[QUOTE=Mr. Someguy;50068938]I made a defected ADVENT Trooper as a character in my character pool. First thing that happened to him was he got mind controlled by a Sectoid, fucker's trying to take him back. After freeing him, he proved his loyalty by shooting an ADVENT Captain right in the face.[/QUOTE]
my squad for the second to last mission was a group of ADVENT troops, a Shieldbearer (Grenadier in W.A.R. suit), a Lancer (Ranger with all the melee perks) a Captain (sniper) and a Basic Trooper. Basically made up a little bio that the Lancer was "tamed" after the psychoactive drugs it takes wore off, and the other 3 are the result of the captain getting it's brain chip damaged and commandeering half of it's squad at the time.
[editline]5th April 2016[/editline]
probably very lore unfriendly, but I tried to have a reason behind my ADVENT squaddies :v:
I know this is a bit lazy but can I run this game if I was able to run its predecessor?
Is it better optimized than the first game or am I going to regret buying. XCOM:Enemy Unknown sometimes dropped to 15-20 FPS but most of the time held steady 30 FPS.
Thanks in advance!
[QUOTE=The Combine;50072840]I know this is a bit lazy but can I run this game if I was able to run its predecessor?
Is it better optimized than the first game or am I going to regret buying. XCOM:Enemy Unknown sometimes dropped to 15-20 FPS but most of the time held steady 30 FPS.
Thanks in advance![/QUOTE]
XCOM 2 is a lot less optimized than the first, and even with a good system it will have random hang ups. But I can play it on a machine from 2010 so you should be fine
Someone beat me to the punch with the Havoc voice pack
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=650201695[/url]
[QUOTE=The Combine;50072840]I know this is a bit lazy but can I run this game if I was able to run its predecessor?
Is it better optimized than the first game or am I going to regret buying. XCOM:Enemy Unknown sometimes dropped to 15-20 FPS but most of the time held steady 30 FPS.
Thanks in advance![/QUOTE]
If you didn't run EU maxed out you're probably going to regret it.
[QUOTE=E3245;50069129]So far so good. Shame that I had to copy the Assault Rifles material over mine to be able to customize it. I also need to redo the masks.
[t]http://i.imgur.com/ACDUtQ0.png[/t]
[editline]4th April 2016[/editline]
Finally got it to work! I've gotta remove the attachments, and replace the clip with the one from the M16. I might need several people to test it/make snapshots afterwards, but it's looking good so far!
[t]http://i.imgur.com/j6lcXuq.png[/t][/QUOTE]
And meanwhile I'm struggling to make my textures even work in the first place. I was trying to do weapon pattern but it just appeared as blank in-game. The actual weapons and armour would have blank pattern on them. I really have no clue what am I doing wrong.
[QUOTE=The Combine;50072840]I know this is a bit lazy but can I run this game if I was able to run its predecessor?
Is it better optimized than the first game or am I going to regret buying. XCOM:Enemy Unknown sometimes dropped to 15-20 FPS but most of the time held steady 30 FPS.
Thanks in advance![/QUOTE]
XCOM 2 has much higher graphical fidelity but thereby significantly less performance than EU. I maxed XCOM:EU at 100-120 FPS, I average about 50-60 FPS in XCOM2 with reduced settings.
[QUOTE=RocketRacer;50073435]And meanwhile I'm struggling to make my textures even work in the first place. I was trying to do weapon pattern but it just appeared as blank in-game. The actual weapons and armour would have blank pattern on them. I really have no clue what am I doing wrong.[/QUOTE]
The weapons use a complicated Material Instance that makes the guns colorable and have patterns and shit. The camos are separate textures from the material and act as a mask or an overlay for the weapon.
I'm not sure if it is possible to add patterns, but I could be wrong. Check the skeletal mesh of the assault rifle for the Material Instance.
[QUOTE=E3245;50073484]The weapons use a complicated Material Instance that makes the guns colorable and have patterns and shit. The camos are separate textures from the material and act as a mask or an overlay for the weapon.
I'm not sure if it is possible to add patterns, but I could be wrong. Check the skeletal mesh of the assault rifle for the Material Instance.[/QUOTE]
yeah of course, they are a separate thing, but for some reason whatever I tried did not work, following the tutorial and just comparing my files with existing game patterns.
[QUOTE=Im Crimson;50073476]XCOM 2 has much higher graphical fidelity but thereby significantly less performance than EU. I maxed XCOM:EU at 100-120 FPS, I average about 50-60 FPS in XCOM2 with reduced settings.[/QUOTE]
I've got an i7 3770K @ 4.2ghz and a 980 Ti and I drop to 40 sometimes even with FXAA, lower ambient occlusion etc.
It's unreal. For a PC only game you'd expect it to run well on PC
[QUOTE=E3245;50068333]Progress so far.
[t]http://i.imgur.com/pS1q1NO.png[/t]
I don't know why the spec/roughness map is making the weapon chrome.[/QUOTE]
Are you gonna make a fancy tutorial like your Voice Pack one?
[QUOTE=mralexs;50073728]Are you gonna make a fancy tutorial like your Voice Pack one?[/QUOTE]
Most likely. There's already a tutorial, but I think I might need some more testing done before I make another tutorial of that caliber.
In other news, I wrote a UnrealScript that *should* work like the ExampleWeapon but with model attachments instead. I'm not sure that it is ready yet.
