Solver Posted July 7, 2014 Author Share Posted July 7, 2014 I think others can see how much work I need to do by looking at the number of replies here Quote Link to comment Share on other sites More sharing options...
Jumangee Posted July 7, 2014 Share Posted July 7, 2014 (edited) Because of this issue tracker will be more usefull. Of course, forum board can handle this, but updating issues in 2 different systems is much more like hell to you and other developers Edited July 7, 2014 by Jumangee Quote Link to comment Share on other sites More sharing options...
conductor_bosh Posted July 7, 2014 Share Posted July 7, 2014 (edited) Would it be possible to introduce some sort of leaning option where soldiers could spend action points to lean out and shoot around a corner? It would be more realistic and also remove one of the more annoying issues in the game: where aliens can shoot around/through corners just fine even though Xenonauts cannot. Finding a way to re-enable some sort of cover indicator might be interesting as well. I know some don't like it, but it would of course be an option. 90% of the time I can tell when units are in/out of cover but due to the alien's bizarre shooting abilities and the isometric viewpoint, I am occasionally unsure whether or not a unit has cover. Edited July 7, 2014 by conductor_bosh Quote Link to comment Share on other sites More sharing options...
Solver Posted July 7, 2014 Author Share Posted July 7, 2014 Basically, no. Also, Xenonauts are also supposed to be able to shoot around corners... it's just that the line of fire isn't always symmetrical. It does take some time to understand. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2014 Share Posted July 7, 2014 Would it be possible to introduce some sort of leaning option where soldiers could spend action points to lean out and shoot around a corner? It would be more realistic and also remove one of the more annoying issues in the game: where aliens can shoot around/through corners just fine even though Xenonauts cannot. The AI uses the same shooting rules as the player does. There are asymmetries, but it's due to relative position rather than because the AI uses a different system to the player. (You can test this by putting your soldiers in places where you couldn't shoot aliens but they could shoot you). Quote Link to comment Share on other sites More sharing options...
conductor_bosh Posted July 7, 2014 Share Posted July 7, 2014 I'll try again then; didn't know it was possible. I've been unable to properly fire around any corners, but I am consistently shot by aliens through corner walls with 100% blockage. Or at least, there would be 100% blockage if I tried to fire along that same line. I've seen other posting recently about the alien-shooting-thru-walls thing though, so that may just be a bug. EDIT: Didn't see kabill's post. Alright then. So is leaning A. impossible or B. possible but it is just calculated automatically w/o an animation or TU consumption? Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2014 Share Posted July 7, 2014 "Leaning" is represented by the LoF being calculated from any of the subsections of the shooter's tile (choosing the best one). This creates a small amount of ability to shoot around corners since tracing a LoF from the back corner of the shooter's tile gives a wider field of fire. So there's no TU cost or animation. It's simply built into the LoF system. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 7, 2014 Author Share Posted July 7, 2014 Take a look at the LOS Explanation thread by Chris. Personally, before seeing that thread the system made no sense at all to me. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 7, 2014 Share Posted July 7, 2014 Take a look at the LOS Explanation thread by Chris. Personally, before seeing that thread the system made no sense at all to me. Its not possible to set a cover % to corners and thats it? This miss understanding about corners is ... senseless Quote Link to comment Share on other sites More sharing options...
Solver Posted July 7, 2014 Author Share Posted July 7, 2014 Cover is not the same as line of fire in the system. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 7, 2014 Share Posted July 7, 2014 Cover is not the same as line of fire in the system. There is a lot of inconsistencies, LoS is not equivalent of LoF. Sometimes you can shot and all bullets result hitting your own cover of corner. Quote Link to comment Share on other sites More sharing options...
