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dJm

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Everything posted by dJm

  1. That fixed the impassible damaged windows problem! though, I still have to set the default state to vaultable. looks like the door function overrides the pathscore value#also tried this on a door by setting the path score to 0 and set to uncrushable#. but as far as the mod goes, I should be able to finish it now. going to start fresh and upload when I'm finished. sorry for the double post.
  2. Ah ok, for some reason I thought pathscore was the action points needed to traverse that tile. I'll give that a try gauddlike, thanks again.
  3. ----should have read your post better---- if you really want mess around with the stats, your best bet is the gameconfig.xml. just search for "<soldierDevelopment>". it's not a instant fix, but you'll be able to 100% all your soldiers relatively fast.
  4. Thanks for the replies, The reason the default state is set to vaultable is because without that flag characters just walk through the initial window tile like a door. so that was the only way I could keep that from happening. are the "damaged state" ones your refering the _damaged.xml generated after game is loaded? I'm pretty sure I've edited the ones in the normal spectres drop down [See screen shot]. what are the _damaged.xml/_destoryed.xml/_open.xml files for? they seem to be generated after the game is launched and appear to be set passable by default. just guessing here, but are they the spectres that effect how the npcs interact with that tile or are they what the tile turns into after it's initial state has changed? I've tried to edit those xml files too, but they didn't seem to effect much and sometimes during the npc's turn they crashed the game if I set them to vaultable.*I guess from civilians trying to use a vaulting animation when they don't have one?* Update:Check the first post.
  5. {I will periodically update this first post} Short Demonstration video UPDATE: download 0.2 Fixed alot of stupid errors on my part. the files uploaded were my test batch, so alot of them were kinda broken, I apologize for that. Problem: You can vault through windows as long as they're not broken. if you shoot a window before trying to vault through it, the window becomes impassable. I've went over the spectres many times and T&Eed just about everything I could, but to no avail. update:Strangely enough, you can vault through broken windows as long as it's from the inside#will need further testing#. notes: Back up your "assets\tiles\industrial and assets\tiles\Farm" folders. You'll have to start a new game for vaulting to work. The sprites included are more focused on graphic representation then detail. some windows will open in strange ways. Clipping issues are present Any help will be greatly appreciated, I do plan to finish this. Well, enjoy
  6. I'm glad you told me about the submap editor. you've just saved me alot of time and effort. Also that tutorial helped immensely, thanks . I've already got most of the windows done(including window_open sprites for each) and will probably post the mod when it's done. thanks again for your help.
  7. That's completely understandable, As long as I can mod it in myself I'll be more then happy . though, from the little test I made, it didn't look too bad(definitely not a game stopper for me.) but I made the request under the assumption that vaulting functionality was hard coded. @Gauddlike:Thanks for the info Gauddlike,sounds easy enough. though I looked for quite sometime last night and couldn't find the lua/xml file that handled the ground combat props. could you kindly point me in the right direction?
  8. I searched for this and nothing came up so... Crawling through windows: basically my ideal would be to make windows kinda like barriers, where you can jump over them. I think the only extra thing needed would be a code check on whether or not the window has been destroyed. should be a pretty easy to add feature and also makes sense. why do I have to walk 20 grids to the door when I can just jump through this broken window* I guess the best way to balance it out would be to make it require a fairly decent amount of action points. how does anyone else feel about this?
  9. Hmm, that's kinda strange. try letting desura verify your files and see if that fixes it. for me, Desura keeps my copy up-to-date and hasn't really given me much trouble so far. unfortunately, you'll have to keep looking at "the work around thread" for in between patch fixes. I do agree that there should be a locked sticky that's periodically edited listing all the fixes per version. this would help clean up alot of the double posting/bug reports we got on the forums.
  10. Hmm your probably right, but I think it's a bit too soon to be talking about the "official community expansion pack" before the game has even reached beta stage lol. not bashing the ideal, but alot can change from alpha to beta. I guess it wouldn't hurt to setup a mod repository of some kind though. some of them have voting systems built in too, so that would help sort out the most popular mods. but it's just way to early to be thinking of expansion packs. the community is still growing and It may just be wiser to wait until the game is near released/late beta before discussing this. Also by then the community will probably be much bigger and there will be a much larger assortment of mods to choose from.
  11. BSD License My legalese isn't the best, but I guess it really depends on xenonauts' license. Most other games tell you what you can and can't do with your mods, so you'll have to base your license around those restrictions. I think bsd would work, as long as it doesn't contain any data/media from Xenonauts.*where is Xenonauts' license information anyway? Can't find it anywhere.* plus keeping it as a mod would draw more people to the forums, which is always a good thing.
