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Everything posted by a333
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19_2 - 4:3 screen resolution still not working
a333 replied to amerelium's topic in Xenonauts Bug Reports / Troubleshooting
I have one. Aaron, have you tried windowed 1024x768? Cause regardless of the monitor, the engine renders the window as 1024x640 (widescreen): When you are selecting something more serious, like 1280x1024, several more interesting things happen. First, the game switch to the fullscreen even if windowed mode was selected. Second, image is squeezed as if it was widescreen and was compressed to 4:3. (hi-res) Sorry, i've had to make a photo of that, because: Third, the screenshot taken from steam is of widescreen proportions (1280x800). I deeply sympathize you guys. This.. engine was forged in depths of hell. -
That was a lot easier with the pixel art style. Developing such system for detailed sprites would require almost as much work as the rendering 32000 sprites (and there is no guarantee that you will succeed). Also, engine limitations. Let's hope the Goldhawk's next game will be more technically advanced and modder-friendly in that way. Or at least it will be powered by something other than playground SDK.
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There's also implementation costs involved, i've tried to make something cheap enough to be really considered.
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Soldier Portraits on Ground Combat UI
a333 replied to Jsleezy's topic in Xenonauts General Discussion
AFAIK the interface is lua-powered? Then there might be a possibility. Too sad i've got a severe case of the lua-intolerance. I understand it's a great language, but it freaks me out somehow. -
Translating Xenonauts - A Guide (and our plans to support it)
a333 replied to Chris's topic in Translation Discussion
Yes, it appears that the arial.mvec didn't have extended symbols included. Here's the new arial.mvec, it contains cyrillic, extended european, bunch of punctuations and greek (i'm sure i've done this already, but it seems i haven't. Strange, i'm sure i've had a thought about the tooltips. Anyways, thanks for pointing that out). https://dl.dropboxusercontent.com/u/60491525/arial.mvec Chris, i've tested the basic behaviour with the couple of english tooltips, and also tried cyrillics. Didn't made the thorough testing yet, so you may wish to wait before including this, especially in the stable build. Newfr, if you'll throw a couple of tests with the new file too, it would be greatly appreciated. -
Soldier Portraits on Ground Combat UI
a333 replied to Jsleezy's topic in Xenonauts General Discussion
I do like and support this idea. Though a couple more form/position variants will be great. You should consider that the smaller monitors will not have that space left and right from the main UI. So the whole bar of space up from TU Reserve block will be sacrificed. Upd: Something like this, probably. -
After seeing the most of the game, i must take my words back. The plot is actually a little gem of its own. It had..the potential. Until they've decided to rebrend the game under the XCOM that is. Such a shame. Such a shame.
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Mmm. I understand your point. I've meant not to compromise the tank itself or its functions, but the appearance. If i'd need to built elerium re<spoilers> tank for <spoilers>, i'd built it from something more credible and as far as i can from command center and labs.
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Nailed the point. The best this game can offer is the fights. Satisfying despite quite a lot of repetitions. I've never got the feeling of my char being an invincible superman. On the second place for me was the ability to walk around the base. I was pretending it was one of the old-school x-com bases, and, you know, you can really get this feeling. Labs, for example, are great, except for this giant elerium glass tank, but we all understand it was there for an eye candy. As for other things, like linear nature of the game, atmosphere, universe, and other things... I've broken mentally on the "we turn the switch off, factory shuts down, we are flying away" thing. I was really hoping to get a cutscene after the mission in which some alien will just flip the switch back on. Voila, new mission available! That hadn't happen. So i started to pretend i'm playing in paralympics (sorry, disabled folks, i meant idiotic) version of the xcom universe and just having a good fun from tactics.
