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 So yeah, Build 23's up. 
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Post Re: So yeah, Build 23's up.
war_man333 wrote:
Miles, it sounds like you have alot of problems but uh...
"One of the maps has so much space and so many things on it that my brain randomly explodes"

Yeah this is the only thing I can agree with, I had that new fat coalition brain actor, and suddenly he just exploded.
I was like "what the fuc.kin' hell"

I actually forgot about this, I was on the concrete pit map with just the coalition brain actor and a mauler, and after about 5 minutes his torso exploded, it didn't make any sense. Also I love that map, I swear it should be a 4 player free-for-all map for just brain actors, and add lua to drop weapons from the sky. Its freaking smash brothers. I never actually thought of doing anything like that until this map.

TheLastBanana wrote:
1. You move it next to an actor that has less than 100 health. If it isn't working, that's odd, because it seems to be working for a lot of people here. Do you have the Mac build or Windows build?

PC Build, also I apparently either A) didn't get it close enough, B) was to impatient, or C) somethings just wrong with my PC.

TheLastBanana wrote:
2. Dreadnought must not have been beefed up when we went through to fix things. We'll have to go over it again. Remember that this build is still a WIP, so not everything was finely-tuned yet.
Dreadnoughts are currently only good for base defense if everything gets funneled within there range of fire only, and then there almost unbeatable. I always thought a dreadnought should be tougher than any AHuman, currently including the browncoats. I'm gonna try to wait a build or 2 to bicker about balance of new units balance though.

TheLastBanana wrote:
3.
A) This build was intended for PAX 10. To avoid having a bunch of maps with floating gold (as that still needs to be fixed) numgun removed the gold from some maps. It's just so it doesn't look as glitchy, and as soon as the randomly-placed debris algorithm is fixed to accommodate it, it will be back.

That makes sense now, but... whats PAX 10? I think I missed something. also I kind of thought gold sticking up out of the ground was cool, as long as it didn't float. you could always just add a background layer to the gold so that it looks like it already got dug up or something...? (like the supports for the floating terrain in some of the new maps.

TheLastBanana wrote:
B) Again, for PAX 10, they're supposed to be jump-in-and-play type maps. If you don't want to have a pre-placed brain, then go on maps that have only terrain and no bunker modules. All the other maps are exactly the same but with bunker modules.
again, PAX 10, I'm lost.
TheLastBanana wrote:
C) Other than the train once I haven't encountered any problems. I'm considering making it smaller.
D) Which one? I haven't had it happen yet.

Right off the top of my head, the train map. I placed a dummy turret in every 'sniper nest' in my base, and nothing elsewhere. As soon as I started, one of the turrets gibbed instantly, in 1 minute, they all gibed, and noone was shooting yet, and then in about 5 minutes, my brain exploded. Noone got into my brain.

I'm pretty sure that the problem for this is my computer. I have a great video card but thats worthless with sprites, which makes me rely on my oh so low 512 MB ram, and whatever VRMem I set (currently 2GB...)

I need A) Memory modules or just B) a new F-ing computer. maybe even a new harddrive. but unless I get a fantastic job, i wont be able to afford a new machine for nearly a year, and... vista T_T. might as well buy a mac... not that I'll know how to use the thing.

TheLastBanana wrote:
E) That's due to XWrap problems, actually. Those are yet to be fixed Unless you mean concrete pit. That one is probably leaving anyway.

I like concrete pit, as long as the brain is against the wall the spawns are perfectly fine, and I love that map, its like smash brothers. it just needs lua spawns instead.

TheLastBanana wrote:
F) If by nothing you mean you can't get into, you're not supposed to. It's just there for the coolness of running stuff over and exploding. I have never had the problem with it freezing and as far as I know nobody else has. The timers it is on have nothing to do with it. If they do, then just delete CC right now because it only uses 2 and most things will.

Appart from the problems I have with it, the AI always seems to just LAND on it, rockets crash into it, and it gibs, also for some reason if I try to get someone to jump on it (assuming my game hasn't started to crash yet) I just fall through the top, out the bottom, and get embedded in the ground under it. I don't know how this happens but it just does. Its probably just my machine bugging out though, I don't have the ram for such huge maps.

TheLastBanana wrote:
4. Haven't had that yet. We'll see if it happens to someone else, until then there's not much we can do.

