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agris

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  1. Can we get a command line toggle to disable the hidden movement screen until this is resolved? Or suggest a file modification/deletion?
  2. Another feature I'd like to see is the ability to turn our soldiers manually with the <> keys, LoS being as crucial as it is.
  3. Hey Chris, I just played v0.0.5 and have a few pieces of feedback. On a win7 64 system w/ i5-2500k, AMD R9 290 and 32 gb DDR3, I was getting a smooth 60 fps the entire time in 1920x1200 on fantastic. FEEDBACK I love the visual style, but there are problems with the visual clarity of items and actors. 1. Weapon icons should be rendered underneath the ammo counter. Right now the ballistic rifle (I believe) mostly obfuscates the maximum ammo number. Make the current/max ammo count render on top of the icon. 2. Selected soldier visibility. The character who is selected should have their selection circle rendered on TOP of foliage/env art. Right now it is hard to see which character is selected when they're standing in heavy foliage. I think the ideal solution would be a Fallout1/Diablo1 esque environment transparency bubble rendered around the selected soldier. Here's an example: http://i56.tinypic.com/f2ub9c.jpg 3. Team location and visibility. For non-selected soldiers, there isn't much contrast between the soldiers and map art. I love how the map art looks, and I think all that needs to be done is to give soldiers a thin selection circle underneath them. Based on the current system, I think thin yellow would be 'selectable solder' and the current thickness in green for selected soldier would visually distinguish them. These circles should be rendered over the environment art, but no transparency bubble for unselected soldiers. 4. Enemy visibility. I think you should place a thin red selection ring around all visible enemies, similar to the player selection ring. Right now it's hard to scan the terrain and distinguish an enemy, but that's not due to bad art or contrast but more the nature of the 3D map. A simple selection circle underneath all enemies would make getting an 'at-a-glance' sitrep much reasier. 5. Tree visibility. I love the tree art. They look great. If the cursor, when swept 'under' a tree caused the tree to dither / go transparent, similar to the player transparency bubble suggestion earlier but with a larger 'brush spot size', that would be an easy way to retain the great art but make enemy selection more functional. Same thing could apply for enemies behind the lower side (from the camera's perspective) of any elevated terrain. Toggle-able treetops is also an option, but a less elegant one IMO. This coupled with the enemy/soldier selection rings would improve at-a-glance situational awareness across the board, which was my biggest complaint from the demo. Escape hiding the UI is also kinda annoying, but I understand it's pre-alpha. Bonus feedback: don't neglect the multimonitor people, please enable borderless fullscreen windowed mode. Unity supports it natively by launching with the -popupwindow option, but it doesn't work with the default unity launcher. Right now we can't enable windowed at full desktop resolution, give us that option and native support for borderless fullscreen windowed mode please!
  4. can you provide a saved game just before you started the turn precipitating the teleporting alien?
  5. Hey Chris! Congratulations on getting v1.5 out. Do you have any plans to fix windowed mode at 1920x1200 / 1920x1080 for native 1920x1200 screens? Right now, we can't play either resolution (1200 or 1080) in windowed mode, even if the option is checked in the launcher. The engine forces full-screen. Anyway, thanks for the release!
  6. I can't speak to the conversion (point me to a general method and I'll look at it), but based on the author's own words (last sentence), I think incorporation with credit, even with him being inactive, would be fine.
  7. I should have started here. I think Xenopedia entries for upgraded aircraft weapons fits the criteria of 'feeling like it should be in the vanilla game'.
  8. This is probably answered somewhere in the history of the CE, but I couldn't find it. Is the Xenopedia entries for upgraded aircraft weapons mod included in the CE now?
  9. I'll add my two shillings: All items equipped on a soldier and in their inventory during GC should have the same detailed tooltips as the unequipped items in the soldier equip screen. That means a description, damage, accuracy, firing modes, etc. Right now, during GC, the best we get is "Pistol" "Rifle" etc, and none of the crunchy technical details. Additionally, all item tooltips should specify the item weight! Currently, I don't think any of them do (that is, the detailed tooltips in the soldier equip screen). Another improvement for soldier management on dropships: add a way to remap the hotkey number of a given xenonaut assigned to a dropship. Currently, the only way to do this is un-assign all the soldiers and reassigning them in the desired numerical order. It would help the flow of GC to know that I've setup my soldiers so 1 - 3 are assault, 4 to 6 riflemen, 7 MG and 8 medic (for example). As an implementation suggestion, if you could change the game so that in the dropship layout menu, once a soldier is selected (or maybe the mouse hovers over them), the player hits CTL + # to reassigns them to that #. This request arisen periodically but so far, no luck. EDIT: A more feasible and elegant solution to reordering soldiers is dragging their portraits to the desired position in the bottom row of portraits shown in the dropship layout screen. Right now soldier position (numerical) has no impact on the position of those portraits. Instead, make it so that portrait order follows 1 to 16, left to right. Then, let players just drag portraits to change numerical ordering. My last shilling (ok, so it was 3) is also dropship related and builds on another post. Using a popup menu similar to soldier roles and set equipment as default / set default equipment / change role / add new role; it would be beneficial to have user-defined soldier placement on the dropship based on soldier role, with each of those placement templates saveable. Therefore I could setup an "Assault" dropship template using 3 assaults in the front, 2 riflemen by 1 door, a medic by the other, and rocketeers in the center. As I move soldier positions on the dropship, I can select "set positions/roles as default" or "set default positions for dropship role", with dropship role being 'Assault' as mentioned previously. You would need all the correct soldier roles already assigned to the dropshop for this to work, but I think it would go a long way in making the process of changing dropship layout less tedious. Anyway, I don't know how difficult these are, but I appreciate your willingness to take suggestions bonds0097. EDIT: a UI issue with column sorting of soldiers in the base http://www.goldhawkinteractive.com/forums/showthread.php/10797-Xenonauts-Community-Edition-discussion?p=129559#post129559
  10. Perhaps related, sorting soldiers by multiple columns frequently results in the list of soldiers being truncated. Oddly, you can scroll to the top of the list.. and continue scrolling upwards, until there are about ~10-15 rows of white space above the last (top) entry. This white space appears to be at the expense of the truncated soldiers. Anyone else getting this?
  11. Wouldn't it be awesome if the engine would pull pictures such as aajs's fat dude if the unit's TU value was below a certain value? Or a scrawny version if their STR was below Y?
  12. There isn't an item or script you could apply to an enemy that would, in effect, place a C4 charge with a timer of 0?
  13. I think it would be cool to see aliens with the equivalent of suicide vests. Upon their death, they detonate. That would really change the tactics used in GC.
  14. This project reminds of the ubiquitous WeiDU mod tool for the Infinity Engine games (Baldur's Gate, etc). http://weidu.org/WeiDU/README-WeiDU.html#htoc1 I wonder if this could be solved by the mod author specifying that RFC should "extend" the attribute (either at the beginning or end), vs. replace. Some command that give finer control over how the patch data should interact with existing data. Or the ability to input specifically what strings are to be overwritten, doing a string compare and, if true, override the string.
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