  12. Q. Will there be multiplayer functionality? A. No. We’d have liked to, but unfortunately we don’t have the time or budget to make it a reality. Taken from the F.A.Q sticky right above your post
  13. Lol, yeah I was in "wall of text" mode yesterday, sorry about that. I'm not disputing that Xcom:eu on it's own right won't be a good game*I think it will be a great game*. but when you make a sequel to a series and not to mention name the sequel pretty much like one of the previous installments, your asking for the two to be compared.*and also getting the old fan base excited* Xcom:eu still has alot of xcom in it, but it just lacks the parts I really liked about the original(gameplay wise). heh, not going to lynch anyone, sorry if I came of that way. I respect other people's opinions and my post were purely my view on why I felt "meh" about the game and why I think they should've kept somethings in it . Yeah, there has been a serious lack of games in other genres besides F-Tps, MMOs and ARPGs. that's pretty much why I haven't bought more then 3 games over the last 5 or so years. I don't hate said genres, it's just I don't play games that often, *puts on Most Interesting Man in the World beard* but when I do, I like my games to be more then 2 hour, $60 throw away movies. @Langy: yeah the maps do seem pretty small to me too. but with a smaller squad size, I think they kinda had to down scale a lot of the combat overall. which isn't a bad thing per say. look at silent storm, it had some pretty small maps. but was still pretty good.
  14. your correct . sorry soloA, probably my affection for captain picard and severe fail on multitasking caused the mix up. -i'll edit it avoid mix ups-
  15. Yeah the same thing happened to me some time after I took that screen shot.(red van and everything) lol kinda got upset seeing a lazer fly through the entire van and smash my fairly high ranked "room sweeper" in the face. I now only stick to things that have the green cover indicator on them.
  16. what's good about xenonauts though, is this can be easily modded in. so if people want to have a super powered CH-47 that can fly around the world*lol* all they have to do is change the fuel capacity. *granted, I haven't looked into modding much and if some one corrects me I'll redact this*
  17. This is amazing SoloA, are you trying to stick around the same time period the game is set in or no restrictions?
  18. Hmm, I thought my clipping issues weren't a big deal until I seen your post lol. http://postimage.org/image/z93wci1wj/ my soldiers clip through almost everything, except the walls and the Chinook.
  19. Thankyou very much for the info Dowly, I'll definitely check that out. don't want to go too far OT, but is gamersgate like desura where don't have to login to play games? Fair enough, but where in my post did I say "since I think x, it must therefor be factually x for everyone else."? also, apparently the demo is nothing like the game so how would someone make a factual opinion on a game that has not been released.(I watched the videos, they seem pretty much like what I seen in the demo, just a few parts that weren't in the demo. still not liking what I see). for me, it does just that. whether or not it does for anyone else, I don't know. but you have to admit that with the turn unit based system you had more freedom and had to think ahead a bit more. some examples, I just used x amount of turn units looking around, If I go around this corner will I have enough time units to turn and fire or retreat back behind the wall if there's an alien? or I think i'm goin to use my grenadier to throw a smoke grenade next to that corner, move up a bit and try to throw another one behind the other corner opposite of it, hopefully I have enough time units to get back back into cover. can you see thinking to this extent with the two move system? I 100% agree with the huge plot holes of the original, but how does cutting a huge plot hole wider help? sure the original game didn't have you command huge armies to fight the aliens. but what does that have to do with a new sequel taking out the ability to send multiple squads different places? so instead of fixing the plot whole, they cut it wider? I agree, very subjective*as was my post*. you see fly swatting, but some people see that as fighting to stop an impending invasion. you can imply this logic to anything. I agree, it could have been handled like silent storm, but remember, games weren't as predominant back then as they are now. chances are it was a path finding limitation*even today path finding can be pretty primitive* . yes, having less team mates makes loses hurt more, but it kinda gives me the feeling that the aliens are push overs. where as the original, you had a decent amount respect and fear of them. I understand that, but that's kinda the end justifies the means type of thing. it's always easier to cut something out instead of improving it. I'm pretty interested in finding out the endgame as well. the reason I don't trust steam is because your forced to login to a server to play a game you bought. for some people that's a non-issue because of offline mode. but for me, I just don't like the ideal of having to connect or even use a internet connection to play a single player game. can't teach an old dog new tricks and this dog has been tricked more then once. also technically you don't own any of the games, but I rather have a hard copy or a copy I can use that isn't tethered to an online server. Why I believe they chanced what they did to sell more copies: firstly, they turned xcom into a first person shooter, then went back to tbs after the back lash*strike one* Classes and Perks - which almost all popular games now have these in them and were never in xcom. I feel they detract greatly from what the game play use to be. *strike two* striping of features - they striped a lot of features which I assume they felt were redundant and probably some other people, but to me they are what made the game great. of course I feel a bit sold down the river, wouldn't you if a series you loved changed into something you feel kinda "meh" about.(and not the first time it has happened). I couldn't be sure 100% why the developers decided to add real time in apocalypse, but don't disillusion yourself that it wasn't about increasing sales. it's hard to sell a niche tbs title to a crowd that wants a rts games and fps. maybe they just wanted to take the game to real time, that's fine. but I don't really like real time strategy games and the new xcom doesn't scratch my tbs itch. hence why I like the first two.
