kabill Posted June 17, 2014 Share Posted June 17, 2014 (edited) WORK IN PROGRESS Something that we can do to make Xenonauts a little better is clean up any issues with map and tile assets. These will be little things - misaligned spectres, incorrect cover values - and so on that aren't important enough for GH to fix but which are perfectly easy to put right given the resources we have available. Given that, I wanted to start a thread to start collecting issues together and to provide a platform for distributing the patch. I have no particular attachment to leading this, so if someone wants to take it over that's more than fine with me. I'm also not particularly interested in doing all the work myself! So, ideally, the patch will be constructed out of contributions from anyone who feels inclined to do something. While I'm looking to maintain a general patch here that fixes/improves things, I'm also going to upload as separate files some optional patches which aren't necessarily for everyone. I'm thinking, in particular, of the patch I've already put together which 'fixes' windows so that they provide some cover. Gameplay-wise this is much better, but aesthetically not as much as sometimes bullets will appear to pass through glass. I don't, then, want to package it with general fixes as not everyone will like it. If you are a mapper you can contribute by fixing things and uploading them here. I'll collect the files and add them to a single file for downloading. If you are not a mapper you can still contribute by highlighting issues which need to be corrected. Pictures are helpful. I'll keep a work-list which indicates things that have been flagged but need doing. Downloads: Window 'Fix' - Windows now provide cover, although glass will not automatically break as bullets pass through windowed tiles. Install Instructions: Extract the file to your Xenonauts folder. Job done. If you're using any custom mod-packs, I recommend installing these patches *after everything else*. It's probably a good idea to reinstall the patch after downloading new maps, too. Work List: - LoS from outside ground level to top level of landing ship seems to be a bit buggy. I probably know how to fix this. - Roof tiles need adding to shipping contain props to make it possible to land on them. Also, check whether shipping containers can be completely destroyed and stop this if that's the case. - (Possibly) convert as much of the UFO roofs as possible to ground tiles that can be landed and walked on. - Set all ground tiles to 0 hp to avoid upper floor ground tiles from being destroyed (long, tedious job sadly). - Ensure that any submap with props which cannot be bypassed on the uppermost floor has an additional clear level above it, to make sure it is always possible to fly onto and off of the roof. Edited June 29, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Share Posted June 17, 2014 I put "Fix Windows 8" in google and I reach this place Quote Link to comment Share on other sites More sharing options...
Xitax Posted June 17, 2014 Share Posted June 17, 2014 Windows should provide cover? I don't get it. How come? Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 18, 2014 Share Posted June 18, 2014 Yeah, what about those on Linux? EDIT: Nevermind... Quote Link to comment Share on other sites More sharing options...
Sapare Posted June 18, 2014 Share Posted June 18, 2014 (edited) Want to say, I used this and it works for windows(at least on the map I used), but there are still some objects it does not work for(example is the buss stops on city maps, they still give 0 cover(and I assume can be broken). Could this also be applied to the glass 'walls' in the alien bases?(which block 100% first shot, then 50% after, I find they should always block 50% as they are glass, and the AI actually gets really confused(and easily exploited) by this.(most notable in command rooms, where you can close in on the AI by staying behind the glass ad then breaking it in the turn you are ready to gun him down) Edit: Also, thankyou. I very much appreciate this mod and it is a major improvement(even without the things I mentioned above being implemented) and pretty much the only time I have broken the 'I won't install mods for my insane run' rule. Edited June 18, 2014 by Sapare Quote Link to comment Share on other sites More sharing options...
kabill Posted June 18, 2014 Author Share Posted June 18, 2014 @Sapare: Dammit, yes. I remembered about those at one point yesterday, then forgot to actually change them when I came to do it. Also, I'd been thinking of doing the alien glass walls, too. @Xitax: It's not so much the window as the wall it is attached to. Most of the windows in the game look like they have a couple of feet of wall beneath them which IRL you could hide behind. However, because of the way the game is programmed to allow bullets to break glass when they pass through, unbroken windows don't provide the cover that it looks like they should do. As it happens, if I'd not had it pointed out to me that this was the case, I probably wouldn't have noticed. But now I'm aware of it, it's something I'm finding frustrating as I keep going to put my soldiers in cover at windows and then remember that this is pointless. Quote Link to comment Share on other sites More sharing options...
Mikhail Ragulin Posted June 18, 2014 Share Posted June 18, 2014 Here's one that'll need checking: http://www.goldhawkinteractive.com/forums/showthread.php/10530-v1-03-GC-Incorrect-tile-cover-in-terror-mission Quote Link to comment Share on other sites More sharing options...
