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Destro

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  1. So my power supply died, and it took them roughly a week and a half to ship me a new one. That will probably delay me finishing the map because of a small backlog of other stuff, but I can now work on it when I feel like it again, at least.
  2. I've found several other misaligned tiles: industrial/props/HalfTarp1x1_NWSE industrial/props/BarrelPalletA_1x1_NESW industrial/props/BarrelPalletA_1x1_NWSE industrial/props/BarrelPalletB_1x1_NWSE industrial/props/BoxPalletA_1x1_NESW industrial/props/BoxPalletB_1x1_NESW In addition, BoxPalletA_1x1_NESW and BoxPalletA_1x1_NWSE are exact copies of each other, with no apparent difference. Still have a lot of props yet to check.
  3. I'll try my best. Perhaps someone running the latest build could compare them and quickly fix any inaccuracies for both builds? I'd imagine that would work in everyone's favor. EDIT: I've noticed that almost universally all the damaged tile variations appear to be offset incorrectly in the editor. Is this a problem with the editor or are they really out of alignment? EDIT 2: I've gone through a good majority of the tiles that are out-of-alignment and every single damaged/destroyed version of a tile is out of alignment. However, there are four tiles that are undamaged which are misaligned as well. These are: industrial/Office/OfficeDoorClosedNE industrial/Office/OfficeDoorClosedNW industrial/Office/OfficeDoorClosedSE industrial/Office/OfficeDoorClosedSW In addition, all of the DoorOpen (of all doors, not just the above) tiles are misaligned as well. I have only really used tiles from the industrial set, however, excluding the hedges. There may be more than I do not yet know about.
  4. Exactly why I didn't want to have to change any of the specters. I have no idea how the game handles them. There's a few doors and several props I've been avoiding because their pivot and offset are extremely incorrect.
  5. Figured it out, but the Pivot wasn't it. While comparing values between all the hedge pieces, I noticed that the variable "SortPoint" for HedgeNW corner was 49 while all the rest were 50. Changed it to 50, and it works now. I also noticed that HedgeSE had an Orientation of SW, which explains the minor oddity that those hedges weren't providing me with any cover indicators. It also had a StoppingChance of 30 compared to all the others at 40. I've been trying to avoid editing specters before this point because I was afraid it might break compatability of the map with future versions.
  6. The problem with xenonauts being clipped is the secondary issue. As I said in the first post, albeit maybe not clearly enough, is that HedgeNWCorner tries to overlap all other hedges for some reason. It isn't apparently in your picture because you didn't put any hedges immediately below that tile. I'm sure it's something wrong with HedgeNWCorner's specter. I was forced to use levels above 1 in order to make HedgeSW appear in front of HedgeNWCorner in the little 1x1 squares you see in my map. I can always just use HedgeNW by itself, but the perfectionist inside me doesn't like the abrupt cutting off of the shadow.
  7. I'm actually not using the "current build" sadly. I'm using the build provided on the Kickstarter page since I won't have the finances to pre-order this game for a while. I still see enough possibility in the game that I want to make at least one map for it, though. Was it broken in that build as well?
  8. I think I'm far enough along with my map to make a thread for it. I can't guarantee I won't run into issues (editor-wise or real-life) and drop it at some point, but there's enough here that I have something to show off at least. Map premise: A mega-corporation has been taken over by the aliens. The players land their chinook in the front parking lot and must fight, or blow up, their way through the various offices and rooms until they reach the alien ship that has landed/crashed in the back of the complex. Album of Images: http://imgur.com/a/3L6LC#2 Now, my first order of business is actually to ask for a little help. I've created a small enclosed garden for my office complex, but the specters for the hedges I'm using are a bit weird. Primarily, the HedgeNWCorner for some reason want to appear in FRONT of every other hedge. I was able to fix it in the editor through some trickery with Layers, but this caused some issues in-game: http://i.imgur.com/KBdym.jpg I monkeyed around in the Specter for it, but didn't fix it, and I'm not entirely sure what half the variables do. It's probably a really easy fix, I'm just not sure what to change. [bONUS] Since I went through the trouble of getting that picture together, let's play a game of Spot The Xenonauts! First person to post the exact number of Xenonauts in that picture gets... well, I'm not quite sure what they get. I'll think of something. Maybe a small personalized corner of the map if this project gets anywhere. The vehicle does not count. [/bONUS]
  9. That's a piece of info I must have overlooked. I think I understand what's going on now. Before, I was blanket-loading entire folders and scrolling through them until I found something relevant. Now that I know most of the tiles, I've been cherry-picking specific images that I remember using. It's odd how I accidentally deleted my Office folder right before I actually started looking specifically for that tile. The map editor's confusing enough as it is. Thanks anyway for everyone's time.
  10. That's really weird. I'm literally looking at the walls I placed in one of the earlier submaps. Here's what I mean: http://i.imgur.com/qCk0V.png Da fork is going on?
  11. None of them are bigger than 15x15. I designed them to be interlocking and allow for limited randomization. Map idea is: Huge office complex of XYZ megacorp. Player lands the chinook in the front parking lot and has to fight/blow up their way through the complex to the landed/crashed alien ship in the back courtyard. I'd say that screenshot shows about... 8 submaps or so? Since you saw the thread, could you look in your folder and see if you have the two named files?
  12. Okay, I'm extremely confused now, but not about the map editor. I accidently deleted my tiles/industrial/Office folder. No big problem right? Apparently, wrong. I went to go re-extract the folder from the Xenonauts_Kickstarter_Demo.zip and almost everything is there. Except... I no longer have the OfficeWallInnerSE and OfficeWallInnerSW image files. They're magically gone, poof. I know they were there because I've been using them in my current map project. Does Xenonauts automatically generate the images for some assets? I'm asking because apparently they were never there in the .zip to begin with, yet they were created somehow. If that's to no avail, could someone zip up those two files for me if it's not too much of a burden? Here's a screenshot of the map in progress if you're interested why I need these two files. http://i.imgur.com/VtxJu.jpg I enjoy making complex map geometry if you can't tell.
  13. There we go. It is working as intended then. It's just... a bit counter-intuitive. I'd really suggest adding that bit of info to the wiki as well.
  14. I click on "Quick Battle" from the Xenonauts splash screen that comes up every time you start the xenonauts.exe. What happens next, is that the game loads, but it loads the main menu, as if I had chosen the "Full Demo" option. Choosing "New Game" or "Load Game" only lets me load a new/old campaign, not a specific map. Keep in mind, I am using the V10.2 build that was posted on the Kickstarter page.
  15. I'm unable to get the Quick Battle to function, as-per your instructions. I'm trying to first load the official map "industrial_scout1.xml" located in the maps/Industrial folder as a test, with my "levelsetup_quickbattle.xml" edited to: <Map tileset="Industrial" mapname="industrial_scout1" /> It does not work with or without .xml appended to the file name. What am I missing?
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