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Cortex 1; some bugs and issues http://45.55.195.193/viewtopic.php?f=4&t=31782 |
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Author: | portlis [ Sun Sep 30, 2012 1:00 pm ] |
Post subject: | Cortex 1; some bugs and issues |
Hi, I've just tried the 1.0 rc1 release thats from the HiB. Fundamentally looks decent, but I'm afraid it still needs polish, especially relating to AI's and readable text. I know there's a bugs thread, but as you can see, I have quite a few issues here too, so figured I'd create a separate thread. Tutorial: a) I have a habit of "losing" the tutorial (more on that in a second). Unfortunately when I go back to "campaign" the tutorial option is gone. So I need to restart the entire game to get it back. Tutorial should always be easily accessible. b) Tutorials are supposed to be easy fun places. So why as soon as I step to the right of the AK-47 do I instantly get annihilated by an army of well equipped enemies (again my lone self)? Yes, I'm sure they're easy to beat if you know what you're doing and you bring up multiple drones from the basement and stuff, but: ITS A TUTORIAL. The player shouldn't be expected to be competent. There should be one enemy there with a pea-shooter. c) [bug] - Windows 7, 64bit. - The game is in windowed mode. I can move this window around by dragging the title-bar, normal fare. - I start the tutorial and then go I full screen. - I then go back to window mode a few seconds later. - I can now NOT drag the window around. I have to quit the level and go back to the main menu before I can do it again. d) Can't there be a button for fullscreen/windowed mode on the options page? Yes I know how to switch, but a button to do it would make it easier for non-computer savvy types. e) The text in the game is miniscule and hard to read. I don't have any visual problems I'm aware of, but this game would absolutely suck for anyone who did. The font choice doesn't help (Picked for form over function). Its only slightly less worse in full screen. f) You have a "drop ship" and a "drop ship mk 1", but they don't seem to actually be related. g) A number of the text blurbs could use with proof-reading. h) [bug] Tutorial map, I can go "off" the left of the map but still be alive - I can see the health number moving about, but not the bot itself (its only just over the edge I guess). If I go a bit further to the left I then "fall" (I see the health number fall) and its this fall which destroys the robot. So I guess there are no X boundaries, only Y ones, which seems weird. i) [bug] On the buy menu, some of the item names overlap (therefore obscuring) their prices. j) [Bug] In the tutorial if I have the buy menu up, then the tutorial text from the billboards will appear "through" it. k) [Tutorial failing] - I have no idea how to use bombs. I buy them and the only place they can land is my base. Great, so I can blow up my own base. :-/ I guess there's a trick to it, and I'm sure if I read the forums enough I'd find it, but the tutorial should probably cover this sort of stuff. l) [bug] Health goes to negative (the unit still dies, its a visual issue). You might want to add a check to ensure it never shows below 0 health. m) [AI failing] - Start the tutorial, take a bot, pick up the digger, then dig out the gold pile. Then set the bot to "AI-Dig" and go to another bot. Spend the next 10 minutes watching as the ai-bot does absurd things. It goes straight into the shalf and then spends most of the time trying to go up and down, but it did do half the obstacle course, and even did 20 points of damage to the target drone. Oh wait, now its at the bottom of the shaft using the light digger on the concrete. And now flying around again. Also the bot seems to have even more trouble flying than I do (didn't think that was possible but...). n) How do you actually quit a level mid-play? Esc doesn't do it but works on every menu screen. There's no obvious button. |
Author: | Luringen [ Sun Sep 30, 2012 1:33 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
portlis wrote: Tutorial: a) I have a habit of "losing" the tutorial (more on that in a second). Unfortunately when I go back to "campaign" the tutorial option is gone. So I need to restart the entire game to get it back. Tutorial should always be easily accessible. It's still there, under "Scenario Battle" -> "Tutorial Mission". portlis wrote: b) Tutorials are supposed to be easy fun places. So why as soon as I step to the right of the AK-47 do I instantly get annihilated by an army of well equipped enemies (again my lone self)? Yes, I'm sure they're easy to beat if you know what you're doing and you bring up multiple drones from the basement and stuff, but: ITS A TUTORIAL. The player shouldn't be expected to be competent. There should be one enemy there with a pea-shooter. Yes, it's not easy the first time. If you want to experiment a bit with different weapons and enemies without danger, I'd recommend download trying my custom map, which gives you infinite money and infinite harmless enemies. viewtopic.php?f=24&t=31427 I hope you find it useful portlis wrote: d) Can't there be a button for fullscreen/windowed mode on the options page? Yes I know how to switch, but a button to do it would make it