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  1. Skitso's removal of the hidden movement image led me to want to mod this minor aspect of the game myself. I always love the suspense of the hidden movement and alien turn in general but the image flashing up was a bit obtrusive. - I have changed the alien turn to now be dimmed slightly in general (the same level throughout). The only exception to this is if you're fired upon by visible aliens and your troops have their reaction fire - I think this is working as intended and it's not distracting. - When there is hidden movement, the darkness encroaches around the edges of the screen, and there is a printed text telling as much. I have designed it to avoid screen flicker (originally I tried dimming the screen only during Hidden Movement but the flashing was annoying) and I think I have succeeded. - I moved the text to the top left of the screen, and changed alien turn to say 'Stand by...' (since the alien turn also includes neutral movement). Preview: note that this was a terror mission so the screen may be darker than usual How to install: Download the file attached to this post 1. Back up the relevant original .lua files in assets\scripts, and your assets\strings.xml file. 2. Extract blackhiddenmove.png to Xenonauts\assets\uitextures 3. Extract hiddenmove.lua and hiddenmove_large.lua to Xenonauts\assets\scripts 4. Add some lines to your assets\strings.xml file: You can CTRL+F and find 'hiddenmove.text', now select that entire block enclosed between <Row ss:AutoFitHeight="0"> .... </Row> and replace it with these lines: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">hiddenmove1.text</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Hidden Movement</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">hiddenmove2.text</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Stand by...</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> In order to do this, I recommend using an editor like Notepad++ since this is a long file, or you may be able to use Wordpad. Notepad is generally not recommended since it handles larger files poorly (and files in general). notes If anyone has any problems installing this or during use, please post and I'll try to help! If you don't want the 'Hidden Movement' or 'Stand by...' text, you can of course change those lines to read whatever you want (if you leave them blank that would probably work as well - but I haven't tested this). I intend to perhaps mod the battle screen more thoroughly in future so I may revise this mod as well. darkened_alien_turn 1.01 - Harmonica.zip darkened_alien_turn 1.01 - Harmonica.zip
  2. As the title says, even when the alien is in full view of my troops, including at point blank range, and firing upon the poor succker, the "Hidden Movement" panel still shows up, completely blocking my view.
  3. So, we all have seen the standard hidden movement screen probably dozens, if not hundreds of times. Currently it's broken, so obviously that needs to be fixed, but once it is fixed, we'll again watch the same image flash up and down in ground combat after ground combat. It's a good image, don't get me wrong, but it's so repetitive. There's no variety. To change this, I suggest that the developers add the coding framework to have multiple hidden movement images, dependent on the terrain type of the ground combat (desert, middle east, farm, arctic, etc) and the highest tech level you have reached (tier 1, tier 2, tier 3, tier 4). So, lets say your first mission is industrial. You see soldiers holding ballistic weapons in an industrial setting in the hidden movement screen. But the, when you do your next (arctic) mission, they're in a snowfield with fir trees in the background. Once you research laser weapons, all of the images change and the soldiers now carry laser weapons. Same with the later two tiers as well. The hidden movement screens update along with the tech level, just like the base management screens do. Since this is quite a bit of artwork that needs to be done (how many terrain types there are X 4 tiers) a good portion of that could be left to the community (which is full of awesome artists). Of course, the art would have to be approved by Goldhawk before inclusion. Does this sound like a worthy suggestion? I think that this alone would make this game appear much much cleaner than UFO:EU was. It'd really stand out, and be a nice feature that I'm sure people would enjoy and appreciate very much.
  4. I don't think these are the same symptoms that BeornBlackclaw has posted. My symptom involves the screen being permanently blocked during every alien turn. I reckon this obvious glitch has already been explained with points to resolve it... That being said, I cannot find a clear post with the clear solution? So, if someone could just tell me or re-direct me to the fix I would be very grateful. Apology if already answered in one of the mixed responses and my incorrect reporting procedure for this ticket item.
