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irdr

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  1. Am I the only one bothered by the fact all the characters look like they're from the 1990s? The scientist has a soul patch (I've been looking for about an hour and a half through books, comics, and the net and I have yet to find a single example of a soul patch without attendant moustache from any time in the 70s or early 80s), is wearing cargo pants (are you even serious) and has tiny, partly rimless specs (mens glasses were huge in the 70s). Also note that (civilian) hairstyles from the 70s were floppy on the back and sides, not just the top. The workshop guy seems to have some sort of pompadour, with short back and sides. Even when the back and sides were short that generally translated to slicked back - see Ronald Reagan circa 1980 as an example (and based on a quick Google image search, he picked a hairstyle in the 1930s and then stuck with it). Compare history's greatest monster from the same year. The stores guy has a haircut from the 1950s and besides, even if he was like a teddy boy remnant or something I don't think you could get away with sideys like that in the (para)military. Going back to the scientist, it's worth noting that long hair like that wasn't all that common outside of a few specific subcultures (even if you look at pics of Woodstock - and yeah I know that was in 69 - jaw length hair was by far the most common on the guys. This continues well into the 70s). Here's a timeline of Black Sabbath with photos; heavy metal was one of those cultures. If he belongs to one of these cultures, he could probably use a few cues. If he's supposed to be some sort of 70s nerd, they generally looked more like this. OK yeah I guess this is pretty trivial, but if you're going to set the game in the 70s, make it look like the 70s. If your artist is struggling with this then any polytech/TAFE/whatever the yanks call it/etc. with fashion design courses will have books on historical fashion & costume. Public libraries will probably have some too but will not be as well stocked. The UI colours are perfectly fine and generally fit well with the overall palette of the images, which are quite bright.
  2. Nope the current method also spawns a bullet actor that flies towards the target; that actor causes problem (1) by using a hitscan method (think the weapons in Wolfenstein 3-d), which by definition is invisible outside of any reaction animations that get spawned, your soldiers can quite cheerfully shoot through things without the player going 'hey wait a minute' because the bullet actor clearly struck the enemy actor ie. you can make the deviations essentially as small as you want I would also suggest that this method would also mitigate perturbation at problem (2) due to the fact the bullet's flight path is no longer obvious out of sight, out of mind, as they say
  3. Well if near misses are that much of a problem why not just get rid of the bullet in flight animation and use a sort of hitscan approach?? 1. roll to hit 2. if it's a hit, draw a line from the shooter to the target 2a. if it isn't, determine deviation and draw a line along that angle 3. if anything else is on that line, roll to hit that too 4. the first thing that gets hit stops the bullet (unless there's over penetration etc.) 5. determine where the bullet hit animation is going to be played and then spawn it 6. DONE no perceived collision detection problems plus now you have to look for aliens that are shooting at you instead of just watching where their plasma comes from
  4. hey guys I'm irdr and I promise to be a productive member of this community honest (I already made some posts but forgot to put one in here so here it is)
  5. Well, unless the Xenolith admin decides to enforce this or another 'standard' for accompanying txts then this will remain purely voluntary (and frankly XL's a bit dead in nauts terms right now anyway)
  6. Personally I wouldn't bother; it's pretty much there so if someone likes one mod by any given author they can check out the rest. Obv I can't really stop other people from doing stuff like that though Thinking about it now it's probably redundant without a central file repo since if you want to check out any given author's other mods you'll have to hit up their website/this forum anyway, so that line should probably just be removed Also thanks for taking an interest dude I appreciate it
