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 Build 18 discussion topic. 
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Joined: Sun May 06, 2007 9:26 pm
Posts: 41
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Post Re: Build 18 discussion topic.
it is in the base.rte in the ativities.ini

Code:
AddActivity = GABaseDefense
   InstanceName = Default Activity
   SceneName = Physics Test
   TeamCount = 2
   PlayerCount = 1
   TeamOfPlayer1 = 0
   FundsOfTeam1 = 1500 //change this if you want more funds
   CPUTeam = 1
   Difficulty = 3
   SpawnIntervalEasiest = 25000
   SpawnIntervalHardest = 7000


Also in the same folder you can change who/what spawns on the opposite AI team.

But I wouldn't recommend that if you don't know what you're doing.


Thu Aug 30, 2007 5:51 pm
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Joined: Sat Oct 14, 2006 11:35 pm
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Post Re: Build 18 discussion topic.
Please, Data,
tell us how to add glow to other weapons. I've tried a lot of stuff but it never works.


Thu Aug 30, 2007 6:05 pm
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Build 18 discussion topic.
that didn't work it just stayed the same even though I changed it


Thu Aug 30, 2007 6:09 pm
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Joined: Mon Jun 18, 2007 12:38 am
Posts: 18
Location: Michigan
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Post Re: Build 18 discussion topic.
metal chao wrote:
ChJees wrote:
Well, i noticed that some sprites are looking strange too :P. (The Pokeman mod that some penguin are making in this forum. The ! are looking strange there :P.)

And meanwhile Data is looking here anyway, how much is done on the AI :P?


Yeah, my astonish SFX are messed up.
And I finished it just as B18 came out D:

Also the imp actor from the demon pack, one of my favourites, have those lines for the head and body.
Possibly because they're totally transparent?

I figured out this problem, easy to fix. The problem is because the things were made with out the palette. What to do to fix it is either import the palette, or copy palette.bmp, paste into the folder you are trying to fix, open the palette in the folder, and the gun you want to fix; make the palette have the same canvas size as what you are fixing, open the weapon you are fixing and copy the gun. Paste the gun into the palette, rename the palette to what the other gun was called, and now it should work... Sorry if that was confusing...


Thu Aug 30, 2007 6:14 pm
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Joined: Sun May 06, 2007 9:26 pm
Posts: 41
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Post Re: Build 18 discussion topic.
To whoever wants to make stuff glow
I'll help you guys out.

This is to make stuff glow blue.

R = 220
G = 250
B = 240

This is to make it glow yellow

R = 255
G = 255
B = 159

Note: This is in RBG. You use this for trail colors/bullet color


OR

If you want to color a sprite to make it glow just go in to X:\\Cortex Command\Base.rte\Effects\Pyro\ and just use the colors of the flames to color your sprites.


Edit: To the person who wants changing the funds: your doing something wrong.


Thu Aug 30, 2007 6:38 pm
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Joined: Mon Jun 18, 2007 8:03 pm
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Post Re: Build 18 discussion topic.
i got super crashing. like 10 seconds of game, then crash. its annoying. tried re-downloading.


Thu Aug 30, 2007 7:42 pm
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Post What this game needs
Ok, I love the idea of this game, I don't love the exicution. It's one of those games that has the possibility to leave a lot of fun memories in your head, like jumping on an enemy dropship with my guy and shooting out the engine to kill the enemy reinforcements.

What I don't like is the complicated and tedious interface for a game with so little buttons. I will admit you guys improved this a lot since the last build I played, especially nice on the circle round smexy menu... but this still had a good deal of problems. For one, I can't seem to arm my guys with a gun while in the setting up stage. You'd think if I placed a gun where my guy was, my guy would get the gun, but it just drops by him and I have to cycle through my men telling them to pick up the guns I dropped.

That leads me to another problem, cycling through men. Can I get a global menu so that I can, say, manage all my men's AI with a single press of a different menu button? Call it the global menu and make the other one the local menu.

And then there comes in the world stuff... I saw a piece labeled door but I can't seem to shut it or do door stuff with it. My brain's chamber also seems to have a door on it but I've never seen it close before. Working doors would add a lot to this game, at least, I think so.

Direction you fire is for some reason still the direction you move. You made look and move 2 separate things but on my control pad, I need to hold down my look button to keep looking forwards while moving backwards. I would like it to lock in where I look.

Previews of my ship for some reason have physical properties. I actually accidently killed a few units in build mode cause I would scroll over the drop ships and have the engines hurt my units and the ground around it. I thought during build mode, time was like, stopped... apparently not cause my dropship I placed went around killing my forces after being placed.

Finally, this isn't actually a problem, this is more a request: non flying vehicles.

Thanks for reading through my rant, if any of this already does exsist, please kindly tell me so.

