Exodus (Ronin Campaign) with an easier version!
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Nostemo
Joined: Fri Feb 26, 2010 5:01 pm Posts: 4
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Re: Exodus (Ronin Campaign)
To you LeonXross: These missions are very much beatable - i say this having done a lot of the beta testing along with Akblabla - and first two aren't even that hard to beat. They might require a few tries to get the hang of it, but they are definitely possible. The third one, however, is very hard (I have only won it a few times myself), but it's a boss fight, it should be hard.
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Thu Jun 17, 2010 11:36 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Exodus (Ronin Campaign)
Code: local WorkingVel = Vector( math.cos(point_direction(0,0,actor.Vel.X,actor.Vel.Y)), math.sin(point_direction(0,0,actor.Vel.X,actor.Vel.Y)) ); That line has a nil value, whatever it means. Makes water not work. MainScriptPart2.lua line 290
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Thu Jun 17, 2010 12:42 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Exodus (Ronin Campaign)
Nostemo wrote: To you LeonXross: These missions are very much beatable - i say this having done a lot of the beta testing along with Akblabla - and first two aren't even that hard to beat. They might require a few tries to get the hang of it, but they are definitely possible. The third one, however, is very hard (I have only won it a few times myself), but it's a boss fight, it should be hard. Yea I know, but I think it was because it was because the jumping was a little too strong and it was kind of hard to control my character. Anyways, I think it was pure genius on how you created the levels. All you need to do is fix some minor bugs and poof, awesomeness is born. 1. Are the drop boxes supposed to not be shoot-able? 2. How does the underwater, running out of air, H2O module thing work? I seem to be able to stay underwater indefinitely. 3. I love how you made your water.
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Thu Jun 17, 2010 1:10 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Exodus (Ronin Campaign)
Updated Quote: 1. Are the drop boxes supposed to not be shoot-able? 2. How does the underwater, running out of air, H2O module thing work? I seem to be able to stay underwater indefinitely. 3. I love how you made your water.
1. You cant get hit by the drop boxes because it would be very annoying to get owned by them all the time. I could make them shoot-able but i'm to lazy to fix a that small issue. 2. When you are at it, it transfers its own air to you and it slowly empties. When all the air is used you cant use it anymore. Theres a little green bar that shows how much air it has left. 3. Thanks i'm a bit proud it Quote: Prove to me that you can beat the last level or else this mission is officially unbeatable. Done: proved that you can win the first one on easy http://img340.imageshack.us/i/screen2wh.jpg/proved that you can win the second one on hard (played it on hard just for fun) http://img693.imageshack.us/i/screensxn.jpg/proved that you can win the boss on easy (but i won't prove the hard version of this because it is really hard. I've only won it once out of 30 tries) http://img204.imageshack.us/i/screen3os.jpg/
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Thu Jun 17, 2010 1:32 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Exodus (Ronin Campaign)
Minor glitch, this happened after dying in the second room of the first level
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Thu Jun 17, 2010 5:28 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Exodus (Ronin Campaign)
Above:
I've also encountered that bug and it seems that it is something with the Cortex Command engine. My theory is that when a MO is created it uses the lowest ID available and if an old MO (the enemy you need to kill in this case) that i used but is now dead. If then a new MO is created (when you respawn fx) the new you might get the exact ID and the cortex command engine now think that Gordon is the exact same as the one you have just killed. I might fix it but this will take a while.
Edit: not so hard as I thought since the MO ID is saved even though it is inside a crate. Updating
Edit2: Updated
Last edited by akblabla on Thu Jun 17, 2010 7:03 pm, edited 1 time in total.
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Thu Jun 17, 2010 5:38 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Exodus (Ronin Campaign)
Just do a PresetName check before applying the objective marker/pointer effects.
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Thu Jun 17, 2010 6:53 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Exodus (Ronin Campaign)
Mind you, this mission is pretty awesome. Hard as hell, but awesome. I just love the water effects and the cutscenes.
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Fri Jun 18, 2010 3:35 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Exodus (Ronin Campaign)
Actually I forgot to mention the water, it's amazing how you had it done man. The splashing, diving and underwater control, I don't think there's a better way to do it in CC. Spot on ol' chap.
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Fri Jun 18, 2010 3:48 am |
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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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Re: Exodus (Ronin Campaign)
The water doesn't work all that well. Seems you have to crouch before entering it for it to work, otherwise it's just normal air.
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Fri Jun 18, 2010 8:00 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Exodus (Ronin Campaign)
Quote: The water doesn't work all that well. Seems you have to crouch before entering it for it to work, otherwise it's just normal air. Just found out what might be the issue. I forget to add the function "point_direction" to my script, and the reason it works for most of you is because you might have another mod that installs the function (orbit lands for an example) Updating... Edit: Updated Edit 2: Found out that the last update didn't help, but the new one should work (at least it works on my laptop with a newly installed cortex command with no other mods).
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Fri Jun 18, 2010 8:25 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Exodus (Ronin Campaign)
I don't know, the water mechanics are absolutly wonderful. It simulates real water unlike other versions where we tried to use particles to simulate. Besides, I think Data might incorporate this version of water into his next build.
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Fri Jun 18, 2010 12:50 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Exodus (Ronin Campaign)
Two crashes: Getting killed in first room of first level, and respawning. As soon as the respawn noise stopped the game froze. Getting down to 16 health in first room of first level. No kill or respawn, but game crashed.
In both instances I had just killed one of the crate guys, each crash a different guy. I think it's just crashing when I kill them.
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Fri Jun 18, 2010 6:41 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Exodus (Ronin Campaign)
Quote: Two crashes: Getting killed in first room of first level, and respawning. As soon as the respawn noise stopped the game froze. Getting down to 16 health in first room of first level. No kill or respawn, but game crashed.
In both instances I had just killed one of the crate guys, each crash a different guy. I think it's just crashing when I kill them. I haven't made the mod mac compatible. I'm to lazy to make it mac compatible since i don't have a mac and i don't know anybody (in real life) that owns a mac that i can test it on.
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Fri Jun 18, 2010 7:23 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Exodus (Ronin Campaign)
Well, the second mission seems to work fine. The boss battle runs fun until you kill a generator, then it freezes.
I was not aware there were differences in the game's Lua between mac and windows versions.
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Fri Jun 18, 2010 8:19 pm |
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