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Everything posted by Skitso
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V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
...or you could just download the newest version of the Oppressive UI MOD. It does exactly that for every single pop up screen in the game(as you might faintly see in the picture I posted few posts ago). -
V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
I think the game scales the soldier tabs when the window height is decreased so it fits the same amount of information. They only get a bit smaller... No! God, no! Keep it simple, no additional, forced clicks, please! -
I don't feel so strongly about the new system as some of us here, but would propably prefer the original static TU system as I kinda like it's organic and simplistic board game feel. I suppose the game could be balanced with existing mechanics and making TU gain slower the more you have them. That way the starting value and hard cap could be set same way as other stats as getting TU's up to 100 would not be realistic before player gets overrun.
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There's still black triangles atleast behind light scout between it's "wings"
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Updated OP. Which tileset did you test Giovanni?
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With the help from the great Giovanni, the latest experimental build released finally gave me the possibility to add tileset spesific color grading to the ground combat maps. The idea was first discussed >here<. So here's the first very quick draft of the mod. Color grading is added to all the crash sites: desert, middle east, industrial, farm and arctic but the color choises have been made without that much thought. Please check it out and give feedback. At the moment, night mission color grading is not possilbe. I hope Giovanni can do something about it. Here's two original/modded comparison pictures: Download and unpack in xenonauts folder. Please remember to backup first! https://www.mediafire.com/?afskgb1tbats5ap
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I've bitched and moaned about the super long loading times after the new loading screen and bar was added. Chris insisted it's normal and something that would be fixed in the polishing phase. However, there seems to be something else wrong, as today I found out that playing in the windowed mode cut the loading times in half. So there's definately something to be fixed in regards of loading times in the full screen mode.
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V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
quoting myself here: This is what I had in mind. I can upload the modified script file if Chris likes this better. What I would still like to change is to add a header to the top left window with kill information the same way the window below it with information about recovered items. Also the confirmation button could read something more than OK, like "Leave mission area" or similar. -
[V21E5] Medpacks not healing properly
Skitso replied to KateMicucci's topic in Xenonauts Bug Reports / Troubleshooting
I can confirm this. It's been around forever though.. -
These feel good to me actually...
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V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
I played few missions and while I certainly can live with the new "MISSED" texts, I'd prefer them gone. Or at least display it every time when a shot misses because such inconsistency is just misleading. New debriefing is nice, but could use a bit trimming. Heading should always be centered, also bottom left is a strange place for a confirmation button. It should also be centered. This way left and right info panels could be evenly aligned at top and bottom. This way the screen would look much more balanced. Also the confirmation button could read something more than OK, like "Leave mission area" or similar. Otherwise it's much nicer than old! I'll try to mod it a bit tonight and post results here.. -
V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I need to play a bit before giving final judgement on that. I've always loved the damage numbers though, and as I play with them enabled (regardless of difficulty), I don't quite get the point that the game needs to tell me I missed. Should be rather self explanatory when no damage numbers are shown, no?... Out of curiosity, what's the reasoning of removing the explosion damage fall off? -
V21 Experimental Build 5 Released!
Skitso replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Nice list of changes, looks great. Thanks! I'd rather not have "MISS" text and other clutter in my hud. Isn't misses obvious if damage number isn't displayed? (presuming that "MISS" and "RESISTED" aren't shown on veteran or higher either) Atleast I hope it's toggleable... A better and more organic way to show misses and resisted hits would be to give damaging hits a blood splurt particle effect and resisted ones some sparks or similar effect. Would give hits more punchy feeling too. -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
BTW, can I generate a new /mixed tiles/ folder or do I need to copy all the tiles exactly in the same folder structure? -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
Yeah, I figured it out already. Thanks! -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
EDIT: Nothing... -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
Okay, great! When I eventualy release my maps, will I need to attach these non default files in the correct path along with them, or will the added tiles work without them by some magic? -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
I have of course unpacked the tiles archive already and made many maps. I'm just corcerned that if I make mixed tileset submaps, they won't work in the final game after Chris has made the final compression as he said in [this thread] Making submaps is pretty time consuming process, so I'd like to make them perfect right from the start. Also, I'd like them to be GH standard and to be playable in the final game by all the players without problems... -
Does anyone know where the /town/ground/ tiles are?
Skitso replied to Max_Caine's topic in Mapping Discussion
What? Doesn't the game have all the tiles in it at the moment? If I mix tilesets and copy tiles from one tileset folder to another, will the submaps still work as is even after the final compression is made? -
Ground Combat Balance Discussion Build V21 Experimental 4!
Skitso replied to Aaron's topic in Xenonauts General Discussion
Yeah, there's something wrong in the LOS system when dealing with walls, corners and windows at the moment. Often I can see an alien behind a corner but can't shoot it or, just like you described, I can't shoot alien but it can shoot me without a problem. Very annoying and I really hope GH can iron these incosistencies out. -
Ground Combat Balance Discussion Build V21 Experimental 4!
Skitso replied to Aaron's topic in Xenonauts General Discussion
Is there a way to make bullets that pass target tile to not hit it 100% without causing that exploit? I just hate the visual effect where missed bullets always hit the tile under targets feet. It looks completely fake and gives an impression that everybody is aiming each others feet. At worst it gets really comical when two units shoot each other multiple times at close range and all the bullets stop at their feet and I'm like "shoot higher dammit!" -
Uh oh...
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Ah, great! I hope Stinky hasn't made too many of those roofs...
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Hmm, but many of the official sub-maps have props from other tilesets (like industrial barrels in desert warehouses etc.)? Another question: can I place the human landing craft and ufo both at the same place to have more variation in levels? Like both in same place on the east side of the map and both on the right side of the map?
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Ugh, so it's exactly like I feared. I hoped the editor would support some "paint bucket" method in laying these textures. Oh well... EDIT: Almost forgot, thanks for the answer Stinky!