easier for non-computer savvy types. This is a bit hidden, but after pressing "2X window" the button changes to "Fullscreen". portlis wrote: f) You have a "drop ship" and a "drop ship mk 1", but they don't seem to actually be related. Mk1 is more stable, and the orange dummy dropship is slightly better armored. portlis wrote: k) [Tutorial failing] - I have no idea how to use bombs. I buy them and the only place they can land is my base. Great, so I can blow up my own base. :-/ I guess there's a trick to it, and I'm sure if I read the forums enough I'd find it, but the tutorial should probably cover this sort of stuff. Take manual control of the dropship, and bomb wherever you want. portlis wrote: n) How do you actually quit a level mid-play? Esc doesn't do it but works on every menu screen. There's no obvious button. Esc works fine, but it doesn't "quit" a level until you start a new one. |
Author: | Kettenkrad [ Sun Sep 30, 2012 1:49 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
I'll take a stab at some of these issues, see if I can help.. a) The tutorial can be accessed through the scenario battle tab, the default location and activity will be 'Tutorial Bunker'. b) Oh man, how many times this happened to me. I'd suggest looking through the in-game buy-menu, and ordering in some bodies to help. A sniper on the roof is useful, as are land-mines, some CQC troops for indoors, perhaps a gatling turret by the entrance, etc. If you're looking for a good scene to test out weapons, strategies, and bodies, the 'Control Chip Hunt' activity in a scenario battle will take you to the Zombie Cave mission, where you can unleash various contraptions and setups on poorly equipped zombies. c) Once in-game (read: in-level), the mouse cannot escape the bounds of the screen. You'll have to pause the game to get to the menu for that. d) I do believe there is, above the key bindings, there's a 'Go 2x Window' or 'Go Fullscreen' button. (If memory serves correct) e) I like to play in a 2x window, to better appreciate the sprites. Helps with modding too. Other than that, I can't offer any solutions, apart from maybe manually editing the font bitmaps. Not recommended.. f) ~ g) ~ h) There aren't Y boundaries either, you can quite easily fall off the bottom of the map, or send an actor shooting into orbit. i) ~ j) ~ k) Unfortunately in the tutorial mission, your landing zone is limited to the bunker width. You can, however, fill a dropship with bombs and fly over the enemy base, unleashing them. l) This is intended, to reflect the amount of force behind projectiles.. or, something similar.. m) The AI is sometimes.. strange.. Gold Dig mode work best when the actor is in a little hole underground. An actor above ground, as far as I'm aware, will use his motor functions to move to a close-by gold patch, and will then start digging. Unfortunately your Dummy was in a complicated bunker, and, well, yeah.. n) Sometimes the Escape key will get 'stuck'. I find opening and closing the console ('~') 'un-sticks' it. I hope these tips help make the game a tad more understandable. It has quite a few quirky mechanics that take a bit of time to get used to. EDIT: asfsafg ninja'd |
Author: | Roast Veg [ Sun Sep 30, 2012 2:08 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
When it comes to issues f and g, the content development team are still revamping the entire vanilla content, and the new version was based around engine updates rather than content updates. Rest assured, there are plenty of good developers working on it, and I'm sure they are already taking those problems into consideration. |
Author: | Crow [ Sun Sep 30, 2012 3:57 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
There are going to be content updates?? Do you have a source for that? |
Author: | Crow [ Sun Sep 30, 2012 3:59 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Why aren't there any aliens in CC? |
Author: | Lizardheim [ Sun Sep 30, 2012 5:04 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Source: <-- (yes there will be more content updates) |
Author: | Crow [ Sun Sep 30, 2012 5:16 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Are you going to give me some Coalition drop craft? :PP |
Author: | Lizardheim [ Sun Sep 30, 2012 5:32 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Not priority #1, but I'm not gonna exclude it. |
Author: | Crow [ Sun Sep 30, 2012 5:37 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Actually can you tell us what's planned? Is that allowed? |
Author: | Lizardheim [ Sun Sep 30, 2012 5:38 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Most of it is on the go for now, so I can't avoid being vague. Crafts guns n actors. More turrets too. |
Author: | Jomn [ Sun Sep 30, 2012 5:51 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Lizardheim wrote: Most of it is on the go for now, so I can't avoid being vague. Crafts guns n actors. More turrets too. ♥♥♥♥ yeah. Will the stuff be in Arne's proposed new scale? Because it seems like the whitebots are already on it. |
Author: | Natti [ Sun Sep 30, 2012 5:57 pm ] |
Post subject: | Re: Cortex 1; some bugs and issues |
Yeah, what Jomn said. It'd be cool to finally get the new scale, which the Techion are already using. |
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