Max_Caine Posted August 28, 2012 Share Posted August 28, 2012 As the level designer is now off holiday, and is responsible for the tiles and their properties, I thought we should start up a thread to describe tiles that don't quite work as they should. So, to kick off! Industrial Map - Concrete chest-high walls The concrete blocks left by the Chesty McHighWall clan don't seem to work as they should. The walls facing South-to-East can be walked through. The walls facing North-to-East semi block out Xenonauts when the Xenonaut is in front of it, and when a Xenonaut vaults over one, the wall blocks out the Xenonaut completely, making the vaulting animation look weird. Quote Link to comment Share on other sites More sharing options...
Korval Posted August 28, 2012 Share Posted August 28, 2012 (edited) Is that the new map with the central building containing nothing but pipes? If so, I was unable to use the stairs to access the second floor. Also, the first stair tile on the first floor of the office building directly in front of the Chinook blocks the soldier standing there. Edited August 28, 2012 by Korval Quote Link to comment Share on other sites More sharing options...
gnarly Posted August 28, 2012 Share Posted August 28, 2012 (edited) Hmm, I seem to keep getting a blank map around the landing zone, I think it may be a conflict with Orumos 201 maps?? Edit: raised as separate issue. Edited August 28, 2012 by gnarly Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 28, 2012 Author Share Posted August 28, 2012 I think that counts as a separate bug, gnarly. Quote Link to comment Share on other sites More sharing options...
gnarly Posted August 28, 2012 Share Posted August 28, 2012 (edited) I think this one is probably on topic though! ;P 1/. Pathfinding issues at door to UFO (some kind of 'invalid' tile due to overlap between UFO raised dirt tile and base map?): 2/. Door no-worky... Edited August 28, 2012 by gnarly Quote Link to comment Share on other sites More sharing options...
Korval Posted August 28, 2012 Share Posted August 28, 2012 (edited) Glass doors on the new map block visibility. Edited August 28, 2012 by Korval Additional Example Quote Link to comment Share on other sites More sharing options...
Korval Posted August 28, 2012 Share Posted August 28, 2012 Two dead spots on the far side of the Chinook near the cockpit on the new map. The tiles cannot be entered. Quote Link to comment Share on other sites More sharing options...
TheUbiquitous Posted August 28, 2012 Share Posted August 28, 2012 Four -- count'em, four! --- tiles on one side of the same building cover up the sprites. There are several others of this nature throughout the new map. (So far I've only seen one new map ...) Quote Link to comment Share on other sites More sharing options...
Mad_Nordmann Posted August 28, 2012 Share Posted August 28, 2012 Same map, alien hiding inside a crate (sneaky bugger). Quote Link to comment Share on other sites More sharing options...
Name Posted August 28, 2012 Share Posted August 28, 2012 Same map, alien hiding inside a crate (sneaky bugger).[ATTACH=CONFIG]1422[/ATTACH] [ATTACH=CONFIG]1423[/ATTACH] Well they did say the ai improved :-) Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted August 28, 2012 Share Posted August 28, 2012 Well they did say the ai improved :-) Hehehe, yeah, it's a problem of the map meta settings. The A.I. evaluates all the locations it can move to; to summarize, a location which turns the unit invisible is pretty valuable :-P Quote Link to comment Share on other sites More sharing options...
TheUbiquitous Posted August 28, 2012 Share Posted August 28, 2012 I had an alien hide on the far side of a spacecraft, tucked "underneath" the spacecraft. I couldn't see him from the player POV even though about 12 men should have been able to --- thankfully he was unarmed. Is there any plan to fix this sort of graphical thing? (Is this a new thread?) Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 29, 2012 Author Share Posted August 29, 2012 TheUbiquitous, I think the problem you've identified is worthy of it's own thread, as it's a question of squaddie POV. I my case, found two more problems with tiles. Both on the industrial map. The first is squaddies can walk through tiles with the red van (any part), the second is some of the wall tiles are pourous: link to pic here. Quote Link to comment Share on other sites More sharing options...
gnarly Posted August 29, 2012 Share Posted August 29, 2012 I had an alien hide on the far side of a spacecraft, tucked "underneath" the spacecraft. I couldn't see him from the player POV even though about 12 men should have been able to --- thankfully he was unarmed. Is there any plan to fix this sort of graphical thing? (Is this a new thread?) Raise it as a new thread U, I have seen the same thing with an Alien invisible in a space ship. I couldn't see him but my troops could (there is actually an Alien two tiles below my dead guy: [ATTACH=CONFIG]1414[/ATTACH] Quote Link to comment Share on other sites More sharing options...
TheUbiquitous Posted August 29, 2012 Share Posted August 29, 2012 New thread for the hidden alien issue. (Not strictly a bug, but a feature request.) Quote Link to comment Share on other sites More sharing options...
Gorlom Posted August 29, 2012 Share Posted August 29, 2012 link to pic here. Is... Is that Sebillian mooning you out the window? Quote Link to comment Share on other sites More sharing options...
PRiME Posted August 29, 2012 Share Posted August 29, 2012 Here is some of mine * The window/door/barricade ( and some corners of structures ) tiles still render on top of soldiers Here is 1 example. https://dl.dropbox.com/u/41627694/Xeno/rendererror16001200.jpg Same old. Quote Link to comment Share on other sites More sharing options...
TelQuessir Posted August 29, 2012 Share Posted August 29, 2012 same map second floor of office building directly in front of chinook, has a filing cabinet outside wall Quote Link to comment Share on other sites More sharing options...
Matthew Posted August 30, 2012 Share Posted August 30, 2012 Whoa Nelly! I Don't even know what is thread is all about anymore... AI, sub map issues, pathing. Please in the future try to report bugs are related to the thread, thank you. About the clipping issues, they will be fixed during the development, we are aware of them. Quote Link to comment Share on other sites More sharing options...
donald007duck Posted September 17, 2012 Share Posted September 17, 2012 (edited) almost all of the above have happened to me . my main note is (on new map) being able to hide/walk through objects that you shouldnt be able to till you destroy them. also the auto path (when clicking to move through one spot to another) acts as if certain objects are non existant my example is the transformers outside powerplant,stacks of pallets,a pallet of barrels....ect note: cudos on the new ai as they have detected these flaws and are useing them judiciously (*like hiding in stacks of pallets) ******i think the ai issues hiding in stuff and my other items is due to map spaces appearing as empty rather than occupied by an object becouce the transformers on original map were solid and on the new map was just like a hologram(as icould shoot/walk through them) Edited September 17, 2012 by donald007duck Quote Link to comment Share on other sites More sharing options...
Belmakor Posted September 24, 2012 Share Posted September 24, 2012 Can see enemy soldiers through some wall tiles and closed doors Enemy still getting stuck in UFO and other objects Can walk through SE facing window No shot window tile for SW facing window in western urban terror map Quote Link to comment Share on other sites More sharing options...
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