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 New DevLog! 
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Joined: Thu Mar 06, 2008 10:54 pm
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Post Re: New DevLog!
I'm doing Algebra 1, so still, is it easy to learn?


Fri May 16, 2008 9:13 pm
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happy carebear mom
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Post Re: New DevLog!
Lua is just another (scripting?) language, if you can learn Java you can learn Lua. Most of it is knowing the correct syntax and which functions to call. Can't wait to get my hands on that code...


Fri May 16, 2008 10:18 pm
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Duh102 wrote:
Lua is just another (scripting?) language, if you can learn Java you can learn Lua. Most of it is knowing the correct syntax and which functions to call. Can't wait to get my hands on that code...

You could learn Lua hands on if you have G-mod.


Sat May 17, 2008 12:01 am
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sorry...........gmod?
please explain


Sat May 17, 2008 12:08 am
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REAL AMERICAN HERO
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Gmod is Garry's Mod, a shareware modification to the Source Engine (see half life 2). It features extensive modding, and uses Lua scripting.

However, GMod Lua is somewhat customized for Garry's Mod, and some techniques would not transfer over the lost dimension (Gmod is 3d, CC is 2d).

It's worth looking in to, but it's not worth buying it just to learn to mod CC.


Sat May 17, 2008 12:16 am
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Post Re: Portals!
venn177 wrote:
I can orgasm now, or wait until it comes out.

I'd say 'that's what she said,' but it seems a little redundant.
But seriously, does this mean that we could add any kind of wound to an actor? Because if so, healing is easy.


Sat May 17, 2008 3:16 am
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Post Re: New DevLog!
ROPES


Sat May 17, 2008 7:03 am
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Post Re: New DevLog!
Lua support is great news. It will certainly spice things up and let modders realize their most imaginative mods :) (I really hope so).

*hands Lua 5.1 Reference Manual link for The Mind* http://www.lua.org/manual/5.1/

You might want to take a look at that :)

I have some questions though.
1. Will Cortex Command support the full functionality of Lua? (Not necessarily including all file operations, it's understandable if they are left out for security reasons, for ex. preventing deletion of user's files)
2. Can we first write script files outside the game and then run them from the console?
3. Can we attach scripts to game object, like weapons and their projectiles, actors and vehicles?


Sat May 17, 2008 1:46 pm
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Post Re: New DevLog!
ScifiSpirit:

1. No idea.
2. Yes
3. Yes


Sat May 17, 2008 3:15 pm
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Post Re: New DevLog!
Thx, SciFi :grin: this should help me a lot


Sat May 17, 2008 3:16 pm
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Post Re: New DevLog!
That's great, thanks Grif.

You're welcome The Mind, and if you seriously are going to start learning Lua, the reference manual is just that, a reference manual. Here are a bunch of tutorials too. Books are probably the best to learn from though.

Introduction: http://lua-users.org/wiki/LuaTutorial
Tutorial directory: http://lua-users.org/wiki/TutorialDirectory

But we don't still know how much we can do with Lua. Still, learning can't hurt. Reading a few tutorials and browsing the reference manual will probably give a jumpstart for modding once we get the new build :) We would still need to learn the games' functions too though.


Sat May 17, 2008 5:57 pm
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I don't know about you guys, but if Data doesn't fix the mining issue in this build I'll KILL HIM!
He forgot about it last build, so we're still stuck with the AI attempting to mine the ceiling.
Once he does that, I'm happy.

Lua = yeah, cool.
fixing mining glitch = WOOO!


Thu May 22, 2008 10:33 am
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Post Re: New DevLog!
New DEVLOG POST.
Play magazine review w/ Data.
And Plans on CC.




The coolest part of the scan:
When data mentioned you can put brains in place of robot heads.


Thu May 22, 2008 12:29 pm
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Post Re: New DevLog!
Exalion wrote:
I don't know about you guys, but if Data doesn't fix the mining issue in this build I'll KILL HIM!
He forgot about it last build, so we're still stuck with the AI attempting to mine the ceiling.
Once he does that, I'm happy.

Lua = yeah, cool.
fixing mining glitch = WOOO!


If WE'LL be able to make AI modes with scripting, then I'm pretty sure he'll at least fix his own.


Thu May 22, 2008 1:19 pm
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Post Re: New DevLog!
Azukki wrote:
Exalion wrote:
I don't know about you guys, but if Data doesn't fix the mining issue in this build I'll KILL HIM!
He forgot about it last build, so we're still stuck with the AI attempting to mine the ceiling.
Once he does that, I'm happy.

Lua = yeah, cool.
fixing mining glitch = WOOO!


If WE'LL be able to make AI modes with scripting, then I'm pretty sure he'll at least fix his own.


Probably, and even if he doesn't, someone surely will if it will be possible. So no worries :)

And the new devlog was interesting read. I'm wondering what Data meant by this: "You'll have to establish mining bases to gain income each turn, and you'll have to gamble a certain amount of money for each mission you try. The amount you choose is how much you'll have available on the ground."

Sounds cool, but might this mean there'll be no mining? Hmm probably it only means starting funds and you'll gain more by digging, i hope.

"If you fail the mission, that money is lost and you can try again until your total funds are out, and then it's game over."

And does this mean that you can't gain any more funds in the turn-based strategic phase? Or could you advance turns and wait until you get more funds? You should be able to save the game in campaign in my opinion. And if you run out of funds you could just load. So why should there be any game over's at all? Unless you lose all your territory in strategic phase, that would be a good game over. I hope it's possible for the player to lose his territory as well. Which gets us to the next thing....

"Each turn you'll get to choose between a few different options of where on the planet you want to go next."

So is the player the only one on the offense? Or can the enemy factions move aswell, showing on your screen that they are about to move to your territory? You could then choose to move in to defend, or ignore and leave it for the enemy, attacking another area. Then there would be 2 possibilities how the game could handle it: You could lose your territory right away, or if the game idea is that all areas always have troops, you would play both a defense and attack game on different areas. But then i don't know what good intercepting enemy forces would do. Perhaps give you more troops in the beginning of the battle?

Data did say in the interview he's not going for anything that complex that you could tax others for using your areas, but simple defending in addition to attacking would spice up the game nicely. But if not, it's good that the game is at least non-linear.


Thu May 22, 2008 2:35 pm
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