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Post Re: So, official orders from devs
Dont make a zombie defense if it, in no way, ties in to the story. maybe add a little "extras" for bonus misssions.


Mon Jun 15, 2009 8:14 pm
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Post Re: So, official orders from devs
Scope0 wrote:
Dont make a zombie defense if it, in no way, ties in to the story. maybe add a little "extras" for bonus misssions.



Sorry but are you imagination-less?It could be a good mission like..
The Ronins are trying to kill you by reviving old corpses with some new technologies protect yourself as long as you can till the Saviors/Another group of fighters arrive!You are REALY imagination-less


Mon Jun 15, 2009 8:31 pm
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Post Re: So, official orders from devs
It feels like, so far, lua was added solely for the community's use. Don't get me wrong, it's ♥♥♥♥ as is.
But stuff with more oomph than just bombs or modules would be nice.
I'm not sayin', I'm just sayin'.


Mon Jun 15, 2009 10:55 pm
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Post Re: So, official orders from devs
The Fat Sand Rat wrote:
It feels like, so far, lua was added solely for the community's use. Don't get me wrong, it's ♥♥♥♥ as is.

Well most of us did beg for Lua for all objects since B21/B22 didn't have that.


Mon Jun 15, 2009 11:04 pm
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Post Re: So, official orders from devs
Zhukov, thank you so much for that post. It's thoroughly described and will make a perfect reference for what needs to be fixed.
There will certainly be more Lua stuff. I'm definitely planning on adding more bunker modules in the future. Mostly, though, it will be used for campaign and skirmish modes.


Tue Jun 16, 2009 12:40 am
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Post Re: So, official orders from devs
Rawtoast wrote:
God damnit...

THEY ARE BRAINS LIVING IN SPACE. 'THE ♥♥♥♥ "THERE IS NO SUCH THING AS"!

all there the [are you a ♥♥♥♥ pirate?] machine guns

AGAIN, IT'S THE ♥♥♥♥ FUTURE. 3rd world countries of today have last decade's guns. Is it not enough for you for the freedom fighters to have last millenium's guns?


Oh god I lol'd so hard.

The RPC is underpowered as hell. That's all I can really say that I don't think has been said yet.

Seriously, that thing should chew up anything it hits, at the moment it doesn't.

(Oh, and I agree with Zhukov on the Uber Cannon, the Shovel, and the Revolver Cannon.)


Tue Jun 16, 2009 5:01 am
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Post Re: So, official orders from devs
oh yeah, for the coalition grenade launcher, rather than just pinning them, lua them to figure out if they hit a MO (and if it is the case, follow it), or otherwise pin it. it's currently completely redundant against moving targets unless you mine the area ahead of them.

also, again (because i just re-noticed it), take the velocity on the heavy sniper rifle down, lots. it currently phases into terrain after impact, causes terrain rape, and is generally stupid. if you want it to gib whatever it hits, just use GibThis() and stop messing around.


Tue Jun 16, 2009 5:20 am
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Post Re: So, official orders from devs
DeadlyLintRoller wrote:
How do I board a craft? There is no instruction, and I have searched without answer. Please help!
Azukki wrote:
Devs, get this in the tutorial for goodness' sake. :roll:

From a recent CC General thread.
Newcomers to the game need to be told the controls in their entirety at least.

It's probably been said once, or you've at least acknowledged that the tutorial doesn't cover half it should and that it needs massive improvement, but its worth saying twice just get the point thoroughly across and make sure the problem is officially acknowledged/prioritized.


androit wrote:
Scope0 wrote:
Dont make a zombie defense if it, in no way, ties in to the story. maybe add a little "extras" for bonus misssions.



Sorry but are you imagination-less?It could be a good mission like..
The Ronins are trying to kill you by reviving old corpses with some new technologies protect yourself as long as you can till the Saviors/Another group of fighters arrive!You are REALY imagination-less

I think you've misunderstood. I believe he was trying to say to not make an arbitrary zombie defence without tying it to the story; he's saying zed defense is fine, as long as there's a story behind it, like you've suggested. He didn't say there was no way to do it, he said it needed to be done.

Anyways the zombie tubes are just clone tubes that "birth" clone soldiers "prematurely".
[quotes cause that doesn't look like human embryos/children, they're 'generated' at mature peak adult age apparently. I suppose it's reasonable for Data to avoid giving some nut a chance to call CC an abortion simulator, lol]
This means we have an explaination for zombies already, and a it's assumable that zombies are the result of Ronin overclocking stolen coalition soldier cloning tubes, seeing as Zombie Cave was assumably a trap by them, and coalition is the only vanilla clone faction so far.
And this means that if you ever lose a soldier cloning facility to Ronin and retreat to a nearby 'safe area', it's a perfect setup for zombie defense.

