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Gijs-Jan

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Posts posted by Gijs-Jan

  1. 11 minutes ago, malthaussen said:

    @Chris: "Should be a red button in the bottom right of the screen, no? What screen resolution are you playing on?"

    1024 X 768. My eyes are not happy at finer ones.

    Hmm, yeah that would explain it.
    I'll check if I can jury-rig something that'll make sure that you can get to the basic elements at that resolution.

  2. 12 minutes ago, Max_Caine said:

    I would disagree. I had originally set it to "Fastest" and it was a muddy blur throughout (menu screen, loading screen and combat). Giving it a higher setting made it sharper. 

    The (Unity) Quality settings at the start mostly affect the Texture quality and Shadowing at the moment.
    (It reduces texture sizes, anisotropic texts, etc; it also affects the number of applicable lights, but with this scene that wouldn't affect things as much.)

    The smoothness is probably the result of the VSync being turned on at the higher qualities.
    (Although we do force it at start through code at the moment; it could be overridden by the Quality Settings)

    We haven't adjusted the Quality settings yet for the scene or game. They'll need to be to properly take advantage of the camera distance and other things.
    Some of the bigger performance hits (post-processing) aren't controlled by those settings, but changing the Quality Settings will certainly have effect.

  3. 7 hours ago, Russonc said:

    Getting used to things..Overall like the look; performance was working fine.  Not sure what key I hit, but I lost most of the Head's up display (things like the end turn key, soldiers list, etc..  Tried hitting keys to get things moving but ended up with a mess and had to Cntl-Alt-Del out. X2 test.png

    You discovered the debug AI visualization!
    It's enabled/disabled through "O", scrolling through the layers using Page Up/Down, and a simulated trigger to an AI Character turn using "L".  (Which starts the computation of the values)

     

    10 hours ago, Juan said:

    Unfortunately I couldn't play because low performance on my computer (i7 with 6gb RAM but mediocre graphic card, a GeForce 610M). Will it be improved in a future? I really love this game and I want to play it :)

    Definitely. There are some very clear things we can still do to up performance, and in the next build we'll add in options to turn of various effects.
    The performance numbers I'm seeing seem all over the place, with seemingly comparable hardware having very different performance.
    In the next build we'll introduce a crash & performance reporting service (opt-in) to help us pin point where things are going wrong.

    I'm currently working on a playback functionality that players will be able to push along with bug reports to help us determine where things went wrong.
    This is not planned as a feature, but intended to help us in getting to the root of issues more quickly. (I fondly remember the days trying to reproduce your issues for X1 :D)

  4. 12 minutes ago, Solver said:

    Huh, I'm not experiencing major performance issues (aside from everything feeling unsmooth in general which is expected at this point) but I haven't been able to complete the mission after 3 attempts, it always freezes sooner or later during the alien turn.

    I suspect the freeze will be solved in the next minor build (tomorrow or so). There's an issue with the animation system in Unity that doesn't play nice with repeated calls per frame (AI work). 

    There's a tonne of things to improve in the performance section of the game. I've mostly ensured that we didn't make any irreparable choices there and setup everything such that we could easily deal with it later on. (I expect that we'll have a performance fix for level load times in the next major build) 

    With unsmooth I expect you mean the overall animations? 

     

  5. 12 hours ago, StellarRat said:

    What kind of AI / quality are we getting?  I know there were some things in the old game that you didn't have time for.  Is it going to be brutal without "cheating"?

     

    CIV 6???  There's a CIV 6?!?!?  Oh man!

    Monday's release is really just a sneak preview; the AI is rudimentary at best.
    This time around I've planned quite some things, some of which I'll need the help of the community to succeed in. :-)

  6. No need to preface your comment, all critique is welcome and with such a diverse community looking at the thought behind the post instead of its literal text is pretty much a requirement ;-)

    I suspect that with ' lack of direction' you mean the lack of distinction in the art. Distinction in the sense that nothing necessarily 'stands out'. Again, this is intentional: It is meant to emphasize the atmosphere, to make it more realistic.

    • Like 1
  7. The art in Xenonauts lacks a lot of direction

    Do you mean in the sense of integrity as a whole or a distinguishing aspect?

    I'd disagree with both of those points :-).

    The point of the art (music, visual, atmospheric) was to emphasize the time and setting in which the game was set. The cold war was a very bleak and hopeless time in human history. Combined with the idea of global destruction through alien invasion it is very much "grimdark". Xenonauts has a lethal playing style, and death is grim. Units are not meant to be one-man chrome-finished murder machines. Every aspect of the art direction emphasized and, more importantly, aligned with this overall design principle.

    The style just seems to be a very polarizing opinion-wise. Could the artwork be better? Sure at times, but I wouldn't dare call it directionless.

  8. Chris, may be this too early to answer but do you plan to make the Xenonauts 2 full moddable - that means having access to the Unity 3D content and scripts/code ?

    Apart from what Chris already mentioned; the way the codebase is setup this time around will make it *a lot* easier for the modders to fundamentally alter the game.

  9. Cthulhu related instead of Aliens, why not.

    I propose to read about the board game Arkham Horror.

    In a city some portals to other dimensions open and monsters enter the city. The goal is to close these portals before one of the Ancients is ready to enter the world, which has to be battled then, but it is damned hard.

    To close the portals you have to enter them, survive/overcome an obstacle and when coming back having enough of some tokens to close it.

    For the transistion into a Xenonauts game a lot of intersecting points are there to be used, I guess.

    Just a heads up; I'm a huge fan of Arkham Horror / Mansions of Madness.

  10. I remember the hours I spent playing the original.

    frankly... this is better.

    I find I enjoy this game even more than the original, and more than the triple A remake.

    this has the creepy factor just right. Night missions are genuinely terrifying, especially when reapers start showing up.

    I remember one mission... I hadn't lit up the area to my right, and saw one rush past in my peripheral vision, just for a moment.

    on my turn... I turned around... and it was standing right behind me. It literally missed getting me by one step.

    that really sold me on this game.

    Great to hear/read that experience! :)

  11. As a fan of genetic algorithms, I'd love to see an AI war room where they fight in order to arrive at better airprops variables through a genetic search. GJ? :)

    (You're not chatting with me today, kabill)

    The initial AI design was based around Monte Carlo Tree Search; however, all the logic in the game didn't lend itself for simulation environments. (Procluding GA's as well)

    At some point I do want to make a model of the Xenonauts game mechanics; and work from there.

    Once I get some downtime, I'll most definitely look into it again. :)

    (Note though that once I go that route; I'll probably go with MCTS as the basis for the AI, instead of behavior trees. AIProps values will become less important then though.)

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