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Skitso

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Everything posted by Skitso

  1. Great job finding the bug! I'm absolutely fine with it as when the game is ready and I play it instead of testing things, I'll never reload during GC.
  2. Yeah, that example is exactly like Chris' first picture (example where neither has LoF) in that LOS explanation -thread.
  3. Intended or not. It's too unintuitive and messy if a developer needs to explain how it works in the forums. While I get the core principle how the system works and I'll probably get used to it and can live with it, it just feels wrong. I'm just worried that people who hasn't played this game for years and discussed it's mechanics here daily for god knows how long will be confused with it. It's guaranteed, and I feel it's a shame as it's one of the most (if not THE most) important core gameplay mechanic in this game. I'm not trying to play GH decisions down or anything. I respect Chris as a game designer and I trust his vision. I just feel this amazing game deserves a better LoF system as this feels broken and wrong.
  4. Could you add an example picture where the bottom guy is on the right side of the hole and the top guy on the left side of the hole. That is the symmetrical stance where the system falls apart and thats the situation your example pictures don't cover.
  5. Could you explain whats going on with the 4 pictures I posted here? Do the units get different cover because one is outside (wall not in the same tile) and the other is inside (wall is in the same tile), as otherwise it completely symmetrical situation?
  6. @Chris: Umm... I'm not sure if I understand your point correctly, but either units' direction shouldn't matter if the LoF starts from the best corner of the shooters tile. Also, if you look carefully, xenonauts LoF starts from wrong location: you can see the small green square in the middle of the SE side of the xenonauts tile, so all I could hit is the wall. To try and make my point more clear, I modified the picture for more clarity and as you can see, LoF's are perfectly symmetrical. ... and that fact doesn't change, no matter how and in which direction you look it from:
  7. Skitso's Sleek AI turn Will probably be compatible with the final version.
  8. But it is.. I've played 4 ground combat missons after the patch, of which three ended in CTD, and one I rage quit after half of my squad was killed under "unfair LoF circumstances"..
  9. How hard would it be to have ufo hull graphics work the same way as building roofs when clicking the roof toggle button? (I.e. even if I have a direct line of sight inside a ufo, the hull graphics would be visible if roof toggle was on.) Not a critical issue, but if it's quick and easy to implement, it would feel more coherent and logical this way..
  10. The game is unplayable atm, both for crashes and for "unpredictable LoF" -issues. I'm constantly guessing whether a spotted enemy can shoot me or not, and moving my guys around doors and windows to find a tile with a clear line of fire. It shouldn't be this hard.
  11. Night time mission. My lone unit was killed and the fog of war covered area immediately like it shoud. Few seconds later, however, the enemy LoS was updated and revealed where the sebillian who shot me was. After the camera moved to another location, the LoS returned to normal.
  12. There's something really strange going on with cursor and enemy detection right now. Select any troop in the attached save and try to move it through the door in to the building the sebillian is. It's blocked and the tile in front of the door prompts for shooting like the sebillian was there instead on being inside. EDIT: damn, reloading the save seems to correct the problem. EDIT2: Hmm, reloading the autosave from the beginning of the mission and going to the same building triggered similar behaviour again. This time, a xenonaut that entered the building could be selected by clicking the tile outside the doorway. Really strange.. EDIT3: Added the autosave (renamed strange behaviour 2) from the beginning of the mission. strange behaviour.sav strange behaviour 2.sav strange behaviour.sav strange behaviour 2.sav
  13. I'd rather not have it though.. it makes moving around light scout doors really difficult and annoying, especially when there's only little spare room around it - not to mention all the LoF issues etc. Gameplay should come before aesthetics...
  14. Ahh, the AI is so brutal! haha, I'm getting my ass handed to me on normal! Amazing job GJ, I love it.
  15. @Chris, have you already solved the missing grenade cursor bug internally? I just realised I can get the cursor to show whenever I hover the cursor outside of the playing field. So maybe it's not tileatlas based bug afterall?
  16. I just realised how annoyed I am every time I send an interceptor to shoot down an ufo when the ufo lands and the interceptor just starts flying circles around it. If it's not too much to ask, I'd like the game to go to 5secs when interceptor reaches a landed ufo and maybe have a "target ufo has landed." dialog popup.
  17. @kabill A small correction: my mod modifies almost all gfx AND gui files and most files in /scripts.
  18. @Chris: Yeah, that was my assumption too. So there's 2 bugs: -First, when I was shooting, the LoF didn't update to show correctly which tile blocks the shot (you can see the misplaced small green square faintly above the red block 100% text when it should have been where the green line starts) -and second, the caesan was able to shoot my unit even though it should have been out of it's LoF.
  19. Yeah, we need at least some sort of consistency in aiming. It's one of the most important core mechanics in this game afterall.
  20. But the new system where the LoF is calculated from the shooters best corner to the middle of the target should give symmetrical results in a situation above and the caesan should have 0% change too. The system just isn't working as intended for some reason...
  21. Yeah, I thought it might be the default LoF issue you described, until the caesan just one-shotted the poor guy.
  22. This isn't working. I still can't shoot around a corner. The wall near caesan could maybe block the shot, but I'm sure I should be able to shoot around the corner I'm standing adjacent to, if the path is calculated from the "best corner", no? EDIT: Also, the caesan shot and killed my guy from the same spot! Definitely not working.
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