-
Posts
2,876 -
Joined
-
Last visited
-
Days Won
88
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Skitso
-
@Chris After a bit of testing, it's definitely a bug as if you turn your back to enemies that are near a light source (a street lamp for example), you'll continue seeing them and also see them "teleporting" around as the game thinks you shouldn't see them. Here's a save where you can see the unwanted behaviour. Steps: -Select Unit #2 -Turn her away from the sebillian -Notice how you can still see it (shouldn't be seen in persistentLOS) -End turn and see everything the sebillian does behind your back vision bug.sav vision bug.sav
-
Some of the lamps don't have smooth glow but have 100% illumination around them in the night missions. It seems to be tied to the number of light sources in the level: if I add more lights to the level, they all are bugged like in the picture below but if I delete them all and put only few new ones in, they are all fine.
-
Hey, my last light scout had no floor tiles but just sand showing through. It had an opening to south. BTW, Kabill.. how easy would it be to separate the fire and smoke effect from the rest of the mod? As I plan on playing the game first in pretty much vanilla state when it's released, I would love to have just the visual side of the crash sites you have made.
-
@Stellar It'd be better to just fix the logic so only areas that the units can see is shown. It's odd that the areas you wouldn't otherwise see, are visible if there's a light source. If you turn your back to an enemy, you immediately stop seeing it (the new persistentLOS), but if the enemy happens to stand under a street lamp when you turn away, you'll continue seeing it until the beginning of the next turn (the old LOS system). It's just wrong.
-
Nope. Tried both and it just doesn't work. Hmm, the minimum of 90 decrees might be hard coded?
-
Ground Combat Balance - V21 Experimental 6
Skitso replied to Chris's topic in Xenonauts General Discussion
Should the light scouts still have psionics? Haven't seen them since last update... -
Can't get it to work for some reason...?
-
Oh, so its that tough issue to fix. Too bad. Can't the FOW angle be reduced to like 89 degrees?
-
Even if the light areas represent light rather than LOS, the illuminated areas shouldn't be seen if nobody is watching there. There should be 2 layers: first a light map layer and on top of that the persistentLOS layer, so you see the light only if it's in your LOS. ATM it's unintuitive and confusing as the game mixes light levels and vision without cohesive logic.
-
Yeah, I feel it should even be full 100% chance for the power core meltdown.
-
Okay, I took a quick test round with this mod today and DAMN! It's almost perfect and I really, REALLY like the destruction, fire and smoke around the crashed ufos. Absolutely great job! There's one little issue I found: At least light scout's hull doesn't have it's shadow any more but just the silhouette underneath it that should be visible only when the hull graphics are removed.
-
Geoscape Balance - V21 Experimental 6
Skitso replied to Chris's topic in Xenonauts General Discussion
I'd like them as a mobile cover. So much more durable and with maybe smoke launchers. -
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
But they do have flashlights... -
Minor thing, but this is still in the game...
-
AI Bugs, Improvements & Suggestions
Skitso replied to Gijs-Jan's topic in Xenonauts General Discussion
I still encounter passive AI behaviour every now and then. Some times they just move really close to my units and do nothing else (like, you know, shoot?) or just skip the turn and do nothing. -
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I get it why you wanted the change. It looks way cleaner and smoother this way, so in that regard I agree, it does look better. Night time ambiance is gone though... Oh well, it's gonna be part of my Oppressive UI Mod then I guess. EDIT: This is the look I was after: EDIT2: As I mentioned earlier, there's something still off with the night time FoV logic. After looking for it, I found at least one hint of an issue there. It still doesn't update correctly. Check my bug report here: http://www.goldhawkinteractive.com/forums/showthread.php/9961-V22-7-Night-time-Fow-STILL-doesn-t-update-correctly?p=109968#post109968 -
Sorry, I missed this. Just add a line UnlockKnowledge( "weapon.explosive.BreachingCharge" ); in scripts/_basebuilt.lua
-
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Looking at the Silencers picture, I just don't get the logic of the night mission visuals regarding the light emitting from the xenonauts and the LoS. Is it intended that the light emits now only directly in front of the units? If it is, great. The night just needs to be a lot darker and the flashlight range shorter so the deep darkness starts right where your flashlight cone ends. It doesn't look right at the moment... I want to see creepy black silhouettes of scenery and aliens at the edge of my light cone and it can be done, it's just a matter of putting in the right settings. -
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
GH will most likely not add any new assets in the game as the game should be ready to launch in few weeks. Should be easy enough to mod though, if you want to do it... -
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I just played another night mission and the atmosphere is indeed gone. Hope Chris agrees on this as the effect is a bit lame atm.. -
Haven't tried the latest version yet, but I can't see the new breaching charge images in the archive?
-
The attached save has a completely repeatable bug where a xenonaut doesn't stop moving when revealing a new alien. Steps to reproduce the bug: [*]Load attached save [*]Select unit #1 Peter Cook [*]Turn him to SE so the sebillian can't be seen [*]Select unit #3 Ryan Quinn (shotgunner to avoid reaction fire) [*]Move him so far up to north as possible [*]Notice how he runs past the sebillian without stopping. I found this bug when Peter Cook was shot to death by reaction fire so I didn't know where the sebillian was. When I sent my second shotgunner to scout the situation, he didn't stop when the sebillian was revealed and was eventually shot to death too. So Peter Cook turning to SE in step 3 represents him beign killed in the above steps. alien detection bug2.sav alien detection bug2.sav
-
V22 Experimental 7 Hotfix 2 Released!
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
The added projectile velocity was much needed, but I feel is a bit too much now. At least on my computer, it seems like bullets are lagging as they travel so fast they only show for a couple of frames. I feel the new night time mission visuals are a step back I'm afraid. Everything is grey and it looks more like a rainy/foggy day than a dark night. The old look was much better, and the max darkness needs to be darker and the range of light levels wider. Night time needs to have more stark contrast between the surrounding darkness and light sources/xenonauts. Also, the night time light scoure bug is still in the game: if there are multiple light sources in the night mission level, only few of them has the nice smooth gradient around them and the rest have 100% light up to range and then a sharp cut to max darkness. I'm also worried about the LoS issues. It just can't be like this... I'd be fine if it's just a "fix" I proposed earlier (inverted los) instead of a real fix. ATM this is the most game breaking issue.