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Skitso

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Everything posted by Skitso

  1. I tend to play with roof toggle on and after the latest update, Charlie's roof doesn't seem to work right anymore. I've attached a save with the problem. Loading the save you see the Charlie roof only partially visible (it should not be visible when units are inside, right?) Move one of the units out of the Charlie and the roof dissappers for a second and then becomes fully visible again, blocking sight to all the units inside. Moving units inside the Charlie in certain locations removes the roof and certain locations make it visible. This bug is new to 22.10. charlie roof bug.sav charlie roof bug.sav
  2. THIS THREAD IS OBSOLETE. PLEASE GO TO HERE
  3. Sounds pretty nice! Does this mean that AI will not be using higher ground (excluding harridan flying) or be susceptible to morale events in the final game? Also, if you want more maps, you haven't reviewed my middle east map pack.
  4. Yeah, the link has corrupted somehow... no worries though, as I'm releasing the skitso megamix map pack in the near future that will have all my maps in a single archive. All my maps have been designed and named so they will overwrite all duplicates within the game, so no worries there.
  5. Yeah, I've had Xenonauts trigger alarms on my F-secure few times. Earlier with Norton I never had any problems...
  6. Kabill, are you sure you want the breaching charge to be used only by droping it to the ground? Is there a reason why it couldn't work similar to C4? (It would be that much cooler if you could really attach it to the hull) Also, we need a ground graphics for it. I'll work something out for you.
  7. The fix will be included in the final version of the Oppressive UI MOD.
  8. In the /assets/scripts/combatguiexport*.lua It's a bit of work as you need to make changes to each units and vehicles small tabs too.
  9. This is something that has bugged me for as long as I have played this game. I salute you for trying to fix it. Thanks for the effort!
  10. Well, high quality ones does at least. But if we want to talk about mapping and my map pack, lets continue in the mapping forums.
  11. Yeah, it's easily like 8-12 hours per map. Plus I've iterated and polished them like mad. EDIT: Sorry Kabill for stealing your thread. I'll shut up now.
  12. I've put something like 200+ hours on my map pack I think... Terrifying.
  13. Nice! Thanks for your hard work with these mods. How many man hours you think you have put in these?
  14. I've already fixed the squashed image and I'll send it to you tomorrow as I get back to my computer. When I designed the item, I thought it would be a good idea to make it impossible to carry additional big weapons at the same time but, I'll rotate the fixed image for you too so you can use whichever you feel suits the mod better.
  15. But it's supposed to be big and heavy. We are talking about making a hole in alien metal slab from space. Updating it to a plasma version makes the charge significantly smaller and lighter though.
  16. No, I don't think so, as I hadn't moved the unit and he was at the default position (looking out of the Charlie's main hatch) and the sebillian corpse was at his feet directly front of him.
  17. Nice pics, thats exactly what I've been experiencing. Hopefully Chris&co has time to fix this.
  18. How's the higher ground/flying units' AI coming along?
  19. Yep, the xenopedia unlocks correctly, I was blind, sorry. I'll check out the destroyed hull segments too if I have time.
  20. I took a quick test on this and wow, just... WOW! Amazing mod. Really good, I love the fire and the smoke, the new ufo layouts, the breaching, everything. Chris really needs to make this the official go-to mod to be bundled with the game. I need to make few fixes to the item graphics though, and maybe try to polish your xenopedia picture a bit too if you don't mind. Umm.. speaking of xenopedia: the breaching article still unlocks only after alien invasion. I suggest to put it in the /scripts/_basebuilt.lua. EDIT: Uh, forget about the xenopedia stuff, I was blind.
  21. Haha, I tried to make this as toned down and proper mod as I could, but on the other hand...
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