Skitso Posted July 7, 2015 Share Posted July 7, 2015 (edited) Hey kabill, any chance you could do something (with llunak?) to the XCE roof removal issue that is tied to your enchanted crash sites and multi leveled ufos? I've made placeholder custom maps for cruisers, carriers and battleships with no smoke and fire inside for my personal use and it seems to fix the problem, but it would be nice to have an "official" fix to the issue. Edited July 7, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2015 Author Share Posted July 7, 2015 Can you remind me what the problem was exactly? I remember you bringing it up a while ago but don't remember the details. Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 7, 2015 Share Posted July 7, 2015 (edited) Yeah, the issue was introduced when llunak made the latest improvements on how the roof removal system worked. It's great otherwise, but on multi leveled ufos (cruiser, carrier, battleship), the system breaks when enchanted crash sites is in use, sometimes displaying the ufo roof even when your units are inside. Removing the smoke/fire from the ufo submaps fixes the issue. Edited July 7, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2015 Author Share Posted July 7, 2015 Do you know whether it happens only with fire and smoke on the upper levels or is it necessary to get rid of it from the lower levels as well? Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 7, 2015 Share Posted July 7, 2015 No idea actually.. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 7, 2015 Author Share Posted July 7, 2015 Might have to do some experimenting to see, then. Thinking about where I've had issues with upper floors before, it wouldn't surprise me if it's caused by standing above tiles with fire or smoke on them (certainly that would be a good explanation for problems I've seen before). I'm not sure what a good fix for that would be, though. I suspect it would take me too long to find and resolve the issue in code, even if I had the skill to do so. On the other hand, there's the possibility of removing all of the hand-placed smoke and fire and increasing the use of power core explosions now that llunak has fixed the issue with fire persisting outside of LoS and the externalised power core explosion variables I added. So assuming the bug doesn't also appear with real smoke and fire that could be a solution (although it might be a time-intensive overhaul). Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 7, 2015 Share Posted July 7, 2015 I'm sure I've had the issue on first floors (cruiser's right wing is a good place to test), so it's not at least only when standing above a smoke tile. Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted July 7, 2015 Share Posted July 7, 2015 Hope that helps. Yes, thank you very much. Quote Link to comment Share on other sites More sharing options...
Knight29 Posted January 12, 2016 Share Posted January 12, 2016 Is this mod ok with MagnumNouts v1.09 Quote Link to comment Share on other sites More sharing options...
kabill Posted January 13, 2016 Author Share Posted January 13, 2016 I don't know. I seem to remember Magnum-nauts making some changes in relation to UFO crash sites and resources so these will be overwritten if you use FitH. That doesn't mean they won't work at all, but it is possible it won't lead to the bes of experiences. Quote Link to comment Share on other sites More sharing options...
ledtim Posted January 25, 2016 Share Posted January 25, 2016 (edited) After installing this mod, it seems that UFO front gates are taking at least 2, sometimes 4 rocket or C4 charges to blow open, when 1 did the job before unless I'm doing something different this run. Did this mod change the UFO main door HP? How would I go about editing the configuration files so UFO doors blow up reliably from C4 and rockets again? Edited January 25, 2016 by ledtim Quote Link to comment Share on other sites More sharing options...
kabill Posted January 25, 2016 Author Share Posted January 25, 2016 The HP for doors have been increased, yes. To change this you would need to modify the UFO door spectres in the mod's 'tiles' folder. Open in a text editor and change the HP values. Equally, you could just delete them but avoid doing this for the Cruiser as you may delete something which needs to not be deleted. Quote Link to comment Share on other sites More sharing options...
raimondf Posted March 5, 2016 Share Posted March 5, 2016 (edited) In which of month breaching charge will be able to bought? IN the new game i cannot found it. ( Edited March 5, 2016 by raimondf Quote Link to comment Share on other sites More sharing options...
snake Posted March 8, 2016 Share Posted March 8, 2016 In which of month breaching charge will be able to bought? IN the new game i cannot found it. ( It should be there from the start of game. If it's not under equipment then check possible mod conflict and make sure the mod is active. Quote Link to comment Share on other sites More sharing options...
csaran Posted August 3, 2016 Share Posted August 3, 2016 Hi. Â Could someone check the download link on the first page for this mod. Â Its linking to the Goldhawk Interactive main page for me. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 13, 2016 Author Share Posted August 13, 2016 On 8/3/2016 at 3:53 AM, csaran said: Hi. Â Could someone check the download link on the first page for this mod. Â Its linking to the Goldhawk Interactive main page for me. Again, this is now re-uploaded and available for download. Quote Link to comment Share on other sites More sharing options...