5. First Signs is the first mission in the game. It is not supposed to be hard. It is supposed to teach players some basic skills. Dummy Base is supposed to be piss-me-off hard. It is planned to be part of an extra set of missions that are optional but have extra items or something at the end. Maginot (please click the link if you want to understand the name) is also part of that arc. Obviously, the AI is unfinished, as it always has been. Once it is finished there will be tweaking done to get it right. In the meantime, don't expect perfection. And again with stuff making your brain explode. I have never seen this happen on Maginot; it has functions built in to stop it. The brain robot also almost never dies from falling too far any more, so I don't know what the hell you're doing with it.

First signs was to short in my opinion. it starts off fine, you get into the base and then, thats it? maybe add a minor attack of dummies or ronins or something, and have to get out of the bunker and launch, like in the zombie cave.

Dummy base is a fun map, but its one of those maps that for me things randomly gib from lag. Thankfully my brain has never exploded but I get occasional physics bugs, and sometimes my weapons just gib.

Maginot. I know the Maginot line, I just for some reason never put 2 and 2 together. That mission for me is impossible. Its near impossible for me if I abuse the way the AI works. and the things that are killing my brain with falls is because it usually either lands on some random MOSR and something gibs, or bounces, or digs into the terrain, and occasionally my brain actor gets stuck inside the terrain and gibs that way... i'm probably trying to force it through to small of a space on that one, or its just random problems with my comp. Maginot to me should be one of the last missions in game because of how absurdly difficult it was, but maybe it is just me.

One other problem I've had is a general problem that just happens to be worse in Maginot. my actors see AI, crawl, and fall off of whatever there standing on, and either A) fall to far and die B) try to fly and since there crawling fly around like a missile, C) get stuck in the ground and lose line of sight or D) get killed because they can't aim while falling, but the AI can shoot moving targets. this is the main reason I get killed on Maginot. If I was 3 people with 3 controllers I might be able to keep up, but I can't manage left, right and brain, purely because the AI tends to commit suicide.


TheLastBanana wrote:
6. Not sure.


Glad to know the Mega Crab is enjoyed. And yeah, gold dig mode doesn't work yet.


B22
ConsoleScreenRatio = 0.2
DeltaTime = 0.0166667
RealToSimCap = 0.0739091
B23
ConsoleScreenRatio = 0.4
DeltaTime = 0.0166667
RealToSimCap = 0.075

The consol screen ratio is bigger which is nice,
the real to sim cap got rounded up which I have no idea what this would mean.

As for being displayed differently on ctrl P the difference is there is 1 extra variable displayed, and most of it is displayed in MS now which is an improvement because at least now it says what the numbers are.


in short I guess the problem is CC needs a listed minimum requirements page, and my comp apparently nolonger meets this, or the huge maps get there own minimum requirements. (I do just fine on maps of X size and smaller.)


Fri May 15, 2009 6:19 pm
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Post Re: So yeah, Build 23's up.
PAX 10 = Penny Arcade Expo, big games festival (one of the biggest in America?) , about 60,000 tickets sold for the weekend event last year. Big stuff, lots of announcements and LOTS of exposure to journalists and gamers - perfect for CC.


Fri May 15, 2009 6:37 pm
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Post Re: So yeah, Build 23's up.
What is consolescreenratio?


Fri May 15, 2009 6:38 pm
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Post Re: So yeah, Build 23's up.
Funnycat wrote:
What is consolescreenratio?


when you hit ~ or / in game to open the console, it pulls down a window thingey. Console screen ratio tells it how big that window is supposed to be. 0.4 > 0.2 so the window is bigger, and thus, either can have more text, or is more legible. I haven't really fiddled with it.


Fri May 15, 2009 7:07 pm
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Post Re: So yeah, Build 23's up.
Miles, like with any other craft in the game, as it has been since the first build, you cannot stand on the train.
Your brain is exploding because the turrets have many pieces. If CC has more than 255 of certain things, glitches occur. Don't place eight million turrets and you'll be fine.
First Signs is like the tutorial. It is not supposed to be hard. As is, the tutorial is way too hard and it will be toned down.


