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 B23 Bugs, report the minor annoying things here. 
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Post Re: B23 Bugs, report the minor annoying things here.
That one from AAL has floating crap.


Fri May 15, 2009 4:44 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Ant Hill is ♥♥♥♥' awesome, just need to fix the floating gold and it's perfect.
I like the flat zones as well.
I don't like the maps where bunkers have been built already, because it's something anyone could do.
Except that station one, that one's awesome.


Fri May 15, 2009 4:52 pm
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Post Re: B23 Bugs, report the minor annoying things here.
of all the fire based weapons that continue to burn, half of them just sort of make actors float, or don't do any damage, even though they emit particles that are supposed to, and they lag like mad compared to everything else in vanilla content.

(Opinion, the dreadnought gun's firepower is fine, it just needs maybe 10 degrees more room to aim. other than that they need to not break as easily. Not sure what saying the dreadnought and its gun being to weak was supposed to actually mean)

Laser rifle, I've waited a build or 2 so I'll say it. The gun itself breaks way to damn easy, and it got nerfed, which really irks me because it was one of my favorites. double the clip size and the cost, and change the gibimpulse/gibwoundlimits so that its not made of candycorn please. (the candycorn thing is a complaint I've sort of saved since it came out cause I didn't want to complain to much, but on that note if you want to know all the problems)

The Browncoats:
First, they don't seem much harder to kill than coalition guys. Rather than 200 and what 260? why not make them 160 and 210 or something if you don't make them much stronger. If you lower the costs and beef up the dreadnought I'd be perfectly content with this.

If you don't want to change the price, they need to be stronger in general. the armor is nice but there super soldiers, without the armor they should still be stronger than coalition without armor. much stronger. a browncoat with no armor for whatever reason, should still be able to survive more than the coalition light, purely because, its a SUPER SOLDIER. That implies that compared to the coalition, the body itself is stronger, faster, and smarter, than anything else that isn't a machine, and right now they just aren't super in any way, there sort of just covered in a layer of foam-rubber.

second, they have NO weapons at all, based on the way they look, I'd honestly just incorporate them into the ronins, after all they look pretty damn nice with the rocket propelled chainsaws. the heavy browncoat also looks nice with the laser rifle and other high-tech weapons, but thats mostly because of the white outfit which makes me think of the more advanced combine in halflife 2 when your in the citadel.

why do we have materials like Lunar Earth? none of the maps use it do they? none of the actors, armors, weapons or bullets. this is something thats bugged me since I first started CC. I always just assumed it was a placeholder until we got more maps. well, we have like a bagillion new maps and... it still isnt used.

add a lunar map? make some weird alien clay bomb made of lunar rocks? Its still just a placeholder, 10+ builds later. I can understand going 3-5 builds of inluding unused materials, but for 10 builds, thats for materials 19-47 undefined kind of stuff. its really a REALLY minor thing. honestly I'm probably gonna make a lunar map purely because of this. and it probably won't work as well as the existing maps, but whatever.

the train is map Dependant. Unless you use one of the humongous maps and place it ahead of time, the train is useless. granted last build I made an unreleased mod that was just a flying bunker module that weight 20,000 and moved at about vel 60 to keep the map clean, but I didn't release it because it always ended up drifting up or down. the train does that without all the bugs, but it only does it on one map. Maybe make the train check for the height of the terrain, rather than a fixed value? thats a ton of work so its not like its needed, especially if its not very often used, but its one of those annoying things like "oh this is only used once, we don't care if its buggy, you'll never see it again" in so many games now.



I'm sorry for the wall of complaints, there just that complaints. I still love this build to death I spent a full day doing nothing but playing this and jumping on the forums to check things while I had lunch/dinner. thats how awesome it is. its just awesome with some guy poking me in the eye with a pointy stick every few minutes, but still to awesome to notice for the first few hours.


Fri May 15, 2009 6:53 pm
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Post Re: B23 Bugs, report the minor annoying things here.
The train is supposed to be an extra object for one level. If we need it for other levels, it will be modified to do that. Recall that some maps will need it higher than others and so an automatic detection is clunkier than just changing the variable on the train's file.


Fri May 15, 2009 7:31 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Can you make the train more durable?
In my opinion only 30 napalm bombs should be able to destroy it.

OR, it should respawn.
that'd be so sweet.


Fri May 15, 2009 7:46 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Oh ya, just remembered, the Browncoat brain bot's health shouldn't be hurt at all unless it's hit in the chest, since that's where the brain is. If it gets hit in the leg and the leg gets blown off, the health shouldn't go down, you should just have one less leg, and so on and so forth, until it's just a chest with a jet pack. I'm not sure if you can actually do that, but apparently with LUA, anything is possible


Fri May 15, 2009 8:24 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Tomaster wrote:
Oh ya, just remembered, the Browncoat brain bot's health shouldn't be hurt at all unless it's hit in the chest, since that's where the brain is. If it gets hit in the leg and the leg gets blown off, the health shouldn't go down, you should just have one less leg, and so on and so forth, until it's just a chest with a jet pack. I'm not sure if you can actually do that, but apparently with LUA, anything is possible


1. Lua.
2. You can do that without lua jesus ♥♥♥♥ christ kids.

THIS IS AN OFFICIAL PUBLIC SERVICE ANNOUNCEMENT NOT EVERYTHING REQUIRES LUA STOP THINKING IT DOES.