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[v19 SC1 / Ground Combat] Visual bug
a333 replied to billion's topic in Xenonauts Bug Reports / Troubleshooting
Confirmed. Lots of size-mismatched sprites. Chris: List of sprites with width more than 600(almost always hit the spot, 90% of these are gigantic) Single-frame sprites aren't covered by this, sorry. -
Is Xenonauts Playable/Enjoyable yet?
a333 replied to NastyNative's topic in Xenonauts General Discussion
Just what in the god's sake is going on here? -
V19 Experimental Build 7 available!
a333 replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Because your local copy behaves differently for some reason. It would help if you'd post Antivirus/Firewall software status, as well as the system specs. -
Forced re-lock, if implemented, should be balanced so you will not be able to fire second torpedo in time. Regardless of your micro, the fighter will get to you and fire the missile, which (in case of foxtrot) will have bad consequences. So you will have to make tough choices or bring condor-class with you. Let's say, lock of 5-8 seconds and necessity of having enemy in your fire cone all this time. Overall my point was to bring a bunch of interesting alternatives. It's obvious that most of them are flawed. Here's some more: - teach fighters to be able to shoot down torpedoes. Distract them with condors before firing your main salvo. - make heavy crafts vulnerable from behind, rendering flanking maneuvers being on par with the direct torpedo assaults in terms of damage.
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Just let's hope they will not cut off the torpedoes completely. I assume combat rolling enemies should be the counterbalance against the torpedoes, but currently they are not very great at it. Several things can be tweaked here, including - passive evasion chance against the torpedoes, - longer lock on mobile tagets, - forced re-lock on launching one torpedo (to prevent launch-wait-launch tactic against evasive roll) and i'm pretty sure that's not all. Besides, am i wrong or lock on timer should start only when you're in range?
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I've tried to make that too, both solid sides and vertical wireframes, but it was way out of current style.
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They are going to milk this cow dry, aren't they?
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Preflight check. Damage control. Pilots resting. You don't want to have 5-minutes rearming with the addition of random crashes due to internal reasons, do you? Aircraft maintenance is hard, fighter aircraft maintenance is even harder.
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I like those huge green boxes. They are clear and informative.
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Max's Grease Pit (Vehicle custom jobs are our speciality!)
a333 replied to Max_Caine's topic in Modding Discussion
Well, StockItem() subroutine can stomach everything provided you give it a full description (e.g. VEHICLE.HUNTER or airplane.human.mig31). I thought that would apply to other subroutines like requirements check as well, but it seems i was wrong. There's a problem either with location of the resource or with consuming it. And ReplaceItem() looks like it wont take anything besides Item.xxx type at all. Moddable routines and resources will benefit from cleaning and being documented properly, but that's significant amount of work and is nowhere near current priority. -
And even greater will be if the rockets would support that slightly wandering randomized trajectory...ahh the dreams.
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Max's Grease Pit (Vehicle custom jobs are our speciality!)
a333 replied to Max_Caine's topic in Modding Discussion
Quick report. Changes overview: Changed the research of hunter tank so it unlocks additional manufacture project Hunter upgrades. Added manufacture project Hunter upgrades, with the requirements of none, and StockItem() exchanged for UnlockManufacture("HunterII") Added manufacture HunterII with requirements of Vehicle.Hunter and producing StockItem("HunterII") How it was running: Research unlocked both manufactures. Manufacture Hunter upgrades unlocked advanced hunter construction successfully as well. It required free garage slot, but i think it can be omitted via messing with settings. Or not, if you prefer to think engineers need free space to tinker with machinery. Since i've not been able to find method for locking the manufactures (LockManufacture freezes the game), you're stuck with the upgrade project available for repeating, i.e. you'll always have this supposed to be one timer upgrade as available to manufacture. Well, i guess nobody thought that manufactures will ever be needed to be locked. Other bad news are the HunterII project completely failed to find Hunter required, despite it was standing right in under the chief's engineer's nose, finished by his hand just couple of hours ago. So, my idea has failed miserably. -
Max's Grease Pit (Vehicle custom jobs are our speciality!)
a333 replied to Max_Caine's topic in Modding Discussion
Ah, yeah. Max, what do you use for editing the sheet xmls? my filemanager's plugin breaking in half when trying to open it (