Cortex Command: Reloaded v. 1.25 OPEN SOURCE
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
Version 1.08 released. Power-diving is working again, lots of AI fixes and miscellany. Will get prone working again when I'm done spriting the Imperatus stuff I was working on
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Tue Jul 03, 2012 1:13 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Cortex Command: Reloaded v. 1.08
Look, you are currently pretty much the only person happy with your changes as of yet. Either change the mod to please others, or just make it for yourself and stop updating.
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Tue Jul 03, 2012 1:19 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: Cortex Command: Reloaded v. 1.08
Miggles wrote: Look, you are currently pretty much the only person happy with your changes as of yet. Either change the mod to please others, or just make it for yourself and stop updating. Miggles. He is the guy modding. After all, it's his project and he can do whatever he wants with it. I don't think mods are meant to please others, they are just made because a modder wanted to. Stop acting like you've got the reason all the time. If you don't like it just don't play it, period. Don't tell him what to do.
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Tue Jul 03, 2012 1:30 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Cortex Command: Reloaded v. 1.08
I found it to be enjoyable, but it wasn't something that I would permanently include in my copy of CC, just like any other mod.
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Tue Jul 03, 2012 1:35 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
It's just a mod, no need to be so hostile, Miggles
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Tue Jul 03, 2012 1:38 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Cortex Command: Reloaded v. 1.08
It pisses me off because you aren't taking feedback at all, you're just saying "Oh, it's not for you." Who's it for then, other than you?
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Tue Jul 03, 2012 1:49 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Cortex Command: Reloaded v. 1.08
Does it really have to be permanent?
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Tue Jul 03, 2012 1:56 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
Quote: Does it really have to be permanent? Short answer, no; just reinstall CC, it's all gone and you're back to normal Quote: you aren't taking feedback at all That's not actually right. I gave CCS most of the things he asked for ( and spent quite a while thinking about what he had to say about timing, "desperate moments", etc.- that was a deep and constructive post, imo); I put power-dive back in, I'm trying to figure out a solution for prone. In short, I'm listening. We just aren't going to agree about everything, and that's just how it is. When you tell me that Vanilla's movement is "fine", I chuckle pretty loudly, just like I chuckled at the guy who wants to manually fly every Rocklet. It's obviously not "fine". AI-controlled actors can't find their way out of a wet paper bag, ACrabs get stuck on anything but flat concrete, actors self-gib in tunnels constantly, movement is so slow that sending an army across the battlefield takes forever, and that's if they don't have pathfinding problems and get stuck... etc., etc., etc., etc. If I wrote up all the stuff I thought was seriously broken in Vanilla, it'd be a long list, unfortunately. Instead, I'm just fixing it. That said, let's be non-hostile about this and put your skills and experience to work here instead of arguing Offer a patch that fixes the gameplay issues as you see them, but adheres to the goals as stated. I'm the judge of the goals; if you're not clear on a point, ask. Send me a modified actor script that fixes your gripes but doesn't break the AI's improved behavior and I'll be happy to test it and offer feedback. The Lua's very well commented and at this point it's pretty cleanly structured, so it should be a snap for an experienced modder like yourself. If you have questions, feel free to ask
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Tue Jul 03, 2012 2:19 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Cortex Command: Reloaded v. 1.08
To make the actor walk better and fly better you could probably just make everyone supper light or something.
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Tue Jul 03, 2012 2:28 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
That doesn't work, sorry. I tried that, back in January.
There are a lot of things like that just don't work because of the way the engine is set up. For example, the legs move in very hardcoded, automated ways, just like the jumpjets have a fixed angle that's hardcoded (see earlier in the thread).
If you give Actors super strong jointstrengths and speed up their running animations and push up their normaltravelspeeds, etc., etc.... they still will dig their feet into terrain a lot, get stuck on things, and generally not work correctly. Try it, it's not very difficult to do an experiment and see why I rejected it.
This is why, if you look at mods, practically everybody walks the same speed, plus / minus a few pixels a minute. All they're doing is changing offsets and sometimes adding some normaltravelspeed / push, which helps on flat ground but is a double-edged sword, because too much, and characters can't walk up slopes very well.
Look at AAL, for example: it's all done in the engine, using the code, by one of the most brilliant modders who ever did stuff here.
And... hmm... actors dig out ground with their feet, the giant robot digs itself into the ground quickly, and it is beautiful but not all that much actual fun.
I could give a hoot if things are a little bouncy but work well otherwise. It's not ideal, but I haven't found any way to get "ideal" yet, and I'll take function over form any day.
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Tue Jul 03, 2012 2:40 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Cortex Command: Reloaded v. 1.08
xenoargh wrote: actors self-gib in tunnels constantly The reason they self-gib is because of an error caused by the map-seam, IIRC.
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Tue Jul 03, 2012 2:41 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
No, it's because they ram their heads into solid concrete and the force exceeds their gibwoundlimit.
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Tue Jul 03, 2012 2:43 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Cortex Command: Reloaded v. 1.08
Miggles, calm down. He may be disregarding your advice, but he's doing so as politely as he can. There's no rule against that. It's clear that you're not going to convince him by telling him that he's doing it wrong, so it's time to step off and let the thread get back on course.
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Tue Jul 03, 2012 2:46 am |
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Kanedoom
Joined: Wed Jul 20, 2011 10:45 pm Posts: 55
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Re: Cortex Command: Reloaded v. 1.08
I am having an error. It says could not find item "Old" And that it wasn't in "C:\users\username\appdata\local\temp\Rar$dr49.096\base.rte\actors
And the same thing, but Regsplash in \base.rte\GUIs
And several more.
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Tue Jul 03, 2012 4:09 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.08
Check that you've installed the current build of B27. See the instructions in the OP Meanwhile, I'm hunting down some buggy bugs in the AI; the endless-bouncing bug in particular really needs to get fixed. Tough issue, I'll have to keep messing with things for a bit here.
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Tue Jul 03, 2012 5:08 am |
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