Is flanking different in XCOM 2 than in Enemy Within? In EW it seemed like any shot that got around cover decently was a flank. But in XCOM 2 it seems like you have to be at no less than a 90 degree angle to their cover for it to count. Leads to a lot of weird instances where your target is a few degrees to your side but because he's standing beside a crate, you mysteriously can't hit him.
[QUOTE=Mr. Someguy;50074285]Is flanking different in XCOM 2 than in Enemy Within? In EW it seemed like any shot that got around cover decently was a flank. But in XCOM 2 it seems like you have to be at no less than a 90 degree angle to their cover for it to count. Leads to a lot of weird instances where your target is a few degrees to your side but because he's standing beside a crate, you mysteriously can't hit him.[/QUOTE]
Only if you played with the Aiming Angles 2nd wave option enabled? Standard in both EW and XCOM2 is that a flank only counts if you're on "their" side of their cover (or if you will be when the soldier steps out to fire).
[QUOTE=Im Crimson;50074361]Only if you played with the Aiming Angles 2nd wave option enabled? Standard in both EW and XCOM2 is that a flank only counts if you're on "their" side of their cover (or if you will be when the soldier steps out to fire).[/QUOTE]
I did just that, I guess that's what I'm thinking of then.
Sometimes I wish cover was more than a percentage decrease in hit chance.
Been a bit busy the past week but I managed to finish up my voicepack
[video=youtube;Cn498ktgH9o]https://www.youtube.com/watch?v=Cn498ktgH9o[/video]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=655521989[/url]
[QUOTE=A B.A. Survivor;50075082]Sometimes I wish cover was more than a percentage decrease in hit chance.[/QUOTE]
In CoH2 cover grants both a reduction in hit chance and a reduction in damage. Some units gain increased accuracy while cover as well. I kind of would like to see the first two, with a weapon mod (bipod) to gain the third.
[QUOTE=Im Crimson;50074361]Only if you played with the Aiming Angles 2nd wave option enabled? Standard in both EW and XCOM2 is that a flank only counts if you're on "their" side of their cover (or if you will be when the soldier steps out to fire).[/QUOTE]
Doesn't XCOM 2 basically have Aiming Angles by default?
[QUOTE=Kljunas;50075468]Doesn't XCOM 2 basically have Aiming Angles by default?[/QUOTE]
From experience I can say it does not. For example in my most recent mission, a Sectoid is beside one of those panels that line the train. My trooper is one tile in-front of that panel, and about ten tiles to the side. Despite the angle my trooper is at, he still had a very low percentage shot and the aiming information redacted points for cover. Had to wait until next turn to move one block for it to count as a flank.
[QUOTE=Mr. Someguy;50075744]From experience I can say it does not. For example in my most recent mission, a Sectoid is beside one of those panels that line the train. My trooper is one tile in-front of that panel, and about 15 tiles to the side. Despite the angle my trooper is at, he still had a very low percentage shot and the aiming information redacted points for cover. Had to wait until next turn to move one block for it to count as a flank.[/QUOTE]
Good angle does work, but from what I've noticed I think it only works on High Cover. Don't have access to the SDK atm to check properly, but I can guarantee you it's always active.
Ninjabubs you gotta beat this guy up
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=659977908[/url]
[img]http://images.akamai.steamusercontent.com/ugc/271713845570011298/8196D0D96CFCE61FE087089900C730D424B7DD12/[/img]
I need a mod that reorganizes the customization menus, mostly colour selection. Blacks and Whites are scattered all over the menu while every other colour is organized together. Also Face should be under Race but maybe that's nitpicking.
I uninstalled XCOM and sometimes when I have nothing else to do I regret it, but the game was making me far more angry than anything else.
[QUOTE=goldenbuttocks;50076017]Ninjabubs you gotta beat this guy up
[/QUOTE]
eh, live and let live, i wanna wait until i can figure out the submenus before i do something big(or something at all) again for now
besides
mine'll be better :v: :v: :v: :v:
I'm tired of fighting this mod system. I can't get custom attachments to work for the life of me since the script only allows one item to load. I guess I'll have to deal with this for now. I've disabled the attachments visually until I can get them working. You can still use them and get the benefits; they just won't show up.
Here's some good news though, I've replaced the mesh with a higher quality one from the same game. Turns out I was using the 3rd person mesh, instead of the 1st person. 1st person mesh didn't have any obvious holes, so I decided to use that instead.
The only hole I found was the slab on the top of the rifle, plus it does not have any textures. The slab was used to mount scopes on the top of the M16. It's not in the model currently.
Sorry for this long winded post, but I have one more thing to say.
I'm going to issue a beta test tomorrow, to see if anyone can find bugs/take pictures/provide feedback. Anyone interested?
Pic of the rifle below:
[t]http://i.imgur.com/k89HCUG.png[/t]
Is there any good tutorial on how to do custom maps out there?
How do I remove the cost for changing the scanning bonus? I don't think I should have to pay to do that.
Scanning is limited enough as-is with how many sites come up and how rapidly missions come in.
Co-op? Tell me more.
[editline]5th April 2016[/editline]
[QUOTE=Mr. Someguy;50077966]How do I remove the cost for changing the scanning bonus? I don't think I should have to pay to do that.
Scanning is limited enough as-is with how many sites come up and how rapidly missions come in.[/QUOTE]
Yeah, seriously. I never ever come back to Resistance HQ because I keep having to fly around the world to each raid or supply drop. I'm disappointed that HQ is completely static.
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