kabill Posted August 20, 2014 Share Posted August 20, 2014 (edited) I've been doing some testing with the modular UFO system using the new LoS mechanics. Previously, there was a problem where you could see between floors with impunity like they weren't there: View on second level: View on first: Note that the field of vision matches exactly between the levels. It's like the floor isn't there at all. Note that this also happens in reverse (i.e. if you're on the ground floor, you can see perfectly through the ceiling into the levels above). Now, the changes in 0.27 have partially fixed the issue: Can't see inside the UFO from the ground: View on second level: View on first: Fixed! Hurrah! But... View on third level: View on first: Moving up to level 3 causes (almost) the same issue. The only difference is that there's a few tiles right in front of the field of vision which are blocked. (For clarity's sake: I've not been able to tell if this works in reverse, i.e. whether you can see from level 1 to level 3). Now, I've not tested this on any regular submaps so I don't know if it's something to do with the new LoS system generally or whether it's something specific to do with the UFO submaps/modular UFO tiles/whatever. The original issue - before XCE - seemed only to occur with UFOs and even then only with the modular UFO submaps in spite of there being no apparent differences in the spectres or anything else (I spent a long time trying to work out what the problem was with no success). So it's possible that it's not a general issue. However, it's clear that the LoS system makes some difference, since there's a difference between vanilla and XCE 0.27. If it's useful, I can upload the files I've used to produce this, or if there's something I can do to provide extra information I'm happy to do that. EDIT: Just had a quick look on a regular map and it's a general issue. Flying 1 level above a tall building on Industrial and I can see all the way down the ground floor. Can provide pics/a save if you want, but it's basically exactly the same as above and you can easily reproduce your own example in the GC editor. Edit 2: Have some more pictures, because there's some more information. 1) There's some issue with seeing from the ground up to higher levels too: Soldier on ground floor: Vision 2 levels up: 2) Being on the same level of the floor seems to be fine: Soldier on level 3: Can't see anything on the ground floor as expected: 3) But if I move above the level at which the floor is on, then the problems arise: Solider in same position as in previous pics, but one level up (level 4): So it looks like the issue is specifically to do with vision when there's distance between the soldier and the floor that should be blocking vision. If the floor is immediately beneath them (i.e. on the same level) or immediately above them (i.e. on the level above) then everything is fine. However, if there's a level's difference (two or more levels up, or the level below), then it causes issues. Edited August 20, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
llunak Posted August 20, 2014 Share Posted August 20, 2014 [ATTACH]5368[/ATTACH] ? Xenonauts_gc_editor.exe.zip Xenonauts_gc_editor.exe.zip Quote Link to comment Share on other sites More sharing options...
kabill Posted August 20, 2014 Author Share Posted August 20, 2014 Fixed! Went through the two test cases as before. LoS worked exactly as I'd expect. I also went and tested the issue that Skitso had reported in the 0.27 thread as well and this appears to be fixed. Looking at it the picture again, it was almost certainly the same problem (two levels up from the soldier) It also seems that you've fixed the issue with the Fire in the Hole Landing Ship balcony, too. At least, it's working a lot more intuitively than it was before and I've no qualms with it as is. So, even if it was an unintentional side-effect, thanks! Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 21, 2014 Share Posted August 21, 2014 Perfect, nice job llunak! Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 24, 2014 Share Posted August 24, 2014 Found one more LoS issue: slanted roof uses the same visibility logic as flat roofs. You really should see all the way up to the ridge. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 25, 2014 Share Posted August 25, 2014 One more LoS problem: Ground tiles are not displayed under ufo hulls anymore. The same problem is probably with all 100% sight blocking props. I've seen it at least with inner wall shelves of nissen huts in desert tileset. (Floor tile under props isn't displayed) Floor tile should be always displayed if the tile is visible, even if there's sight blocking prop. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 26, 2014 Share Posted August 26, 2014 (edited) Hm, no comments on this? Have I broken my game somehow while modding or does anyone else have this? While this isn't a gameplay issue, it really bugs me visually and I hope llunak (or somebody) can get it fixed. Edited August 26, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Solver Posted August 26, 2014 Share Posted August 26, 2014 No comments because LOS is really a llunak thing, and he's currently away. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 26, 2014 Share Posted August 26, 2014 Yeah... I was just wondering if it's just my game or if others are having the same issue? Wouldn't like to download the game again to make sure. Quote Link to comment Share on other sites More sharing options...
Kalista Posted August 26, 2014 Share Posted August 26, 2014 Yeah... I was just wondering if it's just my game or if others are having the same issue? Wouldn't like to download the game again to make sure. The ship blocking the partial tiles thing is happening to me as well ( haven't hit any maps with the props covering its tiles yet to comment on those). Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 4, 2014 Share Posted September 4, 2014 I'll bump this up now that llunak seems to have returned. Hopefully we get this fixed once and for all in the next update. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 7, 2014 Share Posted September 7, 2014 Found one more LoS issue: slanted roof uses the same visibility logic as flat roofs. You really should see all the way up to the ridge. There's no representation of slanted roof and the gain/effort ratio to implement it is very poor. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 7, 2014 Share Posted September 7, 2014 Yeah, I figured it would be... you'll fix the other los issues I reported above though... right? Quote Link to comment Share on other sites More sharing options...
llunak Posted September 7, 2014 Share Posted September 7, 2014 I've already handled http://www.goldhawkinteractive.com/forums/showthread.php/11943-v0-27-GC-LoS-Between-Levels?p=135989&viewfull=1#post135989 . Quote Link to comment Share on other sites More sharing options...
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