  7. Hey dudes what's up, it might surprise you to learn that this thread is not a request for someone else to make a mod for me - actually what I want to do is espouse the delights of text files Basically, I like Doom, and when you download a Doom mod you also (generally) get a text file just like the one on this page. Basically the keepers of the largest Doom mod repository insist you include one of those things if you wanna upload your mod to their FTP site, which you do because it's the biggest repository of Doom mods and that's where you go when you wanna get a Doom mod that wasn't made by stupid gross furries Anyway Xenonauts doesn't have a centralised repo like /idgames but good quality text files are still heaps useful to the end user as they provide useful info like eg. what the hell you're supposed to do with whatever's inside the mod archive I recall for example trying to mod Skyrim and learning that I had to edit some INI or other to enable the mod selection dialogue in the launcher; that's some shit that could have gone in the mod's text file but the author only deigned to list his website address in the provided txt (maybe he was a stupid furry??) That shit will also be a big help when I find that shit again in like 5 years and I'm like dude wtf is this shit supposed to be, especially when the modder inevitably hasn't paid his hosting fees?? Anyway I ripped off the Doom txt hard (since why mess w something that's already awesome?) and came up with this crap: This TXT describes a mod for the game Xenonauts by Goldhawk Interactive: http://www.xenonauts.com.**Vital StatisticsMod Name:Filename:Intended Xenonauts Version:Previous Mod Versions:Author:Email Contact:Author Website:Additional Credits:.**About the ModFull Mod Description:Replacement Content: Y (back up your files!) / N (DELETE AS APPLICABLE)New Content:Graphics? Y/N (DELETE AS APPLICABLE)Sounds? Y/N (DELETE AS APPLICABLE)New Weapons/Equipment/Units? Y/N (DELETE AS APPLICABLE)Maps? Y/N (DELETE AS APPLICABLE)Tactical Gameplay Modified? Y/N (DELETE AS APPLICABLE)Strategic Gameplay Modified? Y/N (DELETE AS APPLICABLE)Mod Requirements:.**Installation Instructions(REWRITE IF APPLICABLE)Extract the contents of this file to 'My Documents/Xenonauts/modding/<mod folder>'. Create new folders if necessary. Start Xenonauts; when the launcher appears, click on 'Options'.Use the Game Mods drop-down box to select the mod. Click on '<< Back to Menu'.Start a game of Xenonauts; enjoy your new content!.**ConstructionBase: From scratch / From base Xenonauts files / <List base mods here> (DELETE AS APPLICABLE)Build Time:Known Bugs:Xenonauts Versions Tested:.**Licence/Copyright DetailsAuthors (MAY/may NOT) use the contents of this file as a base formodification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file.(delete one of these two paragraphs:)You may NOT distribute this file in any format.You MAY distribute this file, provided you include this text file, withno modifications. You may distribute this file in any electronicformat (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of anymodified or included content in this file to allow further distribution..**Where to get the file that this text file describesWeb sites:FTP sites: Old versions (not v interesting but I am a compulsive archiver): Obviously it needs some work, like a proper licence section that isn't just cp'd from the Doom one plus some changes for clarity and maybe I missed out some potential content types but if some newb like me or my peers dl'ed the file they wouldn't be too confused about what the hell's in it and what they should do with it So would any prospective modders use something like this or am I just a supertard who is overreaching his boundaries? If I don't totally suck and the proposed format isn't totally irredeemable what should be added or clarified? Should I die in a fire? I dunno so many questions PS. if anyone wants to eat some babies w me send me a PM, I'm planning on having a couple on thursday and will probably have a drumstick or two spare (they're big ones)
  8. yeah I was playing a quick battle yesterday and that happened p annoying OK so what I wanted to ask though was this: I was playing V16 tother day and I hit up a farm map after a successful interception right, and because I knew about the crash issue w civilian wall vaulting or whatever and that a new version was coming out p soon I was like oh shit bro better save my game so I did. Anyway time travel ahead to right now now when I've got V16.1 and I've loaded that game, it still crashes consistently during the alien's turn Anyway yeah my question is: am I still getting these crashes because the save was made in V16, or is the bug still present? Should I upload my save game? I tried that shit in debug mode and it gave me this shit, I dunno maybe it's helpful
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