conductor_bosh Posted July 7, 2014 Share Posted July 7, 2014 But isn't he correct in that it is impossible to both get cover from corners and be able to shoot while by a corner? Seems a bit off. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2014 Share Posted July 7, 2014 But isn't he correct in that it is impossible to both get cover from corners and be able to shoot while by a corner? Seems a bit off. It depends on the angle. Since LoF traces from the best part of the shooter's tile to the centre of the target's, LoF is asymmetrical between the two meaning that it is possible for one unit to have LoF on the other but not the other way around. There's some diagrams I made floating around the forum somewhere to illustrate this, but I'm not sure where exactly. As for shots hitting corners: to the best of my knowledge, this is simply an artifact of the scatter system. If you're shooting at a tight angle, then any shots which veer off in the direction of the wall that's protecting you will block the shots immediately, resulting in you just shooting the wall. It's possible there's some other issue (i.e. bullets not pathing along the indicated LoF even on hits), but I'm fairly certain it;s just how scatter works. Quote Link to comment Share on other sites More sharing options...
Selgald Posted July 7, 2014 Share Posted July 7, 2014 (edited) Request: For Sounds_gc.xml A "random" class, that plays SFX in his list on a random method. Would be a very nice addition for the atmosphere. (and also I can have a lot of fun with my SFX work.) If possible, a random class for urban, artic, farm, sand, basedefence, baseattack each Edited July 8, 2014 by Selgald Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 8, 2014 Share Posted July 8, 2014 Request:For Sounds_gc.xml A "random" class, that plays SFX in his list on a random method. Would be a very nice addition for the atmosphere. (and also I can have a lot of fun with my SFX work.) This is very nice suggestion. Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 8, 2014 Share Posted July 8, 2014 (edited) Skitso, can you make a brief list of a few more colours you would like to be moddable? For colours that are actually hardcoded as code constants, I should be able to easily expose them to XML. In addition to all the other stuff I listed earlier, there's actually lots of hard coded colors in the air combat: pause text combat area's frame dotted movement/aim lines fire arc cones all the texts at the right side of the screen Also, don't know if I'm the only one, but it really bugs me that air combat's speed buttons are not centered to the combat area but the whole screen. It should be horizontaly aligned to the pause text. Edited July 8, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Solver Posted July 8, 2014 Author Share Posted July 8, 2014 Feel free to make the proper centering in the lua It took me more time to get the buttons looking reasonably okay than it took to actually program the different speeds and everything else. I'm not an art or UI guy Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 8, 2014 Share Posted July 8, 2014 oki Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 8, 2014 Share Posted July 8, 2014 New Ideas: - Make possible to "LOCK" some researches. - Create some kind of "random block" for UFO contents, like "1-1 Random_Block1_Aggressive", other xml contain a random list of units that can fill this gap in UFO contents. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 8, 2014 Author Share Posted July 8, 2014 - Make possible to "LOCK" some researches. This feature is like German victory. Coming inevitably. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 8, 2014 Share Posted July 8, 2014 - Create some kind of "random block" for UFO contents, like "1-1 Random_Block1_Aggressive", other xml contain a random list of units that can fill this gap in UFO contents. Yeah, I'd forgotten about this. That sounds like a really good way of implementing it if it could be done like that. Very flexible. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 8, 2014 Share Posted July 8, 2014 Will my saves from 1.07 work with CE? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 8, 2014 Author Share Posted July 8, 2014 Sure, why not? Quote Link to comment Share on other sites More sharing options...
bonds0097 Posted July 8, 2014 Share Posted July 8, 2014 Will my saves from 1.07 work with CE? To elaborate, our policy seems to be that you will always be able to go forwards (i.e. 1.07 to CE or .23 CE to .23 CE) but you can't go back (if you load a 1.07 save in CE and then save in CE, that new save cannot be opened in 1.07). Quote Link to comment Share on other sites More sharing options...
Solver Posted July 8, 2014 Author Share Posted July 8, 2014 To elaborate further, it may happen in the future that we break savegames, but we will try hard to avoid doing that, and this should not be a concern now. Quote Link to comment Share on other sites More sharing options...
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