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 Reducing the "Footprint" of units? 
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Post Reducing the "Footprint" of units?
Hi. I'm wondering if it would be possible to reduce the "footprint" that certain units leave (like infantry), because with some of them, the rate at which they remove land when they walk is just plain ridiculous imho. I'd like to reduce said footprint to a point where for infantry there is little to no land-removal when it walks, and for heavier units, like mechs, it's at least greatly reduced so you don't end up ripping HUGE chunks of land out of the map every time you make it walk.

If there's a way to do this, it'd be great if someone could tell me how. If not, I guess I'll just have to deal with the giant friggin' pair of golf shoes that the units must be wearing. :sad:


Fri Nov 26, 2010 7:29 pm
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Post Re: Reducing the "Footprint" of units?
You'd have to mess with the deepgroups and variables, so there isn't a way to do this easily. Basically the easiest way is to make them lighter.


Sat Nov 27, 2010 9:45 am
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Post Re: Reducing the "Footprint" of units?
Hm... wouldn't that affect how well they're able to climb, and how far they get knocked back when hit, stuff like that? I mean, I want to reduce the footprint, but I don't think having them fly off into the sun every time they fire off a shotgun or a rocket would be very helpful. xD

On second thought, I've always wanted to learn how to code, so I guess this would be a pretty easy way of starting off, compared to other more complex games. If anyone is willing to help me with the editing as far as telling me where to look and what to change, that'd be awesome.


Sat Nov 27, 2010 10:13 am
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Post Re: Reducing the "Footprint" of units?
No, it would only change how much terrain they displace and maybe if they get crushed against terrain as often. Also of note is the fact that at lower settings and on lower end computers everything will consume noticeably more terrain.


Sat Nov 27, 2010 1:37 pm
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Post Re: Reducing the "Footprint" of units?
Well this laptop isn't the best, but it can handle Lost Planet 2 on High GFX, so it should be able to handle an 8-bit (or is it 16-bit?) game like Cortex Command.

Edit: Forgot about the explosion=omfgwtflag problem. But that's most likely either the game itself, or because all the glowy bits probably end up whoring my processor to hell and back. Dunno which.


Last edited by Arkansas on Sat Nov 27, 2010 4:12 pm, edited 1 time in total.



Sat Nov 27, 2010 4:10 pm
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Post Re: Reducing the "Footprint" of units?
Can't really say that, CC isn't a constant performance from pc to pc.
It doesn't use the graphics card, for one.


Sat Nov 27, 2010 4:11 pm
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Post Re: Reducing the "Footprint" of units?
Well, doing that would involve screwing with the Atoms of the feet, which can be found... uhh... In Base.rte/Actors.ini. Obviously the one called Foot. All those definitions are single pixels, so i guess it's just a matter of removing those with the greatest negative X value. HOWEVER, this will also focus the actors mass on a smaller area, and thus will make them sink deeper. So yeah, the most effective approach is to make your dudes lighter.


Sat Nov 27, 2010 4:32 pm
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Post Re: Reducing the "Footprint" of units?
Arkansas wrote:
Well this laptop isn't the best, but it can handle Lost Planet 2 on High GFX, so it should be able to handle an 8-bit (or is it 16-bit?) game like Cortex Command.

Edit: Forgot about the explosion=omfgwtflag problem. But that's most likely either the game itself, or because all the glowy bits probably end up whoring my processor to hell and back. Dunno which.


Not only does it not use the graphics card, it only uses one processor. So really, even some low-end i-7 with an amazing graphics card will run crysis on highest graphics fine but will slodge through molasses when it comes to CC.


Sun Nov 28, 2010 11:38 pm
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Post Re: Reducing the "Footprint" of units?
No the i7 processors eat CC like there's no tomorrow, most enjoyable CC related experience I've had was on a low-end i7 at a friends place.
It runs better on multicore processors because they allow windows and all your other crap to be running on one (or more) core(s) while CC pillages your other core.

I thought this thread was going to be about MOID count optimisation or something :P

Making the actors lighter is one way, making the materials in materials.ini stronger is a better one. The only issue is that you'll get a lot less terrain piercing from everything else as well. Apparently the materials have been strengthened in B24 and all the vanilla stuff re-balanced to match that, so maybe just wait a few weeks.


Mon Nov 29, 2010 12:22 am
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Post Re: Reducing the "Footprint" of units?
I found that giving body parts negative mass reduced there weight, but still added to there total mass.

I gave the legs, arms and head a mass of several thousand, added the mass up and gave the torso an opposite negative mass minus the weight needed.

The result was a very heavy unit with a light footprint, due to its mass it just brushed off heavy impacts.


Sat Dec 11, 2010 12:26 pm
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Post Re: Reducing the "Footprint" of units?
That's actually pretty clever right there.
Will be quite handy in a following project of mine :3

edit: with the limbs weighting "normal weight" and instead having attachables inside the torso with extra weight, it'll be better, so oyu don't have massive changes when you lose a limb.


Sat Dec 11, 2010 1:24 pm
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