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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Requests for build 25
I'm highly confident that our community developers can easily deliver that.
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Mon Jul 18, 2011 9:04 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Requests for build 25
I'd like to list all the awesome things that CC B25 will have. Right now there seems to be a lot, including (at least looking at the twitter updates) a functional meta-game, so the actual game is making progress.
Plus, Abdul's new AI will finally make the missions in the game better, or so I hope.
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Thu Jul 21, 2011 8:24 pm |
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Johannes
Joined: Sat Jul 23, 2011 5:05 am Posts: 17
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 Re: Requests for build 25
I almost exclusively play cortex command in multiplayer with friends using wireless xbox controllers. Here are the most requested features I hear during our games. While I know that some of these are not easily implemented, they are all things that would make the game much more enjoyable for multiplayer, and probably single-player as well. Also, I have the utmost respect for Data and the work that has been done on this game, so please don't confuse my enthusiasm for ingratitude. These are only suggestions; This is your game, I just want to help you make it better - Allow for larger fonts. We play on a 1080p screen. We wouldn't mind the small graphics if we could actually read any of the text.
• It would already help if instead of using the tiny white text, you just used the larger yellow text everywhere. Make a white version and use that.
- Better support for gamepad (specifically xbox 360 controllers) configurations.
• Allow us to 'overload' an ability to both axis and buttons at the same time. example: having jump be both up and 'B'. (This is already possible by manually editing the Settings.ini file, as described in the linked topic) • Allowing A to act as 'Fire'/click by default when in the menu. • Please see this topic for a custom configuration I made for 360 controllers and consider implementing it as a 'preset'
- Better character movement:
• Fix Heavy actors sinking, not being able to walk at all. • A fix for 'cheating' with a jet-pack by repeatedly pressing the 'jump' button to get more power out of it than you do by just holding the jump button. This doesn't make any sense. Prevent this and just have jetpacks be a little bit more powerful overall. • Better Climbing on ladders. • Better digging AI.
- A straightforward, well designed UI for map selection.
You can only see the name of maps when you mouse-over them, limiting you to one name at a time. This is very inefficient and not very user-friendly. • Being able to see the names of all the maps, in alphabetical order on a LARGE list would be a great start. The planet selection map just seems gimicky, and with downloaded custom maps I've already run into the issue where some maps have the same location as others, making them unselectable. • This extends to the game-type selector as well. As mentioned before, we play on a 1080p screen, yet can only see 4 gameplay types at a time in a tiny 60 pixel-high box. Please have the drop-down menu scale to fit as many game-play types as the screen-size will allow! • Have the difficulty selection slider also on the 'player-team assignment' window.
- When creating a custom base in multiplayer give us the option of saving it as a preset, categorized under the map it was made on. This way we can create an awesome base we like and keep re-using it.
- The ability to play on any map as multiplayer.
• There are tons of great singleplayer mod maps that don't allow you to even select them in multiplayer.
- A revamped buy menu.
• Allow us to scroll up and down by 5 or 10 entries if we use the 'next body' and 'previous body' buttons. • For whatever unit/weapon you currently have selected, Show a semi-transparent preview to the right of the menu, like when you place actors during the build phase and can see them on your cursor. • Add an option to collapse sections by faction, and add a 'collapse/expand all' button at the very top. Consider for purchase presets as well. • Have purchase presets combine similar items. For example show "Grenade x10" instead of 10 grenade entries. • Save purchase presets across sessions. • Have the buy menu scale vertically on larger screens.
- An easy, non-hack-y way of setting how much money you start with during a multiplayer skirmish.
- A more graceful way of handling missing scenery objects.
There are entire map packs that seem to be missing a few scenery objects from Base.rte. instead of crashing the game out-right, give us the option to continue and just try the map without that specific object.
Last edited by Johannes on Sun Jul 24, 2011 2:17 am, edited 2 times in total.
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Sat Jul 23, 2011 10:27 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Requests for build 25
Could you make the bg arm stop shaking randomly when you reload your weapon?
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Sun Jul 24, 2011 2:11 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Requests for build 25
That's only a problem with improperly done modded guns/actors actually, not something we devs can fix.
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Sun Jul 24, 2011 2:26 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Requests for build 25
Really? And how do you fix it?
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Sun Jul 24, 2011 2:37 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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 Re: Requests for build 25
One thing I think we need: Less drug addicted actors. They shake around like they just took a horse injection.
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Sun Jul 24, 2011 2:42 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Requests for build 25
Asklar wrote: Could you make the bg arm stop shaking randomly when you reload your weapon? Make a reachable and correctly coded holster offset.
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Sun Jul 24, 2011 7:40 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Requests for build 25
411570N3 wrote: holster offset. That's what that ♥♥♥♥ thing is!
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Sun Jul 24, 2011 1:42 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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 Re: Requests for build 25
Why did I never know this before.
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Sun Jul 24, 2011 10:38 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Requests for build 25
You never asked. 
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Mon Jul 25, 2011 2:01 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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 Re: Requests for build 25
"quality of all mods created goes up by 10%"!
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Mon Jul 25, 2011 5:54 am |
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MrC121989
Joined: Wed Feb 10, 2010 12:41 pm Posts: 182 Location: OMG where am i ?
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 Re: Requests for build 25
Maybe we compile all requests in first post ? So if by any chance Data sees this thread he can quicly understand what we want.
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Mon Jul 25, 2011 12:17 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Requests for build 25
Holster offset? That's the only offset that is never explained in any guides. And I'm talking to you, Azukki's Guides to Offset Determination and Commenting!
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Tue Jul 26, 2011 3:23 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: Requests for build 25
That guide deals with weapon offsets only, holster offsets are defined in the actor code. Most offsets are pretty similar though, just use the body's SpriteOffset as the center point to offset from and move the holster offset from there.
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Tue Jul 26, 2011 3:49 am |
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