Also Grif's zombie defense mod is living [maybe undead, whatever] proof that zombie defense with current vanilla zombies is terrible and no fun, so for zombie defense in the official campaign to work well, the zombies will need major revamping, either made into juggernauts or super-speed rushers, I personally would prefer the latter.


Last edited by Azukki on Tue Jun 16, 2009 7:00 am, edited 5 times in total.



Tue Jun 16, 2009 6:35 am
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Post Re: So, official orders from devs
im fairly sure TLB has already said he's intended to work on the tutorial scene as soon as he could actually edit it.. and now he can :D
it would be really helpful to anyone who didnt just try clicking, i assume.


Tue Jun 16, 2009 6:42 am
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Post Re: So, official orders from devs
thanks Azukki, that's exactly what I meant.


Tue Jun 16, 2009 7:43 am
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Post Re: So, official orders from devs
Actually, I still can't get to the tutorial's code. It's still built directly into the exe. The only thing that can be changed is the way the mission looked. I could add more to the mission, but it wouldn't have the screens explaining things and it would not work out well.


Tue Jun 16, 2009 9:00 pm
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Post Re: So, official orders from devs
Just have a multi frame invicible MO that has it's frame mode chagned via lua.

The text could be done using draw text, right?


Tue Jun 16, 2009 9:02 pm
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Post Re: So, official orders from devs
Yeah, the screens can sort of work as you can see in First Signs, but they're hacky and don't look the same.
And no, draw text doesn't work yet. We can't get the bitmap of the screen and so we can't draw to it. Data said this is on his list of things.
Either way, if I were going to change the tutorial, I would end up redoing a lot of it, and because I can't change any of the current objectives or screen placements, it would be very unforgiving. Until it is possible to redo it entirely Lua, it will have to stay the same.


Tue Jun 16, 2009 9:07 pm
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Post Re: So, official orders from devs
doing a bit of a Zhukov, heres a list things that could be done a lot better, as they cross my mind. sorry for every time i repeat myself.

ACTORS

Dreadnoughts:
  • need to die in more interesting ways, possibly add some fire to the turret gibbing, as well as smoke.
  • make the turret armour gib when not attached (lua: if self.ID == self.RootID then self:GibThis() end --this should work, but if not im sure you can find a way), to make use of the yummy gibs and avoid the yuckiness of it becoming terrain. add some smoke MOSPs to the gib definition.c
  • more interesting wounds. something simmilar but not the same as gas leak for entry wounds, with gib metal grey micro a MOSP effects on burst, as well as probably a smoke ball 1 MOSP. make the exitwound something simmilar to fire leak, with lingering smoke effects on burst.
  • the MG is lost too easily. higher jointstrength and gibimpulselimit.
  • possibly a gentle buff

Dummies:
  • need nerfing, currently just about immune to impulses and pretty darn good agaist fire. make them gib more easily, and feel more fragile. lower gibwoundlimits would be nice, with good but not inane impulse resistance. they're crash test dummies, not gods of war.
  • exit wounds could use some smoke, for exitement.
  • "head" gib should gib upon hitting the ground, and should have an emitter on it that sparks, at least. the head breakwound should have some sort of more dramatic effect.

Coalition Soldier:
  • could probably use a bit of a buff, especially on the gibwoundlimit side of things.
  • wounds should have gib flesh micro a MOSP effects, especially on the exit wounds.
  • more micro particles should be used in the gibs. it would make splattering an actor that much more satisfying.
  • helmets should impart force on the head, and thus should have elevated jointstiffness, though this could be an engine issue (it shouldnt be). if i shoot a coalition soldiers helmet off with enough force to propel the gibs into his teammate and tear him apart, i'd like the first coalition soldier to be propelled backwards, not go prone and aim at me.

Coalition Drones:
  • lua ai should be used, as well as lua jumping. i've already ranted about this elsewhere, so i'll leave that.
  • need gibs. could possibly explode, should at least have smoke and sparks and metal abound. use some military micro gibs, aswell, there isnt much green in the current gibs.

Ronin:
  • mostly fine, if a little too fragile. higher gibwoundlimits, especially on limbs.
  • same thing here as the coalition wounds, as well as the gibbing.
  • if you could, random stats would be rad. something like *random male/female, pick random head from gender (using the attachable code, you could make a base, invisible head attachable and attach the heads to that, and just put fatal breakwounds on them, or gib the head if the attachable doesnt exist. whatever), randomise stats*. the mirrors edge super running faith ronin (mia?) could always have her walkpath buff though. come to think of it, you could just spawn a random ronin upon the actor coming into the simulation. GENIUS, ME! (i cant believe it took that long -_-). whatever, it would reduce menu clutter and make ronin invasions more fun. for those who cared, because the ronin still exist as predefined (and just unbuyable) actors, scenes would still work. the ronin soldier actor could just be used to place a random ronin. its head sprite could be a question mark. just musing now, i'll move on.