Mikhail Ragulin Posted June 19, 2014 Share Posted June 19, 2014 Also, bus stops - they use windows too. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 19, 2014 Author Share Posted June 19, 2014 Yeah, that was mentioned above (I forgot to do it). Also, thanks for the link to the roof issue: I remembered there being something like that but couldn't remember exactly where the problem was. Quote Link to comment Share on other sites More sharing options...
Mikhail Ragulin Posted June 19, 2014 Share Posted June 19, 2014 Maybe with the windows, seeing as how it might look a bit odd with bullets passing through unbroken ones, it could be an idea to set them all (visually) to broken. And then just explain it away as "when UFO's land, they so loud, they break all the windows". Quote Link to comment Share on other sites More sharing options...
kabill Posted June 19, 2014 Author Share Posted June 19, 2014 Update: I've updated the fix for windows to include bus shelters and the alien screens. I've just realised that I've not updated the alien screens in the alien base tileset, but that will have to wait. @Mikhail: I've not tried the game out with the window change yet, so I don't know how it looks. I think having broken windows everywhere might look odd, though. I might contemplate removing the glass effect from the images, though, if it looks too silly with bullets passing through glass. Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted June 23, 2014 Share Posted June 23, 2014 I'm not sure if this counts. My guys can't step on that particular square (high-lighted by the cursor) but they can move through it. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 23, 2014 Author Share Posted June 23, 2014 I'm not sure if this counts. My guys can't step on that particular square (high-lighted by the cursor) but they can move through it. Is that the case when the door is closed as well as when the door is open? Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted June 25, 2014 Share Posted June 25, 2014 I'm not sure. Can't confirm now that an earlier save has been overwritten. I can't close the door of that warehouse again to be sure. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 25, 2014 Author Share Posted June 25, 2014 No matter. I'll have a look at the submap when I get a chance and see if I can work out what's going on. Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted June 26, 2014 Share Posted June 26, 2014 Thanks. It would be nice to make those red doors closable Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 26, 2014 Share Posted June 26, 2014 (edited) Contrarily, if you figure out the way to make doors closable, it'd be possible to make alien doors unclosable as well. I tried to mod in this occasionally proposed suggestion, but couldn't find a way to do so. If you inform me how it could be controlled it'll be really appreciated. When did this turn into discussion about how to close warehouse doors anyway? Edited June 26, 2014 by ventuswings Quote Link to comment Share on other sites More sharing options...
kabill Posted June 26, 2014 Author Share Posted June 26, 2014 There's no way to make doors impossible to close currently in-code (which is why you couldn't find a way to do it!) Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted June 28, 2014 Share Posted June 28, 2014 I'm not sure if maps from Skitso's Map Pack is relevant here, but my sniper suddenly developed the ability to phase through walls. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 28, 2014 Author Share Posted June 28, 2014 Strange. I'll take a look at that at some point (I really need to get on top of this project; too many things to do!) Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted June 29, 2014 Share Posted June 29, 2014 (edited) No biggie, thanks for doing this! Edit: I'll be forwarding my last find to Skitso instead. It'll his problem to fix since it came from his map pack. Edited June 29, 2014 by SyDaemon Quote Link to comment Share on other sites More sharing options...
kabill Posted June 29, 2014 Author Share Posted June 29, 2014 If it's a problem with a particular spectre, then it should be constant through all the maps, so still worth noting here. Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted July 14, 2014 Share Posted July 14, 2014 Encountered this. The screenshot isn't mine, but taken off the Steam's community hub. Exact same problem I had encountered. It's possible to walk into the printer and get stuck there, forever. http://cloud-3.steampowered.com/ugc/36343045661089529/C0AA2A4578DFD49E101ED0177BDE141AF1DF3042/ Quote Link to comment Share on other sites More sharing options...
thixotrop Posted July 14, 2014 Share Posted July 14, 2014 Encountered this. The screenshot isn't mine, but taken off the Steam's community hub. Exact same problem I had encountered.It's possible to walk into the printer and get stuck there, forever. http://cloud-3.steampowered.com/ugc/36343045661089529/C0AA2A4578DFD49E101ED0177BDE141AF1DF3042/ Then it is an old needle printer that "nailed you down on the spot". Sorry couldn't resist. Can you shoot your feet and destroying the printer to get out? Otherwise it is a bug. Quote Link to comment Share on other sites More sharing options...
SyDaemon Posted July 15, 2014 Share Posted July 15, 2014 Nope. Nothing happens when any attempts were made to shoot at the printer. I could shoot at walls on adjacent tiles and the ground, but I couldn't move out of it. Quote Link to comment Share on other sites More sharing options...
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