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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: So yeah, Build 23's up.
It's empty because they haven't developed anything yet. But they put it there I guess to show everyone that there will be these guys.
QUESTION: How do I set up the conveyors in skirmish? I don't really get it.
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Fri May 15, 2009 11:05 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: So yeah, Build 23's up.
All righty, let me explain the MOID system. An MOID is attributed to anything beyond a particle. MOPixels don't count, MOSRotatings don't count and MOSParticles don't count. Anything beyond that gets its own ID. Let's say you have an actor with the bare minimum: a head, a torso, two legs and two arms. This equates to 6 MOs. Now add a helmet and a chest plate and a single gun. This is now 9 MOs for one actor. The Dummy turret has a lot of pieces (10). Not sure why, I'll take a look into it. However, placing that many dummy turrets adds up. Now, CC can only support up to 255 of these. Once it goes beyond that, MOIDs start confusing each other. This means if a grenade is set to explode, your brain might instead. Data has said he may double this limit in the future. In the meantime, that problem is always going to exist. All of the missions have countermeasures against this - if there are more than 240 MOIDs in play, enemies will stop spawning. Nonetheless, it is still not entirely avoidable. There is currently no way to cap off how many MOIDs a player purchases. So, if you buy a complicated actor with a lot of weapons, glitches can occur. For now, I can't really say much other than avoid it.
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Fri May 15, 2009 11:18 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: So yeah, Build 23's up.
TheLastBanana wrote: All righty, let me explain the MOID system. An MOID is attributed to anything beyond a particle. MOPixels don't count, MOSRotatings don't count and MOSParticles don't count. Anything beyond that gets its own ID. Let's say you have an actor with the bare minimum: a head, a torso, two legs and two arms. This equates to 6 MOs. Now add a helmet and a chest plate and a single gun. This is now 9 MOs for one actor. The Dummy turret has a lot of pieces (10). Not sure why, I'll take a look into it. However, placing that many dummy turrets adds up. Now, CC can only support up to 255 of these. Once it goes beyond that, MOIDs start confusing each other. This means if a grenade is set to explode, your brain might instead. Data has said he may double this limit in the future. In the meantime, that problem is always going to exist. All of the missions have countermeasures against this - if there are more than 240 MOIDs in play, enemies will stop spawning. Nonetheless, it is still not entirely avoidable. There is currently no way to cap off how many MOIDs a player purchases. So, if you buy a complicated actor with a lot of weapons, glitches can occur. For now, I can't really say much other than avoid it. you just contradicted yourself. TheLastBanana wrote: Let's say you have an actor with the bare minimum: a head, a torso, two legs and two arms. This equates to 6 MOs. Now add a helmet and a chest plate and a single gun. This is now 9 MOs for one actor. TheLastBanana wrote: MOPixels don't count, MOSRotatings don't count and MOSParticles don't count. Anything beyond that gets its own ID. All parts of the body can be a copy of an MOSRotating, and therefor the actor, with all '9' mo's would therefor only constitute 2 MOID's, the actor in its entirety (since all the parts are non-MOID) and the gun, because its a Held Device. which means you should be able to have, on 255 MOID Limit, 127 actors with 1 gun each, without error, regardless of components, so long as the compoinents are MOSRs, (Attachables, and limbs are just MOSRs, with limbgroup/attach vectors added, aren't they? If I am wrong I am sorry. Honestly in B22 I would have 40+ actors on a map, with only 1 weapon that would still be what, 360 MOID's which the MOID limit is 255, which is in settings.ini I thought, along with max held devices. at leas I think, I haven't checked for that, I don't really edit settings. But anyway, now in B23, I can barely handle 12 actors with 1 gun each) What we need is a table of every class with "is MOID?" "Can attach" "can be AEmitter" "Can be CopyOf X" checkbox.
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Sat May 16, 2009 12:24 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: So yeah, Build 23's up.
Miles_T3hR4t wrote: 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 I didn't do a clean install, registration stays, I have the registered game, I'm not retarded, the problem is my computer is crap, 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. I wasn't saying that's what you did. Just a little anecdote.
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Sat May 16, 2009 12:32 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: So yeah, Build 23's up.
Why are you even bothering to argue with somebody who has contacted the developer of the game on this subject and actually works for him? In order to have a properly functioning actor, the parts have to be legs or arms. In order to attach, they must be attachables. So, if you would like an actor that is a stub and simply sits there being useless, you go right on ahead and make all those pieces MOSRotatings. They will do nothing. Also, max MOIDs is not in Settings.ini. That's max MOs before things become terrain, which is to avoid these problems. How your computer is somehow making the limit smaller, I couldn't tell you. Numgun has half a gig of RAM and this hasn't happened to him as far as I know, so you must have some very special computer.
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Sat May 16, 2009 12:33 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: So yeah, Build 23's up.
arguing with a dev about the game, good plan! it would be cool to have dynamic attachables, so we could do things like crushing claws, chains, hinges and lots of other fun stuff.
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Sat May 16, 2009 1:09 am |
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Kilgannon
Joined: Tue Dec 30, 2008 4:31 am Posts: 113
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Re: So yeah, Build 23's up.
