SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 It should be in the .zip file under the release tab. The actual repo only contains the sources, not the cooked packages, and all the patch scripts are in separate files in the repo but are combined into one big patch in the release. Ah ok, got it! :) Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Bug #1. The invisible aliens appear as red spots on the movement tracker. 1. Start a map2. Activate the movement tracker3. Move the unit with the tracker4. See red spot where unit moved to Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Bug #2. The blue eye icons stay active during the alien turn. They should turn off. Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Bug #3? This is probably not really a bug but the 'eye' icons only appear over aliens that are visible to the squad. I had a case where a sectoid was hidden from view and mind merging another sectoid that was visible to my scout. The blue eye only appeared over the mind merging sectoid once I'd moved the scout close enough to see it. This is probably fine actually otherwise it could be used as a cheat to locate hidden aliens. Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Just want to say this is fncking amazing work dude. It's such a huge QOL improvement! It really should be included in the next LW release (if there is one) once the bugs are sorted. Link to comment Share on other sites More sharing options...
tracktwo Posted January 27, 2016 Author Share Posted January 27, 2016 Awesome, thanks and keep em coming! Interesting that they show up on the motion tracker... ah, I know why. It's because I specifically excluded hidden *seekers* but not other alien types, cause they ordinarily can't stealth. Yes on disappearing on the alien turn, agreed. I also want to turn them off while the active unit is performing actions, e.g. during targeting. They're really only needed while pathing. And #3 is by design, yes. It won't show you aliens that are hidden but would become visible should you move there. It seems cheat-y to show you all the alien locations, you could use it to more accurately place grenades and rockets on aliens nobody can see. Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Bug #4. If a sectoid is suppressing something then the blue eye doesn't appear over it at all Link to comment Share on other sites More sharing options...
SpazmoJones Posted January 27, 2016 Share Posted January 27, 2016 Bug #4. If a sectoid is suppressing something then the blue eye doesn't appear over it at all I've only seen this happen once so far. It's worked correctly all the other times as far as I can tell. When it happened the sectoid was in full cover and was mind merged so maybe that's got something to do with it? Link to comment Share on other sites More sharing options...
tracktwo Posted January 27, 2016 Author Share Posted January 27, 2016 Did you happen to get a save file with the bug? This one might be tough to track down without a save that shows the exact conditions. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted January 27, 2016 Share Posted January 27, 2016 (edited) Well, looks like my "limited-coding-skills" help won't be needed after Spazmo's sturdy testing activity. I predict a formal solid fix within days if not less! PS; Gee, i wonder if my recent stuff (about Save/Load colored strings) could be somehow examined by Spazmo when this whole (much MORE) important TT's LoS project has been resolved?!? Just curious here. :smile: Edited January 27, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
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