  5. 1920x1200 so the text should be sharp, unfortunately theres a script making it smaller, so blurrier also makes the screen dimmed in movement phase, and don't know how to erase the "alien's turn" from script that shows up at the top png to put here: /assets/gui/groundcombat/hiddenmovement/ http://rghost.net/46841949
  6. Hi, I'm eagerly awaiting the Steam version to pre-order Xenonauts. Looks great so far, guys. I actually have a small(?) request, which I suspect will be shot down. I would ask only that it be an optional setting, as I never want to suggest changing/removing/adding something that may affect other people's enjoyment of the game. Simply put, I was wondering if it would be possible to have an on screen 'Hidden Movement' text over the play area (big text superimposed over the existing play area), rather than cutting to the existing 'hidden movement' image/text. The reason being, I personally find the jumping back and forth between the play area and that graphic a bit... jarring?.... annoying... I fully get why it's there (hidden movement, afterall!), but I personally think the same thing can be achieved by simply freezing the gaming area (rather than cutting away from it), and just putting the text 'HIDDEN MOVEMENT' superimposed over it. Again, make it optional, so those who want it (or want to be fully faithful to the original X-Com) can have it, obviously. I just personally find it kind of throws me out of the moment, and subconsciously almost feels like a 'Footage Missing' kind of graphic! Besides, having the gaming area still visible would not only be less jarring (at least to me!), but would allow you to still ponder the tactics/area, and might even add some paranoia, as you view the buildings, etc, wondering where that movement is happening. But, ya, mostly because I just personally find the switch to the graphic a bit intrusive. Please don't bash me on this, fellow gamers! I just was wondering if this could be an optional thing. I can't imagine it would be hard to do, and wouldn't mess up/compromise anything, as far as I can see. Just my two cents... Thanks!
  7. A few minor issues I found in v 18.3 hf2 1) Pathing issues, in every hangar (military base tileset?) 2) Invisible object partially blocking a firing path in corvettes. What is the 10%? 3) Door not opening I'm in the warehouse... Then I've gone outside, but the door is still closed. 4) Friendly troops and civilians still walk happily into the fire (this is an old one) 5) During the hidden movement, a friendly troop fires towards a sebillian. I was not able to see where it happened (it was outside my field of view, hidden). The shot however triggered another reaction shot from the sebillian. The reaction shot popup message is displayed on top of the hidden movement image. I believe this is a bug, but I'm not sure. I was not fast enought to capture a screenshot, but it happened.
  8. I just wondered if there is a way to remove or toggle away the hidden movement picture. I just find that it puts me off to hear sounds of combat and not see my guys. It takes my attention away from the combat scenario. There is also a minor issue to me that soldiers would go into battle without at least knowing the lay of the land, and i find myself sending guys to the edge of the map instead of going to points of more interest. Could there be a fog of war that was not so black and dense? At least for the lower difficulty settings would be nice. While i realize that its a departure from the standard or classic xcom esque scenario these things do detract from my experience and i don`t think either of these things would be hard to implement as optional features.
  9. I loaded an autosave to try and replicate my ferret explosion CTD, then on the first alien turn there was just a white screen, in place of the hidden movement screen (last time the hidden movement screen appeared). Then when I clicked end turn for the second time I got a CTD with an error message that I cannot recall, sorry.
  10. I'm not sure if this should go into the bug reports forum but the hidden movement screen also hides hidden aliens shooting at my guys which has caused me on more than one occasion to run off into the wrong direction. If this is intentional please rethink it as it is neither realistic nor fun to not know even the direction a shot came from. (unless maybe it hits the soldier in the back of the head and kills him) if it is not intentional i'm confident you'll fix it before long. :-)
  11. Hello,the game looks awesome and the sound rocks, but the hidden movement is a waste of time, just in from of my monitor waiting some civilians running whitout sense and npc soldiers turning and turning, I feel like the 20 percent of the time is used for me gaming, and the 80 percent is used by the game itself and makes me hate it.
  12. Please note: This is a thread that I incorrectly put in the Community Involvement thread. Same text, just can't delete incorrect thread! This is an "it would be nice" thing, but would it be possible to have a hidden movement screen for each different map type? I mean, don't get me wrong, the "in a barn" screen is nice, but it would be nicer still if we had hidden screen with xenonauts stalking through a warehouse, a xenonaut examining unfathomable alien equipment in an alien base, xenonauts returning fire in a xenonauts base... it would add to the ambience and that oh-so-important sense of immersion if the hidden movement screen reflected the type of map I was on.
  13. One thing that kinda bugs me is that I can't see if someone is shooting at my troops, while out of my line of sight. So whenever I hear plasma fire I just glare at the Hidden Movement screen and pray that it's not directed at me. With the projectiles nicely visible and slow, could it be possible to show us when they are whooshing around our soldiers? It makes sense that your soldiers would see the projectile coming (or going away, if someone tried to shot them from behind), but not it's point of origin.
  14. Is it intentional that you don't see all shots against your troops during hidden movement or is it a bug? I was playing the quick battle and after hidden movement was complete I had 2 dead soldiers. Pressed end turn again and another 1 died. It felt quite frustrating, not knowing who was killing me and from where.
  15. Well, this has not happened for a while, but I have had it twice now. Light Scout, on a farm map, insane difficulty, about turn 3 or 4, the Hidden movement screen never went away. My crew were stable, had fought four or five missions already.
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