  20. I'm using the Desura version on Windows xp pro x86, so I don't believe it's a 64bit only problem. After verifying the files, I have not been able to reproduce the ctd.(though I couldn't reproduce the crash before verifying the files either).
  21. why are you getting frustrated? it's a game and is a very subjective matter. I feel you might be defending it a little to much, good and bad though.(also maybe to the wrong crowd. can't speak for all here on the xenonauts forum, but I'm not here because I wanted a reimagined xcom, I'm here because xenonauts is pretty much a updated version of xcom with a new coat of paint.) Note:I'm not going to reply to all of these points, because I lack the knowledge on how xcom:eu handles some of these things. TUs:I thought this was a major part of the combat and should have been left in. having time units gave you a realistic amount of freedom in your tactics and combat choices. as apposed to the new system,move-shoot or move-move..that's pretty dull imo. also, not to forget the fact that facing doesn't matter anymore,which use to make you think carefully how and where you placed your soldiers. Multiple teams in the field at once:I really liked being able to do everything in my power to protect earth, as apposed to sacrificing a country(countries) because "the multiple choice list only let's me choose one"...it doesn't make sense me. why would a internationally funded defense organization only be able to deploy one skyranger/6 man squad at a time? kinda destroys the immersion, atmosphere and gameplay for me. Large squad sizes:I did, even though the original xcom wasn't the best at accommodating it. you needed more men because the aliens were superior in alot of ways and it really gave that feeling. Also it allowed you to set up defense lines and small clearing groups. Micromanaging is all the fun for some people, just because it wasn't for you doesn't mean it wasn't for other people. Inventories:to me,managing the inventories was half the battle and the classes have taken away alot of the freedom of choice. in the original I liked making specialized solders. for example a grenadier or wall breaching soldier. and while it wasn't necessary, it's just how I wanted to play. I no longer have that choice really in the new one. just four preset classes and pretty linear combat tactics because of that. the unlimited ammo kinda kills it for me too, but in xcom you could carry alot of ammo. 7-8:I think base defense was one of best things about xcom. I remember the first time one my bases was invaded, blew my mind. after that I began to seriously think about room placement and it also added massively to the atmosphere of the game. why not improve on it then, instead of taking out a pretty good part of the game? yeah it's age is sure showing, but the gameplay is just addicting(also the fact that there hasn't been many games released like it in a long time). I had a hard copy of UFO:EU once, sadly it was destroyed in a garage fire many years ago . I've been looking for a digital copy to buy for some time, but I don't trust steam enough to buy from it.*lol... feeling my age now* if it ever went up on desura though, I would probably grab it. Edit: Hmmm, this is a pretty derogative post you got there. but anyway, when you remove alot of features from software/games of course it's going to upset the old fan base. and you know they didn't remove those features to improve the game really. they removed them so the game can sell better to people who don't really like the genre. one thing that use to be the standard of software development was "never released a new version that can't do everything the last one could and more". going to use a crappy analogy here, bare with me. but what if a new frogger came out and it boasted "all the frog hoppin goodness of the old one, except in 3D!!!!!" and then it turns out that you can't move left or right and you can jump through the water. pretty sure the old fans won't be too happy about that*I know, kinda crappy, but kinda the same*
  22. I tried the demo yesterday and It feels pretty watered down to me. granted I hear alot of people saying "the demo isn't a good representation of the full game"..how they know that, Idk. not trusting the RPS guys, they seem to be doing way too much damage control..almost to a point of "we're being paid to" level. But anyway, It'll probably be a pretty good game, but it's not for me. they've taken out almost everything that has kept me coming back to xcom over the decades and what I feel made xcom a classic. might grab it when it drops into the bargain bin though.
  23. "CTD when I kill this alien. I just hear alien dying and game crashes" I just had this happen to me while killing a caesan. strangely enough, I've killed them numerous times before and never had a crash until now. Additional info: This was the first ground combat mission of a new game. Was the first enemy I killed that mission. Killed him with a burst shot from a m16. Game time = September 1, 1979 07:00 Game difficulty setting = Easy the map was industrial. Running windows xp. Running version 15.1 with Giovanni's farm patch I'm also having the sprite layer problem(but no big deal) Haven't had a problem with the invisible alien, but I've noticed one of the friendly ai troops*town, maybe with a pistol* was walking around invisible on one mission.
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