Fri May 15, 2009 8:26 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Grif wrote:
Tomaster wrote:
Oh ya, just remembered, the Browncoat brain bot's health shouldn't be hurt at all unless it's hit in the chest, since that's where the brain is. If it gets hit in the leg and the leg gets blown off, the health shouldn't go down, you should just have one less leg, and so on and so forth, until it's just a chest with a jet pack. I'm not sure if you can actually do that, but apparently with LUA, anything is possible


1. Lua.
2. You can do that without lua jesus ♥♥♥♥ christ kids.

THIS IS AN OFFICIAL PUBLIC SERVICE ANNOUNCEMENT NOT EVERYTHING REQUIRES LUA STOP THINKING IT DOES.

Calm down Grif, I'm not a coder, and I wasn't specifically saying that Lua was needed, just that you could use it.


Fri May 15, 2009 8:39 pm
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Post Re: B23 Bugs, report the minor annoying things here.
TheLastBanana wrote:
The train is supposed to be an extra object for one level. If we need it for other levels, it will be modified to do that. Recall that some maps will need it higher than others and so an automatic detection is clunkier than just changing the variable on the train's file.


I am sorry in advance if this seems rude.

If its only going on a straight line, make it check its STARTING HEIGHT, and make it use THAT hight, which means you can place it on ANY map at ANY hight, and it will use THAT hight, and if you buy it, it will just bloop-go back and give you your money back because it wouldn't work, With lua, you could also probably make it orient the 'height' to a line parallel with itself, meaning, you add rotation, so it starts at a 45 degree angle, IT WILL MOVE ON A 45 DEGREE SLOPE!... Technically if you placed that upsidedown it would work, but the aemitters would be on the wrong side, but thats not the point.

If you do it this way, You can re-use the SAME object in 15 different maps rather than having 15 objects for 15 maps.


Fri May 15, 2009 9:41 pm
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Post Re: B23 Bugs, report the minor annoying things here.
AI don't use the minigun/gattling gun properly. They spin it for a split second.


Fri May 15, 2009 11:03 pm
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Post Re: B23 Bugs, report the minor annoying things here.
Miles, let me explain why I'm not going with that reasoning.
Let's say you have a level with a large pit in the middle and otherwise flat terrain. However, the person designing the map has a bridge in the background that people can walk through but the train is supposed to be hovering over, for effect. The train will go flying down the slope in a way that they don't want.
Also, take a look at the station level. It has pieces of the bunker that are slightly higher than the ground - this would make strange bumping motions for the train.
For the way that it is intended to work within the maps that are currently in the game (there only being one), a preset height is enough, and it can be changed from level to level. If somebody else wants to make a mod with the train in it, they can just change the script. Why should I bother to include something in the game that is useless in the game and only useful for outside modders?

And yeah, I'm noticing that with the miniguns. I'll get that ticketed ASAP.


Fri May 15, 2009 11:08 pm
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Post Re: B23 Bugs, report the minor annoying things here.
TheLastBanana wrote:
Miles, let me explain why I'm not going with that reasoning.
Let's say you have a level with a large pit in the middle and otherwise flat terrain. However, the person designing the map has a bridge in the background that people can walk through but the train is supposed to be hovering over, for effect. The train will go flying down the slope in a way that they don't want.
Also, take a look at the station level. It has pieces of the bunker that are slightly higher than the ground - this would make strange bumping motions for the train.
For the way that it is intended to work within the maps that are currently in the game (there only being one), a preset height is enough, and it can be changed from level to level. If somebody else wants to make a mod with the train in it, they can just change the script. Why should I bother to include something in the game that is useless in the game and only useful for outside modders?

And yeah, I'm noticing that with the miniguns. I'll get that ticketed ASAP.



you apparently did not read my post. Congratulations.

If it checks the starting height of the train when it is placed on the map, and designates THAT as the fixed height, it will fly in a perfect line, even over holes, and pits, just as you said. You might be on dev staff, but noone is infallible.


Sat May 16, 2009 12:12 am
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Post Re: B23 Bugs, report the minor annoying things here.
Miles_T3hR4t wrote:
With lua, you could also probably make it orient the 'height' to a line parallel with itself, meaning, you add rotation, so it starts at a 45 degree angle, IT WILL MOVE ON A 45 DEGREE SLOPE!

Guess you didn't read your own post. Congratulations!
And yes, it can orient to one level depending on where the ground is when it first spawns. What if somebody wants it to hover lower than that? Or higher than that? I know! They could just change the variable! Oh wait, that's already how they do it.


Sat May 16, 2009 12:28 am
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Post Re: B23 Bugs, report the minor annoying things here.
TheLastBanana wrote:
Miles_T3hR4t wrote:
With lua, you could also probably make it orient the 'height' to a line parallel with itself, meaning, you add rotation, so it starts at a 45 degree angle, IT WILL MOVE ON A 45 DEGREE SLOPE!

Guess you didn't read your own post. Congratulations!
And yes, it can orient to one level depending on where the ground is when it first spawns. What if somebody wants it to hover lower than that? Or higher than that? I know! They could just change the variable! Oh wait, that's already how they do it.


Angle and height on placement. If people have to make a new object and a new lua file for ONE variable, the number of .ini and .lua files will just go up and up, and filesizes will be retardedly high for no reason other than laziness.

Thats my problem.


Sat May 16, 2009 2:09 am
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Post Re: B23 Bugs, report the minor annoying things here.
Miles, are you really concerned with file sizes when text by nature takes up far less space than sprite and sound files that really take up the most room? Oh, and text besides this has just about the best data compression ratio of these files. Please stop arguing for arguments sake.


Sat May 16, 2009 3:16 am
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