Robots:
  • awesome gibbing, though the wounds could use smoke on exit, as well as some metal MOSPs.
  • probably the most polished actors ingame, with the new buffs. possibly make robot one either cheaper or more useful.

Browncoats:
  • awesome looking, kudos to bubs there, but need a buff. i know this is getting taken care of, so i'll leave that too.

Zombies:
  • need more dramatic gore.
  • need to be able to walk.
  • jump should be lua based.

WEAPONS:

Coalition Grenade Launcher:
  • just pinning it is stupid, if it hits an actor. fine for terrain though.
  • more range please.
  • less crap explosion please. the white flecks need to go and be replaced with normal grenade fragments, could use a tad more of them smoke effects.
  • more interesting trajectory could be fun. RPG for as long as the smoke is being emitted and then dropping off? include a lift script on them, too, but not a drastic one. gently does it

Coalition Heavy Sniper Rifle:
  • what the ♥♥♥♥. lower velocity, better function. currently, it both rapes terrain and slaughters anything, at the cost of any modders sanity. use some lua, take some tips from darlos, dont be rediculous with velocities like this again please. O_o completely un-fun.

Dummy Destroyer:
  • how about make it fly up if it hits someone, and just explode if it didnt, and if it finds someone that it's hit (use raycasting) then make them gravitate towards it, while its floating up. make it attract higher masses less, and up accellerate less the higher the mass of the victim. that would make it actually fun to use, and more like a destroyer.

Dummy Area Denial Grenade Thing. (Disruptor?)
  • yeah no. use a glowy gas or something that lingers and slowly vanishes, not a stupid particle source that destroys terrain and makes me hate you.
  • if you do do the above, make the gas gravitate towards anyone within a small distance (decided by raycasting in a random direction every 100MS or something simmilarly unlaggy).

Ronin Weapons:
  • faithfully copy all the data you can find from their real life counterparts.
  • make the RPC work properly. if the blade bounces off stuff next build there will be excrement in your coffee. since when did chainsaws:
    • not obey gravity
    • bounce off skin
    • saw crazy jagged holes in rock
    ? never, thats when. most unsatisfying incarnation ever.
  • RPC also needs its own gibs.
  • smokey muzzleflashes would make everything more interesting.
  • molotov is ♥♥♥♥.
  • stick nade needs to not gib on impact when inactive

Coalition Incendiary Nade:
  • that isnt molten iron its fire. glowy hot sticking to actors mess please.
  • extra points if the metal solidifies, so you can reinforce your base with it. this will require *gasp* lua on the MOPixels, but so would stickiness.

Ronin Shovel:
  • needs to hurt actors, and should throw them backwards.

Ronin Foam Sprayer:
  • foam blobs should have gibs, or at least be randomly sized.
    • foam blob gibs should be a mixture of MOSP foam dissapation and an expanding MOSR that would settle pretty easily.
  • the sprayer itself should explode with a lot of air blast, smoke, and foam effects, not just burst gently. it should also use red panel micro particles.

------------

EFFECTS

In general, it should feel more exiting. things should explode more, there should be more interesting wounds.
Here are some general rules to go by, for a more interesting responses to things.

EXAGERATE:
  • Things should react as you'd expect them to, just more dramatically.
  • think: guy gets hit in leg and bleeds -> guy gets hit in leg, blood splat, strip of flesh.
  • think: crawling tank falls apart under heavy gunfire -> crawling tank explodes after a dramatic show of smoke and sparks and pieces of metal falling off.
  • think: the muzzle flashes on guns are sprites -> the muzzle flashes on guns emit smoke and have a variety of frames.

OPTIMISE:
  • do as much as you can with as few a particle as possible. as soon as you have your effect, see if you can cut down how many particles you need to achieve it.
  • none of this 5000 particles per second crap.
  • numgun shouldnt experience lag.

BE INTERESTING:
  • it might sound easy, but when you're creating effects you need to make them fun. dynamic explosions: awesome. crappy, uniform, boring fire: less than awesome.
  • try and use a variety of particles, not heaps of one thing.

now, some generic comments:

Jetpacks: need to be more than sparks, and more intesting in general.

Fire: needs to not just spam the same particle.

Wounds: need more omph, and effects.

Actors: need to be more resistant overall.

Goodnight.


Sat Jun 20, 2009 12:54 pm
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Post Re: So, official orders from devs
Dropship defensive turrets would be nice. What would be awesome is for a HUGE gatling turret on the top of a dropship that fires huge bullets at the enemy! Although, I have no idea if this would even be possible.


Sun Jun 21, 2009 2:41 am
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