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 Build 21 discussion, not about the realease date 
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Joined: Mon Aug 11, 2008 6:18 am
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Post Build 21 discussion, not about the realease date
So, I was wondering if we knew if it would be very hard to convert our huge amount of build 20 mods to build 21 mods. Correct me if I'm wrong, but from what I've heard build 21 doesn't seem to have changed much from build 21(addition of sticky particles, LUA in scenes, lag becomes slo-mo instead of choppy). I don't know much about the cortex command code, but will this dramatically affect the codes for weapons/actors?

Also, From what I've heard so far, people tend to think of LUA as 'pixie dust' that will allow you to do anything from make a gun that shoots guns* to allowing you to make the game 3-d with a few keystrokes. From what I know, this is actual programming, and a lot harder than making traditional cortex command mods. I think that due to the difficulty of LUA there will be a couple exceptional mods with LUA and then a whole bunch of sub-par mods, rather than increasing the overall quality. Also, what will LUA be able to do? If we don't know, let's try to guess, or at least say what you'd like it to do.

*I know this is already possible, that is the point. :P


Sat Aug 23, 2008 3:37 am
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Post Re: Build 21 discussion, not about the realease date
Lua is spelled and capitalized like this. No exceptions. People think of Lua as "pixie dust" because they see what it could do in other games, and than exagerate its limits. That doesn't mean Lua sucks, infact it is very powerful, and could do a great amount of things in CC, but NOT create CC in 3D.


Sat Aug 23, 2008 5:13 am
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Post Re: Build 21 discussion, not about the realease date
What I'm looking forward to is scene Lua (did Data say that only the scene Lua would be released in B21? I sorta recall he did, but I'm probably making things up)

Being able to make your own campaign missions with actual AI for the computer is very exciting. For once we could actually have a 2 player duel without having 2 human players! Or we could even switch roles- Give the human player randomly spawning guys and let the computer run the base. It would really expand the game from its current state.


Sat Aug 23, 2008 5:49 am
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Post Re: Build 21 discussion, not about the realease date
Er, sorry about the Lua mis-capitalization. The idea of switching roles in a skirmish sounds amazing, that's definitely something I'd use; I've been wanting to go up against Trickster security.


Sat Aug 23, 2008 6:00 am
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Post Re: Build 21 discussion, not about the realease date
Lua is practically fairy-dust because it's a programming language that runs in realtime: i.e. you can make changes to the game code in a Lua console.

Having used Lua in multiple applications, not least coding weapons and such for GMod, I can say that it'll be a huge improvement for CC.
We could create capture the flag gamemode, for instance. A lot of people would like that, and it's fairly simple. Two items (maybe shields?) red flag, and a green flag. These are placed during bunker building. Then, Lua notes if you pick up the flag and then notes if it passes into the inventory of a special "Flag Recipent" actor (little body with arms) that can be respawned if Lua finds that it has died. Each time the flag goes into the inventory, Lua adds 1 to your score (displayed above the head of a "Score" actor as his health can be set by Lua) and removes the flag from the inventory and places it back where it started (its co-ordinates taken at the start of the game of course).

That's about 20-30 minutes work, with bugtesting. And there you have it, a gamemode, that can work perfectly well with the resources we have in CC.


Sat Aug 23, 2008 7:46 am
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Post Re: Build 21 discussion, not about the realease date
I happen to know that Lua will be the faeries' horde of treasure, since I code in it quite a bit. I've been working with it for a few months now, and it is amazing. It is a lot easier that traditional programming languages, but still gives you as much flexibility to create whatever you need.

The only thing that is stopping me from creating an amazing Lua mod for CC right now is that I don't know the entire CC-specific functions, and that I'm not sure how much Lua Data will actually give us in the end.


Sat Aug 23, 2008 8:10 am
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Post Re: Build 21 discussion, not about the realease date
I do hope he doesn't tweak the instance names like he did for some of the other builds. I know it renders pre-Build 20 mods useless for about thirty seconds, but It'd just be a nice thing to not have to trawl through the base.rte to find what's changed.


Sat Aug 23, 2008 10:08 am
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Post Re: Build 21 discussion, not about the realease date
We already CAN make a gun that shoots guns, even a gun that shoots a copy of itself


Sat Aug 23, 2008 10:47 am
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Post Re: Build 21 discussion, not about the realease date
CaveCricket48 wrote:
pixie dust.


Man am i getting tired of that saying.


Sat Aug 23, 2008 12:38 pm
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Post Re: Build 21 discussion, not about the realease date
Krumbs wrote:
CaveCricket48 wrote:
pixie dust.


Man am i getting tired of that saying.

Lua is pixie dust because like cocaine, I powder it and snort it and tell the cops it's Pixie Stix. But I digress.
There's no need to throw anyone under the bus for overusing sayings, you know.
Oh yes, I just scored ten points there.
But I'm wondering whether the registration system will be in place by B21 or not; I want it to be easier for me to switch from desktop to laptop.


Sat Aug 23, 2008 12:41 pm
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Post Re: Build 21 discussion, not about the realease date
p3lb0x wrote:
We already CAN make a gun that shoots guns, even a gun that shoots a copy of itself

Doomfrog_X,000 wrote:
*I know this is already possible, that is the point.

Image


Sat Aug 23, 2008 12:45 pm
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Post Re: Build 21 discussion, not about the realease date
Truly, that was a
3 Empty wrote:
Lua, create Internet

moment.
Also, I was just thinking- if particles that add attachments only work on actors and sticky particles only on terrain then couldn't you make a gun that fired sticky-attachment particles which would add single-pixel attachables of material x to an actor, where x is the same material the sticky particles are made of? Just a thought. Assuming, of course, that sticky materials can double-function as attachable-adding pixels.


Sat Aug 23, 2008 12:48 pm
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Post Re: Build 21 discussion, not about the realease date
CommanderCool wrote:
p3lb0x wrote:
We already CAN make a gun that shoots guns, even a gun that shoots a copy of itself

Doomfrog_X,000 wrote:
*I know this is already possible, that is the point.

HUEG PIC


Oh god lol, I missed that


Sat Aug 23, 2008 1:08 pm
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Post Re: Build 21 discussion, not about the realease date
Ohhhhh this is exciting! I'm download 21 at the moment! Dammit it's downloading slow, probably because of all the people downloading it at the moment.
I can't wait for all the new stuff, I just hope it doesn't crash / there's a lot of bugs.


Sat Aug 23, 2008 3:29 pm
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Post Re: Build 21 discussion, not about the realease date
I have a bunch of mods installed on B21 and they work fine. AAL, Darkstorm,DStech, and Unitech work. but stuff like the Grav Lander doesn't and that makes me mad. Grav lander looks like a Godly Beetle of Awesomeness,but It wont work.


Mon Aug 25, 2008 1:09 pm
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