26.jpg.74aadd6359b9f486bdf7474655c

    tundra27.thumb.jpg.250b799a05ef9b1a8b0b1

    tundra28.jpg.3ab862c0000a1f7e59cc2c1d6a2

    tundra29.thumb.jpg.dd9c84b0e19b10b722778

    tundra30.thumb.jpg.3208a226460b4b319419d

  8. Tundra seems to have 2 maps per UFO size, Arctic has 3 per type except 4 for LightScout. So it's not really that different from it, and as you say, it'd actually replace some of Arctic, so it'd be an improvement overall (especially if Khall or somebody else felt like making more maps for it). So I'm still inclined going with it by default, although I'd reduce how much it takes over from Arctic, both because of this and also to better match reality (see Wikipedia article on where the tundra is). The mod needs small adjustments anyway (to be modularized, which is easy with map packs, and specify the area using the new way).

    Khall, any comments on this?

    I'm currently adding new tiles and making new maps for each map size to bring it up to at least 3 per UFO size. The tileset masks for tundra does overlap arctic though I agree that could be reduced a bit. It still uses my initial masks, which I didn't really do any research for, so I'll need to tighten that up a bit. I have the current modularised version on the steam workshop, but I'll make sure the file in the download section here is up to date as well.

  9. Have sent a PM with a link to the map editor.

    Thanks, I got it, it works fine now.

    tundra24.jpg

    I've started to work on tiles for military bases as well, here's my progress so far.

    I'll do a military map base for each map size (lightscout, small, medium, large) once I get the tiles done. Eventually I'm aiming for roughly 2 wilderness, 2 rural and a military map for each map size.

    tundra24.jpg

    tundra24.jpg.baf307e17c564bde1244c503c51

  10. New update, fixed the issue with roofs (thanks for the advice), fixed a few spectres and added 2 more submaps for each building, doubling the variety.

    I also added the ability to vault through broken windows, but they only seem to work one way, from the inside. Don't really know what's happening there.

    Incidentally the level editor seems to be broken in v1.52, does anyone know how to fix it or has an older version they could send?

  11. I've changed the submap names to lowercase, and it seems to have fixed the roads and fences not appearing. I haven't been able to reproduce the issues with buildings and forest submaps, they all work for me. But hopefully changing the submap names will also fix that.

    Updated in Steam workshop, if those other issues still persist, can you get a screenshot of them, since I don't seem to get them

  12. I've done a full reinstall and downloaded the maps. I think the reason I didn't get any issues is because I had the pack in my assets folder as well. So far I've noticed some submaps missing, like the roads and some fences (the ones that have uppercase in the name as kabill said) but buildings seem fine (wall, roofs and floor are there) and forest areas seem fine, lots of trees and props, so they shouldn't be barren.

    Maybe something went wrong in the installation, can you try reinstalling the mod. There shouldn't be that many issues with buildings, forests and aliens not appearing.

  13. The earth has 2 tileset masks which determines where tilesets are.

    tilesetmask1.png

    tilesetmask2.png

    When the game creates a mission (crashsite, etc.) the game will randomly choose between the 2 masks which tileset to generate.

    E.g. In Europe, only the farm and industrial tilesets are generated

    As you can see from the masks tundra has a 50% chance to generate in Canada and upper Eurasia.

    But yeah, Rng could screw you over and keep giving you the same tileset in a spot

    tilesetmask1.png

    tilesetmask2.png

    tilesetmask1.png.4e3d9ec032276a26064b87c

    tilesetmask2.png.27104b9bd648cdf5e5a1fd5

  14. Converting this mod to the modular system should be really easy as it's almost entirely made out of new assets. And if you want some help with this, I'd be more than happy to sort it out for you.

    Thanks, that would be really helpful :)

    As far as I can see the only file that would need converting is the "missiontypeprops_gc.xml" to add the tundra civilians and soldiers, still don't really know how modmerge attributes work, so I would need some help there. Everything else is new assets so I should be able to just zip them up, and they should work I think.

    I'll just finish up maps for medium and large UFO's and fix up a few spectres first.

  15. Just a quick update, updated the single tree spectres so they are consistent with the rest of the game (previously they blocked LOS and had a 100% blocking chance, now they don't block LOS and have 75% block chance) and altered the maps slightly.

  16. Its fine, I don't mind questions.

    I haven't converted it to the new mod-merge system, so you'll have to do it the old way.

    Extract the download and copy the downloaded assets folder over your assets folder to merge them, saying yes if it asks to overwrite.

    It will say when you click on a crash site if it is tundra, like with the other tilesets

    Here's the tileset masks to determine what zones tilesets will occur, tundra is the light green (the game will randomly decide between the 2 masks, which one to choose). This was just a quick mockup at the time, so I didn't do any research into which regions should be tundra:

    tilesetmask1.png

    tilesetmask2.png

    tilesetmask1.png

    tilesetmask2.png

    tilesetmask1.png.72fef1e1d0c96bedeaa5b3e

    tilesetmask2.png.0371472ce9199156637c6e2

  17. I've completed a wilderness map for each ship types, and 2 rural villages maps for light scouts and scouts/corvettes. Vegetation areas are semi-randomly generated, and all the buildings have at least 2 sub-maps, so there's quite a bit of variety in each map. Not entirely sure if the cover density in woodland is ok, might be a bit too much, but it starts to look a bit bare if I remove some.

    I haven't actually tested the new maps myself ingame (need to re-verify the game, kind of went overboard on modding and broke it), but they look decent enough on the level viewer

    Some feedback on the tiles or how the maps play out would be appreciated.

    tundra19.jpg

    tundra18.jpg

    http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=56

    tundra19.jpg

    tundra18.jpg

    tundra19.jpg.3e2d8df0c17d9def5a4768b66ed

    tundra18.jpg.989bd76d4bf67acd5c3620bdba8

  18. Added some more industrial and vehicle props and adjusted the brightness/contrast of the industrial props slightly to fit in better with the surroundings.

    tundra16.jpg

    tundra17.jpg

    Can't think of any more props to tundra-fy for villages, so I'll start making some rural village and plain wilderness maps, then start working on railway/military props.

    tundra16.jpg

    tundra17.jpg

    tundra16.jpg.b621689e3730f4036aadb6f7b67

    tundra17.jpg.88cdffca7f62988574d21ee9d44

  19. Looks great!

    Tiles look good, just need to clean up the shadow issues as you said. The grey does look a bit dull, but it would be very easy to recolour them to brown, red etc. to have variation. Should be possible to create a decent set of houses with them.

    What are your thoughts about the rest of the tileset, e.g. ground tiles, vegetation etc. Personally I would just take ground tiles from other tilesets and edit them (maybe farm). Some bamboo tiles and rice fields would be nice though

  20. Nearly finished all the village props, and got some nice dirt/rock ground tiles for villages (2 NE and NW rectangular overlays with transparent borders, so you can overlap them to create more complex shapes):

    tundra15.jpg

    So after I finished these, I'll start on the military and railway stuff. Then I'll actually have to create good, coherent maps for it all

    tundra15.jpg

    tundra15.jpg.f31e58e0d0c60d8850aeccb0c76

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