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Posts posted by Skitso
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Great to see legit having a bit more positive mood.
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Yeah, I miss those too...
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Thanks for fixing the loading times at last.
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Each map in Xenonauts constists of multiple smaller sub maps. These small bits of map can be anything from buildings to small patches of forests. The idea is that each submap can have multiple variations that are randomly chosen each time the map is played to get more variation in the game.
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Thats understandable lore wise and would certainly require extra work but still.. makes me sad thst we won't be seeing panicked caesans fleeing or berserking sebillian plasma-shotgunning his adjacent friends to purple bits..
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Is GH planning to add morale and panic effects to alien forces too? I think it would be a great addition and add emeregent gameplay situations.
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I tried making a completely random map and gave up after seeing the first result in game..
Hope you have better luck!
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I have made few maps now and it's actually possible to make almost completely random maps. The whole map needs to be sliced in sub maps and each sub map needs a dozen or so variations that are each chosen randomly. The tricky part is that all those variations need to match with all the possible adjacent variations, and making sure it all works flawlessly is really time consuming.
So it's possible to make fully random maps but making the whole game like that would need something like 5000-6000 man hours (a lot!)
You can try my middle east map pack. They have some heavy randomization in them, but I wouldn't call the random maps as the basic layout is pretty much the same every time.
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Hey, thanks for kind words!
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Hmm, yeah. Oh well. I'll try to come up with something. How about other things? How do you find the layout of the levels in general? Any improvement ideas?
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Hmm... but the official map making guidelines state that the ufo's should be at the top of the map so that the entrance is easy to access, and I'm trying to make these as close to GH standard as possible. I'll try something else. Thanks for the input though.
EDIT: There's multiple official maps with alien spawn points with direct LOS to dropship, so I'm not sure how big of a problem this is...?
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Good point. I'll try to solve it somehow...
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Whaaaa? I didn't even know until you just mentioned it. That's ridiculous.
Ok so THAT'S why Chris didn't take my moaning in his mail so well...
Yeah, I've had over 1 minute loading times since the new loading screen was added... but only in fullscreen. Windowed is like 20-30secs.
Damn, I could swear I said the fullscreen/windowed stuff in the mail conversation we had few months ago.
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-Sniper TU cost balance.
-The slow loading screen bug (fullscreen/windowed)
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Wow, great bug hunting! Hope this gets sorted out quickly!
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It happens at least with default armor in all directions. When a grenade is thrown, no throwing animation is played at all.
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Nice! Good work Chris & co.
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@Chris: Have you found any reasons why the GC loading times are two or even three times longer if played in fullscreen mode vs. windowed mode? I'm aware the loading times will get shorter after the final compression, but I'd be glad if the loading times were as quick in fullscreen as they are in windowed mode...
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This visual quirk has been bugging me for months or even years: All big, visibility blocking tiles like mesas, large shrubberies, gas tanks, stairs etc. block all visibility in ground tiles under them and wall tiles behind them. This causes ugly graphical glitches like black squares under mesas and forests even when xenonauts have direct LOS in there and walls not to be displayed in places where they clearly should be visible like behind stairs or other larger props. The end result being not so visually pleasing as pieces of scenery is missing in places where it clearly should be seen.
The game should always display all ground and wall tiles under or adjacent with such big props.
I feel this is one of the most important graphics related thing that should be polished before launch. Of course cleaning the edges of LOS is one too, but probably too hard to make.
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Yes, the game definitely needs some kind of transparency around the cursor.
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This is so obvious that it could be reported earlier but I couldn't fine a thread about it. Shield guys grenade throw animation is missing. If the sprites for it aren't rendered, maybe he could put the shield away while throwing?
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the long loading times of battles
The long loading times seem to be somehow connected to playing in a full screen mode. Try to play in a window to cut loading times in half. Also Chris has said that the final assets compression will shorten the loading times considerably.
-Make the ships corresponding to terror missions, base attack and base construction way stronger. So, you can't shoot them down early.
You are absolutely right and this is something GH is working on if I remember correctly.
-Fix the bug that 0/0 civilians being rescued leads to terrible performance rating. This really kills immersion even if it is not used.It's a known bug and will be fixed in the next version.
Furthermore, I think it would be better if you could only airstrike the weaker ships.I once proposed something similar and Chris shoot the idea down. I felt there should be a system that forces the player to play each ufo type at least once...
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I'm pretty sure it spawned there as I found it on turn 2 but can't be sure. Also the map had an alien spawn point exactly there...
It was my desert petrol station map with corvette. Petrol station submap was the one without outside stairs on the SE wall. Sebillian spawned inside a barrel here:
I've already fixed the spawn position but if you haven't downloaded the map pack again, you should have the bugged version still. You could remove all other spawn points and try it?
Also, civilian or friendly AI spawns set at -1 will cause the game to spawn one. And if spawn points are not set, it will be random.
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Nope, I just wrongfully lost a soldier today. He was inside a building, next to wall with 1HP left and bleeding. I rushed my medic there and managed to heal 5HP (green numbers shown) but he didn't receive any health so he died at the beginning of the next turn in blood loss. *rage quit*
V21 Stable Candidate Released!
in Xenonauts-2 Releases & Patch Notes
Posted
The new on the ground item graphics are super nice. It's a shame we don't get to see them too much when the units die as the corpse drops on them. It could be a nice effect to see all the equipment scatter around the body when it goes down...?