Rawtoast wrote: Kilgannon wrote: Great, really great, but I wish Data would have spent some time fixing the simple bugs. For instance, in multiplayer, when aiming with the mouse, if someone on a game pad moves the mouse user will be knocked out of sharp aim. Also, the whole friendly fire thing. I love the new bunker systems, especially, though. Um, what's "the whole friendly fire thing"? Is that a problem? The AI keeps shooting me because an enemy is on the other side of me. It's irritating to say the least.
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Sat May 16, 2009 1:27 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: So yeah, Build 23's up.
I agree with Kilgannon, that is irritating. Does anyone want to answer my conveyor question?
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Sat May 16, 2009 1:37 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: So yeah, Build 23's up.
TheLastBanana wrote: max MOIDs is not in Settings.ini. That's max MOs before things become terrain, which is to avoid these problems. How your computer is somehow making the limit smaller, I couldn't tell you. Numgun has half a gig of RAM and this hasn't happened to him as far as I know, so you must have some very special computer. My computer is as follows 3300+ AMD Athlon 64 Proc, 512 MB pc3200 DDR SDRAM (2.41 GHz). other than that I'm not sure. i'm running windows XP SP 2. I do not know why I have as many problems with CC at this point. The only thing I have running is avast, and thats with everything turned off. That said does anyone know if any of my hardware is somehow incompatible with CC? thats the only reason I can think of, I mean damn, if numgun can make some of the lag-tastic bombs he has with the same hardware, I have no idea whats wrong with my machine. Also on topic, Tutorial mission is, as far as noobs are concerned way to hard, however, the crab mission is, As I believe I said before, way to SHORT. It wasn't hard really, even with how retardedly strong the huge crab is. Someone use the turbo digger on it, you'll see what I mean. but anyway, After you get in the bunker you should have to get out, with an attack, if its one of the first missions, make it Gordon with the peacemaker in a crate that falls, just to make it interesting. and yes, Dummy assualt is a bad map. It's fun, and its HUGE, (and lags my machine like mad) but it is still fun. just change the bunker-modules used and make it look nice, maybe fix up some of the more ridiculous rooms and it's fine. Maginot is fun, but is so epic it feels like a final level, like there should be some triggered cutscene and a bossfight against some super-dummy. Also I have one complaint about content. All of the content added this build has been done before. Browncoats are CRobos only nerfed to Vanilla content level, the Drone thingey was a mod someone made, the Rocket proppeled chainsaw, I still have the mod someone made of that. It didn't work as well but it's been done. homing missiles where done before. As far as I'm concerned, the content is cool, but its nothing new, Meanwhile, there are aliens and crap in the intro, that we have been promised. Where are our damn aliens? many of them are humanoid or crabs. Next build, add a few aliens, some alien weapons, give the browncoats a few weapons, fill in the whitebots. fix the existing maps that are broke. Most of these things are content issues, and honestly a patch could be made in a month or less, that fixes content and adds more, and thats without new code or game improvements beyond content.... But then again fixing bugs is millions of times more important than additional content. I would prefer new actor classes, the ability to save/export/load presets at the begining/end of a map, balance the materials out, fix the misc crashes, at the expense of no new content for a build or two. If we had a new class and a generic "this is to showcase our new class/functions" that would be acceptable, because it would mean new mods that are more than just "hey I made things teleport or abused actor switching to control enemy units, or home in based on some basic trigonometry at the expense of forgetting how to mod" Most of the complaints people have had is with new content not being up to par, and various crashes/bugs with the game. the only thing anyone is actually responding to, and worried about fixing, is content, and not bugs. This needs to change. (so do peoples mindsets that Lua is the most important thing, it's an extra not a basis.)
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Sat May 16, 2009 1:50 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: So yeah, Build 23's up.
If you dun like the game, don't play it.
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Sat May 16, 2009 1:55 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: So yeah, Build 23's up.
Kilgannon wrote: Rawtoast wrote: Kilgannon wrote: Great, really great, but I wish Data would have spent some time fixing the simple bugs. For instance, in multiplayer, when aiming with the mouse, if someone on a game pad moves the mouse user will be knocked out of sharp aim. Also, the whole friendly fire thing. I love the new bunker systems, especially, though. Um, what's "the whole friendly fire thing"? Is that a problem? The AI keeps shooting me because an enemy is on the other side of me. It's irritating to say the least. OOoo, haha, thank god. I thought you meant the ability to do any damage at all to your own units. Yeah okay, hah. The AI isn't COMPLETELY oblivious to the concept of friendly fire. Yeah, could use some improvement though. That's an AI problem though, and that's just a whole 'nother problem.
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Sat May 16, 2009 2:04 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: So yeah, Build 23's up.
atleast dropships and rockets avoid eachother now.
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Sat May 16, 2009 2:07 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: So yeah, Build 23's up.
I found another Easter egg! Attachment:
File comment: A little fox thingie!
Easteregg.png [ 28.87 KiB | Viewed 3993 times ]
Whee!
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Sat May 16, 2009 2:36 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: So yeah, Build 23's up.
Siric wrote: I found another Easter egg! Whee! It looks like Daman got to make a map.
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Sat May 16, 2009 2:38 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: So yeah, Build 23's up.
Contrary wrote: If you dun like the game, don't play it. Don't get me wrong, I do like the game, I just hate peoples ego's and my computer hates the game. I love the game, I love my computer, my computer hates the game, I just lost the game, What do I do?
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Sat May 16, 2009 2:44 am |
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