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Bluedot2938

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Everything posted by Bluedot2938

  1. Nice idea. BTW, it´d be nice to include the scrapped art or images (if any ) into the production diary or deleted stuff.
  2. Re mac version: For what it´s worth, i´ll try the wine route on an old mac this weekend. Should give you some indication of the minimum specs. But fingers crossed the bug gets fixed. ps. 2006 coreduo 2.0Ghz. Except for the 1.8 and core solo mini, the oldest intel
  3. Linux version runs fine. Completed a quick terror mission (no crash!?) and one recovery (very nice hedged farm map btw!). Had the same freeze at 23:11:32 6 october.
  4. Thanks for the update & no problem. BTW, mind your stress levels, especially with these delays and problems popping up.
  5. You're dealing with XCOM fans... we're game junkies if you ask me
  6. Sometimes I get this weird (but, well, fascinating) delayed firing bug. It doesn't seem posted yet, so it could be mac-only. It happened very regularly in mac V16, and less often in V17. IIRC, this also*occurred with Linux V16. I have yet to try XP since a botched 15.1 install. Enter long story mode What it is: sometimes the firing gets... stuck or delayed. Ground combat is per usual, until firing at an alien. The soldier makes the shooting movement, with sound, but no bullet is drawn flying, and no bullets are spent. Same for RPG. Grenades simply disappear from the inventory when thrown. Usually, the next shot(s) suffer the same fate. Sometimes multiple guys fire without effect for1-2 turns. Even aliens suffer this in their turn (great for dodging shots though ). From the moment this bug happens, no soldiers can be moved. Green AP tiles are drawn, but clicking does nothing. This resets in a new turn. At some point, when keeping firing, this gets unstuck and soldiers can fire again. This can take many shots (10+), sometimes it's the 3rd rpg launch, which then actually launches... as usually this odd things happens: previous shots are fired as if delayed, even if it's another soldier or alien. The 'shot cache' length varies. Sometimes it's one shot, sometimes it can be entire turns. Even odder: sometimes delayed shots are fired in the opposite direction, sometimes even continuously. Occurrence is very unpredictable. In the beginning, i suspected only ceasan missions suffered from this, but just had a seb's mission suffering as well.
  7. On a related note, there's also a (rare) issue where the chinook front is to close to an object: Regarding the no exit issue, I had a few similar situations in which the hunter was disabled, and could not be made to move inside the chinook. IIRC, once even some soldiers too that were behind the hunter, but that was a long time ago, V14 or so. Haven't seen that since.
  8. Nice! I like both iconsets, but slightly prefer those from the geoscape concept. The shopping trolly should be a no in any case, reminds me of webshop icons... Only the vehicle weapons selectors seem a bit off. Darkgrey backgrounds would be more consistent with the aircraft and equip screens. Or else put them on one panel. Sorry if this is still work in progress.
  9. There's more... will probably be nagging some more, although i'm getting bored with the alpha (work)spaces and sticky CTRL key When switching to another (work)space and back, returning to xeno, the CTRL key seems to have gotten 'stuck'. As a result, none of the keys respond anymore, leaving ground combat mouse only, eventually getting stuck at pauzed aircombat. The solution seems to simply press CTRL again, or restarting the game. Going into expose or dashboard may also solve this. Incompatible with antiRSI? Xeno runs fine with antirsi in the background, but after the micropauze popup dissappears, these problems occur: - on a city map with burning ufo, scrolling to/from the fire area causes a short second delay, but otherwise scrolls smoothly. Otherwise it's always smooth 40-50fps. - on desert map, without fire, the game runs ok for some time, and then starts lagging (slight tearing also) when scrolling over certain area's, worse than the previous issue. It's mostly to-from the ufo, and possible the chinook. On map corners there's no delay. Problems seem to worsen over time. - on the farm map, without fire, the game lags dropping to 3fps immediately After quiting antirsi, the problems disappear. The activity monitor shows the windowserver task is going ape, maxing out the cpu. This occurs with versions 3.0.2, and the older 2.x which you can grab for free form the dev's website: http://tech.inhelsinki.nl/antirsi/ - Specs: Macbook 1,1 2006 coreduo 2ghz (with battery), 2GB ram, OS 10.6.8. - Screen: GMA950, single screen DVI @ 1920x1080. Windowed game runs at default 1280x ?
  10. Spotlight is slowing things down on my old 10.6.8 macbook. This applies to V17, and maybe also V14 and 16. Spotlight indexes the xenonauts.app package folder at intervals. This takes some time and consumes lots of cpu (around 33%). It starts when opening xenonauts, and seems to restart when switching to/from ground combat. Disabling indexing for the xenonauts folder solves this. As a result the game runs smoother, and the fans no longer run full speed all the time. Indexing activity can be checked using the activity monitor > mdworker task > info > open files tab. Other program contents don't seem to be indexed (and what's the point btw). It suggests .app folders need some kind of flag telling spotlight to skip them. I've dug up two suggestions: http://lists.apple.com/archives/spotlight-dev/2008/Jul/msg00009.html http://lists.apple.com/archives/spotlight-dev/2008/Jul/msg00012.html
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