joedenver Posted December 11, 2016 Share Posted December 11, 2016 hi kabill, could you plese reupload the alternative ufo interiors ? the old download url is not working anymore  thanks Quote Link to comment Share on other sites More sharing options...
joedenver Posted December 11, 2016 Share Posted December 11, 2016 (edited) sorry double post Edited December 11, 2016 by joedenver double post Quote Link to comment Share on other sites More sharing options...
kabill Posted December 12, 2016 Author Share Posted December 12, 2016 On 11/12/2016 at 4:52 AM, joedenver said: hi kabill, could you plese reupload the alternative ufo interiors ? the old download url is not working anymore Won't be able to look at this for a few days but will try and get it done no later than the end of next weekend. Â If it's not up by then, poke me, because it means I forgot. Quote Link to comment Share on other sites More sharing options...
joedenver Posted December 14, 2016 Share Posted December 14, 2016 no problem, i got the map files from xenophobia mod (fire in the hole version is 1.3.3 so it still using the old alt maps) btw i really like your old alt maps, i also like your current ufo maps and the vanilla and alt ufo maps variation from enhance crash site, i think it is a waste to replace one with another, so by follow your step by step i have success merging all maps, i try it and it really fun, the variety keep it fresh with 4 main maps type and 30 total variations for each ufo, like if the old fith alt maps show then its time for shotgunner and granadier, if vanilla or fith current maps then time for ranged fighter to shine, if unbreachable maps show then the breach hull can be used to blow up the ufo front door, etc also, because the vanilla in your enhanced crash have 5 variants each and fith maps have 10 variants, i double copy and renaming the vanilla maps so now each main map type have the same chance 25% to be picked by the game.. do you think it will have problem later? also other than the map files, do i need to copy and rename other files? im not installing the enhanced crash mod, i only copy and rename the map files. I uploaded the fith mod map folder here (without renaming are the current fith maps, with pre are previous alt fith maps, with underscore are vanilla maps from enchanced crash, finally the files with cpy name are the maps i copied again from enhanced crash) http://www.mediafire.com/file/xkpjxplzcdkk41p/maps.zip Quote Link to comment Share on other sites More sharing options...
Charon Posted February 22, 2017 Share Posted February 22, 2017 Hi, kabill. Can we integrate, tweak, revise and add your content to X-Division ? Best Regards, Charon. Quote Link to comment Share on other sites More sharing options...
Ichthyic Posted September 25, 2017 Share Posted September 25, 2017 (edited) I'm using this on top of the latest version of XCE (0.34.3), and made the modifications to the gameconfig.xml file as you suggested for compatibility (though it's just about reactor damage). what I am seeing is that everything appears to be working right, but I get a LOT of animation stuttering on maps using this. whenever anything moves, it stutters. even civilians stutter while they are crouching in fear. any idea why? no doubt it is this mod, as I never saw this behavior before I installed it. edit: false alarm. turns out it WAS just the specific map causing problems, I just happened to get it twice in a row. other maps are not showing this stuttering behavior, with or without your mod. edit2: actually, it's a combination of map type, and the number of troopers you bring wearing sentinel armor.  the complicated LOS on some maps gets really intensive to calculate when you have 10 guys all running around with 360 vision. If I keep the number of sentinel armors on a map to around 4 or 5, the problem is noticeably less.  had nothing to do with this mod at all, just to be clear.  Edited September 26, 2017 by Ichthyic Quote Link to comment Share on other sites More sharing options...
Ichthyic Posted September 27, 2017 Share Posted September 27, 2017 I've had good luck with this so far, but cannot for the life of me figure out how to breach roof tiles on the battleship. I'm even using the xenopedia assault map as a guide, but most of the time, the destroyable roof tiles do not highlight, and even if I place a charge in the area marked by the assault maps, I get no tiles destroyed. since they don't highlight properly, does someone have a screenshot of *exactly* where to place a charge for battleship roof entry? oh, also, i can see the highlight tile for the next deck down (again, roof access but next level down) but again, the charge does not breach the roof. Â Quote Link to comment Share on other sites More sharing options...
Regis Posted October 18, 2017 Share Posted October 18, 2017 Hi, Kabill, thank you for this mod. Does it compatible with X-Division 0.99 Beta? Quote Link to comment Share on other sites More sharing options...
Aldodrem Posted August 14, 2018 Share Posted August 14, 2018 Can please update the download link, it is invalid. Quote Link to comment Share on other sites More sharing options...
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