(I would also say the abuility to save a line up before I launch into battle, but there's a button for that so I assume it's being worked on)


Thu Aug 30, 2007 7:51 pm
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Post Re: Build 18 discussion topic.
Please keep in mind that these are being released as pre-beta Test Builds.

This game is not even remotely close to a complete release. Half the stuff you want has yet to be implemented, but is planned in later releases or the final retail version.

Seriously, please just be patient for new features.


Thu Aug 30, 2007 8:00 pm
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Joined: Sun Jan 07, 2007 6:46 pm
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Post Re: Build 18 discussion topic.
TrouserDemon wrote:
I have a question. How do you change the starting gold in Build 18?
I checked just about every .ini file in the game but I couldn't find it.


FundsOfTeam1 = 999999

Replace that with the current one, but you have to do it for every scene...


Thu Aug 30, 2007 8:07 pm
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Build 18 discussion topic.
on experimentation, I find that what you suggested does change the starting gold in 1 player.
so, my new question is, how do you change the starting gold in TWO player mode?


Thu Aug 30, 2007 8:12 pm
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Post Re: Build 18 discussion topic.
Two odd errors : one is with the 'turret' actors made by P. Thor. If the precision placement button is depressed during the scene editor, it opens fire on any actors it sees - ally or enemy. Real annoying; it tends to target the last turret that was placed :D.

The second error, and much more pressing, is that for some reason or another every clone or dropship spawned on the map (by the AI) is on Green team (at the same time that I am). What's up with that ?


Thu Aug 30, 2007 8:17 pm
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Post Re: Build 18 discussion topic.
ProjektTHOR wrote:
Please keep in mind that these are being released as pre-beta Test Builds.

This game is not even remotely close to a complete release. Half the stuff you want has yet to be implemented, but is planned in later releases or the final retail version.

Seriously, please just be patient for new features.

Just saying what's on my mind for this game. It's not fun having the same thing posted over and over again, but it's less fun when the full game comes out and some poeple didn't get a feature that could have bene in, had asked for :P


Thu Aug 30, 2007 8:24 pm
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Post Re: Build 18 discussion topic.
The first thing I noticed was the custom base building. Interesting idea, but it's far too easy to place your base all the way at the bottom of the map, with no way in other than digging all the way down. You could counter this by using a weapon with extreme sharpness so as to pierce through all that terrain and through the brain, but that would make it far too easy. Maybe you could have a flag/boolean/whatever that forces players to have an open entrance to the base, though there's no limit on how convoluted the path to the brain would be.

It also reminds me of something else-we need doors. Maybe it could be done with a custom actor, but it would be preferable to have them operate automatically in the presence of friendly actors.

Next was the new pie menu. I find it annoying to use, because I have to bring up the menu, hold the key/stick/mouse/whatever in a certain direction, let go of the menu button, and THEN it does whatever the action is. It's much more convoluted in the heat of battle, when you're trying to cycle through a clone's inventory, pick up stuff, drop what you don't need, etc. Sure, have it as an option for those who do like it, but have the old inventory system still intact for those like me who like it that way.

The dropship thruster issue in base-building mode has probably been mentioned already. I'm just repeating it for further emphasis.

Finally, it seems the AI hasn't improved too much since the Build 10 days. Is it possible to make them acquire targets faster, and perhaps shoot AND move AT THE SAME TIME? (Or maybe you can work out some sort of online multiplayer mode where each actor is a human player, therefore bypassing the AI issue...but what about smacktards who destroy their own team's brain, or those players who don't always have access to the Internet and got the game through Internet-connected friends?)

Oh, and whoever thought up the idea of having a button bring up an entire list of actors so that you don't have to use the left-actor and right-actor buttons so much is a GENIUS! It could be done either as a seperate button, or by pressing both left-actor and right-actor buttons combined, like you would bring up the buy menu in the old days. (As for bringing up the buy menu with this new scheme in place, when you have the brain selected, just hit the inventory/pie menu button, and bring it up without having to do anything else. Or bind it to a seperate button. The more options that let me access it faster, the better.)


Thu Aug 30, 2007 11:30 pm
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Joined: Tue Apr 10, 2007 10:32 pm
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Post Re: Build 18 discussion topic.
NamelessPlayer wrote:
The first thing I noticed was the custom base building. Interesting idea, but it's far too easy to place your base all the way at the bottom of the map, with no way in other than digging all the way down.

Perhaps bunker modules should cost more based on how deep they're placed?


Fri Aug 31, 2007 12:26 am
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Joined: Tue Oct 24, 2006 10:07 pm
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Location: ☼The Infinite World☼
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Post Re: Build 18 discussion topic.
cambiogris wrote:
Image

O.O How did that happen?


Fri Aug 31, 2007 1:55 am
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