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 Stuff about Build 21 YOU should know (FAQ, etc.) 
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Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
macattack wrote:
I'm getting a bug were when doors gib the parts become part of the ground really fast so they block my path. :-(

I'm getting a bug that's the opposite; the doors on dropships after gibbing don't become terrain and dig through the terrain like crazy when stepped on. :(

Actually I think I lost more men to flying dropship doors than I did to enemy attacks in Maginot. Or at least it was close.

findude wrote:
Omni wrote:
...smoother, sleeker, more playable,...

Err, if you have a computer. My piece of crap is now in constant slowdown.
Barely playable. This build otherwise seems good.

I find the new build maintains a steady FPS without any difficulty, which is godsend. This is because of the decoupling of the FPS and the simulation; best idea since bread invented welfare. But what I was really talking about was the playability of the gameplay; the new material settings mixed with the decoupling mixed with other such optimizations make it feel more like a game and less like a simulation.


Sun Aug 24, 2008 7:11 pm
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Joined: Mon Dec 24, 2007 6:06 am
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
Some of these things may not be bugs.

Carrying a digger to clean through the remains of a door might be the standard from now on.

Or maybe it's a bug.

I too experienced a game crash after destroying a dropship I'd ordered.

Concrete gun works great, a little slow, but faster to seal a brain vault and the sticky particles are cool.


Sun Aug 24, 2008 7:31 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
macattack wrote:
I'm getting a bug were when doors gib the parts become part of the ground really fast so they block my path. :-(


Same here, not much of an issue, but annoying indeed.

Also concrete gun has never been cooler than now. I also like how its not completely sticky particles and that some of the pixels still behave like the old ones.


As for bugs, I've yet to encounter some.


Sun Aug 24, 2008 8:09 pm
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Joined: Sun Mar 18, 2007 12:39 am
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
Skiv wrote:
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Try putting it at that resolution. It goes back down to 1280x800... mine did anyway.


Maybe your graphics dont support this resolution...



It does :shock: Thats the resoultion I have my desktop! Since I've had my new moniter most of my programs have been upped by me. So thats ruled out.


Sun Aug 24, 2008 8:12 pm
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Joined: Wed Aug 29, 2007 4:09 am
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Location: The land of Pwnt
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
How do i get the resolution to work lower than 640x480. I've tried setting it lower in game and then restarting it but it stays at 640x480...


Sun Aug 24, 2008 8:17 pm
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Joined: Sun Feb 03, 2008 6:56 pm
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Location: London
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
For some reason everytime i start up cc i get this message.
http://img54.imageshack.us/my.php?image=71055237xu2.jpg
Anyone else have this problem?


Sun Aug 24, 2008 8:56 pm
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Joined: Mon Dec 10, 2007 9:54 pm
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
Reinstall it.


Mon Aug 25, 2008 1:01 am
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Joined: Sat Dec 09, 2006 4:43 pm
Posts: 197
Location: at home, failing GCSE's
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
its weird, im sure this build runs smoother just normaly, but when you drop a crab bomb; it lags like hell.
im sure it didnt lag as much last build.


Mon Aug 25, 2008 1:06 am
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Joined: Thu Jan 10, 2008 4:32 am
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
if you just install it over your previous versions of cc you can use ur older mods right? the dev log tells me to uninstall previous versions but the mods dont work when i do that...


Mon Aug 25, 2008 2:02 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
The only thing installing over an older build will get you is Null.bmp in Base.rte/Devices.

Nothing else is changed as far as mod compatibility from b20/b21, and technically Null.bmp should only be referenced from Base.rte anyways.


Mon Aug 25, 2008 2:18 am
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
alright, thanks


Mon Aug 25, 2008 2:39 am
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Joined: Thu Mar 06, 2008 2:14 am
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
It crashes for me on a tutorial every time i drop a rocket by the AK that has a light or heavy coalation in it.


Mon Aug 25, 2008 6:26 am
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Joined: Sun Feb 03, 2008 6:56 pm
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Location: London
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
Dal wrote:
Reinstall it.

I did reinstall it, twice actually and both times it had the same problem.


Mon Aug 25, 2008 2:09 pm
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Joined: Wed Apr 09, 2008 6:40 pm
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
The only thing that annoys me is that some materials seem to be dug under actor's feet a lot more easily. For example, stepping over a sharp metal dropship part never flattened it before...and walking on sand leaves pretty deep square foorprints now...

Also, it's pretty much possible to drop from 20 meters high head first into a dropship piece and have a soft landing, getting no damage 9 from 10 attempts with a coalition light :-(

other than that it's awesome :D It's actually pretty fun to put it into 1280x1024 and enjoy the everlasting bullet-time


Mon Aug 25, 2008 11:10 pm
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Location: St. Louis, MO
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Post Re: Stuff about Build 21 YOU should know (FAQ, etc.)
Traikilla wrote:
The only thing that annoys me is that some materials seem to be dug under actor's feet a lot more easily. For example, stepping over a sharp metal dropship part never flattened it before...and walking on sand leaves pretty deep square foorprints now...

Also, it's pretty much possible to drop from 20 meters high head first into a dropship piece and have a soft landing, getting no damage 9 from 10 attempts with a coalition light :-(

Yeah, I think the material strengths might be out of scale. If you scaled up the strengths of the materials and power of the diggers by three times or so, I imagine the clones would act more realistically without altering the reaction of the materials from diggers and other such things. Only problem is that the weakness of the debris is very useful when trying to climb around small piles of rubble. You can kind of wedge yourself through, which makes sense since in real life you could move the debris aside with a little work. Perhaps if there were a way for clones to dig through debris with their hands but still take hard falls? Like running a quick check for debris materials around the location of the hand of the clone and digging through that a little.

Well I donno. It is rather odd that I tend to dig through debris with bullets. :lol: But hey, that's part of the CC charm.


Mon Aug 25, 2008 11:53 pm
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