Fri May 15, 2009 7:42 pm
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Post Re: So yeah, Build 23's up.
war_man333 wrote:
Miles, it sounds like you have alot of problems but uh...
"One of the maps has so much space and so many things on it that my brain randomly explodes"

Yeah this is the only thing I can agree with, I had that new fat coalition brain actor, and suddenly he just exploded.
I was like "what the fuc.kin' hell"


I thought I had this problem for about the first hour of playing until I realized that I forgot to re-register the game :P


Fri May 15, 2009 9:04 pm
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Post Re: So yeah, Build 23's up.
Rawtoast wrote:
war_man333 wrote:
Miles, it sounds like you have alot of problems but uh...
"One of the maps has so much space and so many things on it that my brain randomly explodes"

Yeah this is the only thing I can agree with, I had that new fat coalition brain actor, and suddenly he just exploded.
I was like "what the fuc.kin' hell"


I thought I had this problem for about the first hour of playing until I realized that I forgot to re-register the game :P


I didn't do a clean install, registration stays, I have the registered game, I'm not retarded, the problem is my computer is ♥♥♥♥, and I think a lot of the MOSRs wheren't settling, making the game hit the max objects. I didn't know entirely how that works but I do now thanks to above posts.


Fri May 15, 2009 9:34 pm
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Post Re: So yeah, Build 23's up.
a problem ive found is that if you just stand on a verticle door you will eventually fall through it, making them fairly useless. i would love to see crafts and doors to act differently when they touched actors, but that will take a lot of work.


Fri May 15, 2009 10:10 pm
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Post Re: So yeah, Build 23's up.
Yeah, they're still MOs, so it might take some fancy scripting to stop them doing that. But AI actors wouldn't know they can phase through the door, they'd still stop and shoot through it.


Fri May 15, 2009 10:13 pm
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Post Re: So yeah, Build 23's up.
TheLastBanana wrote:
...As is, the tutorial is way too hard and it will be toned down.


Are you ♥♥♥♥ kidding me? The tutorial is quite easy, and the First Signs mission is way too easy. If the mega crab didn't die so quickly from collisions, then it'd be decent, but it also is too short. Maginot is lovely how hard it is. I can beat it with some real hard work, and with what I'm given at the start. The Dummy Fortress is a nice mission, mainly because of how elaborate the fort is, but it seems like more guys should be in the beginning part, because I actually beat the whole thing with Dafred and a Ronin sniper rifle.


Fri May 15, 2009 10:18 pm
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Post Re: So yeah, Build 23's up.
not if they dont have a weapon! also the repeaters name should be switched with the blaster IMO. i can also see why it took them so damn long to release! they added alot of content to the game, rebalenced the weapons and added a ton of maps. unfortunately its not done and needs work. also to the devs, you may want to change the way gold and rocks are placed underground. it would save alot of trouble in the future.

and for alot of people first playing the game the tutorial can get pretty damn frustrated


Fri May 15, 2009 10:20 pm
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Post Re: So yeah, Build 23's up.
Prod wrote:
TheLastBanana wrote:
...As is, the tutorial is way too hard and it will be toned down.


Are you fudge kidding me? The tutorial is quite easy, and the First Signs mission is way too easy. If the mega crab didn't die so quickly from collisions, then it'd be decent, but it also is too short.


Prod did you only read that one line?
THOSE ARE THE FIRST TWO MISSIONS.
THEY ARE MEANT TO BE EASY ENOUGH TO PLAY IN YOUR SLEEP.
THEY ARE NOT FOR US PEOPLE WHO HAVE BEEN PLAYING FOR MONTHS.


Our missions are maginot and the Dummy Fort.


Fri May 15, 2009 10:49 pm
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Post Re: So yeah, Build 23's up.
metal chao wrote:
Prod wrote:
TheLastBanana wrote:
...As is, the tutorial is way too hard and it will be toned down.


Are you fudge kidding me? The tutorial is quite easy, and the First Signs mission is way too easy. If the mega crab didn't die so quickly from collisions, then it'd be decent, but it also is too short.


Prod did you only read that one line?
THOSE ARE THE FIRST TWO MISSIONS.
THEY ARE MEANT TO BE EASY ENOUGH TO PLAY IN YOUR SLEEP.
THEY ARE NOT FOR US PEOPLE WHO HAVE BEEN PLAYING FOR MONTHS.


Our missions are maginot and the Dummy Fort.


I guess that's understandable. I remember the first time I played CC... alright, that makes sense.


Fri May 15, 2009 11:01 pm
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Post Re: So yeah, Build 23's up.
Sorry if this was mentioned before ( I am too lazy to go through this whole thread), but does anyone know what the whitebot thing is supposed to be? Its completely empty of sprites and such.


Fri May 15, 2009 11:02 pm
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Post Re: So yeah, Build 23's up.
A placeholder because the build was released suddenly.


Fri May 15, 2009 11:04 pm
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