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Prefabs in CC http://45.55.195.193/viewtopic.php?f=4&t=19687 |
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Author: | Ociamarru [ Mon Sep 06, 2010 4:38 pm ] |
Post subject: | Prefabs in CC |
I was looking through mod releases and saw that obelisk thing, and it made me wonder. Has Mr. Tanbar ever suggested there being prefabs other than doors in Cortex Command? Like windows, crates, etcetera that aren't just terrain, but prefabs that if shot enough would gib? |
Author: | CaveCricket48 [ Mon Sep 06, 2010 4:45 pm ] |
Post subject: | Re: Prefabs in CC |
I don't think Data ever mentioned placable MO bunker decorations. Also keep in mind that the more objects you place that you can hit (GetsHitByMOs = 1) the higher your MOID count will be. If the MOID counter gets above 255 (rather small, in my opinion) MOs will randomly gib to clear up the counter. |
Author: | Ociamarru [ Mon Sep 06, 2010 5:17 pm ] |
Post subject: | Re: Prefabs in CC |
Oh yeah, forgot the Crabomb effect. |
Author: | Awesomeness [ Mon Sep 06, 2010 7:47 pm ] |
Post subject: | Re: Prefabs in CC |
Why did Data make a limit at all anyway? It doesn't make sense that he'd have to do that with the modern computers of today. |
Author: | Duh102 [ Mon Sep 06, 2010 7:58 pm ] |
Post subject: | Re: Prefabs in CC |
Probably laziness, though the true reason may be lost to the sands of time. |
Author: | FuzzyMelon [ Mon Sep 06, 2010 8:40 pm ] |
Post subject: | Re: Prefabs in CC |
Maybe it's to contain the MOIDs in CC reality, so real life stuff doesn't start blowing up. |
Author: | Awesomeness [ Mon Sep 06, 2010 9:25 pm ] |
Post subject: | Re: Prefabs in CC |
Well I hope it's gone in B24... |
Author: | Joe [ Mon Sep 06, 2010 9:33 pm ] |
Post subject: | Re: Prefabs in CC |
...and I don't think it's Mr. Tanbar... |
Author: | MaximDude [ Tue Sep 07, 2010 12:13 am ] |
Post subject: | Re: Prefabs in CC |
Duh102 wrote: Probably laziness, though the true reason may be lost to the sands of time. I still go with the palette theory. 8bit = 256 colors = 256 MOIDs If the MOID palette was bigger, then it would allow more MOIDs, or alternatively if MOIDs didn't use color to be recognized, maybe the limit wouldn't exist. |
Author: | TheLastBanana [ Tue Sep 07, 2010 2:10 am ] |
Post subject: | Re: Prefabs in CC |
Awesomeness wrote: Why did Data make a limit at all anyway? It doesn't make sense that he'd have to do that with the modern computers of today. Press Ctrl+M until all of the objects are highlighted in a different colour. That colour corresponds to one of 256 colours in CC's palette (excluding 255,0,255 because it marks transparency). Right there is one of the reasons that MOIDs are limited to 255. |
Author: | CaveCricket48 [ Tue Sep 07, 2010 2:19 am ] |
Post subject: | Re: Prefabs in CC |
I hope Data didn't set the MOID limit just because he didn't have enough colors to mark them. |
Author: | TheLastBanana [ Tue Sep 07, 2010 2:50 am ] |
Post subject: | Re: Prefabs in CC |
Probably not, but it makes it a lot easier to keep track of the different IDs. There's also the problem that in almost any case with over 255 MOIDs, the game starts to lag pretty badly anyway. |
Author: | Geti [ Tue Sep 07, 2010 4:53 am ] |
Post subject: | Re: Prefabs in CC |
Surely it's more the fact that he's just using a predefined set-size array and found it convenient to link it to palette colours? He mentioned expanding the limit at some point as fairly trivial, if I remember correctly.. |
Author: | TheLastBanana [ Tue Sep 07, 2010 5:04 am ] |
Post subject: | Re: Prefabs in CC |
I talked to him about it myself, and he said that unless it was absolutely needed for a campaign mission, it would take too much work to bother. I have to assume it's something related to an array size that needs to be used (maybe it's an Allegro thing?), as pretty much everything in CC is based on an array of 256. |
Author: | Grif [ Tue Sep 07, 2010 5:49 am ] |
Post subject: | Re: Prefabs in CC |
Secretly, Data's using ♥♥♥♥ allegro, and he's using a shitload of pointers going to a single variable set as 2^8 to define the size of all his arrays. |
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