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That's not going to happen until B24. Simple as that.


Sat Oct 02, 2010 8:25 am
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And the wait continues.

Even if B24 does comes out, unless it drastically changes modding in some way, it will just stagnate like every other build that's been released.

We need some major overhauls to the modding side of CC (in my opinion the only reason it has even survived this long with such scarce updates) such as the following:

-Draggable walkpath editor
-More intuitive Gib editor (be able to define -and- place gibs)
-A less nonsense way of Actor coding (in particular the way arms/legs are handled as animation frames rather than regular defined joints, also the stupid way attachables on the arms rotate with the head)

And many others. It's really been too much time between builds, even by DRL standards. I can't think of an active member here who wouldn't welcome a new build already.


Last edited by LowestFormOfWit on Sun Oct 03, 2010 2:46 am, edited 2 times in total.



Sat Oct 02, 2010 11:53 pm
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^Those a thousand god damn times.

Walkpaths are hell for all modders in general, only major thing that prevents more unusual size actors.


Sun Oct 03, 2010 12:03 am
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They're not that bad, they're just terribly documented and a bit fiddly, like all CC modding.

I think the major issues are more basic than that, like the attachables rotating around the head thing, and not being able to make floppy attachables (an angle range on the joint would be fantastic) and wounds not flipping properly, and high velocity stuff phasing through the terrain, and the buggy MO-MO collisions, and the MOID limit, and oh god all the stuff that just seems so simple but is freaking obtuse or impossible to get around. Heck, the lack of bitmap access! The months of devlog inactivity! Those are the issues I'm concerned with, not the editors, because if you learn to get around the quirks then they work fine.

I'm hoping B24 addresses a lot of the simpler ones, but instead of waiting around I'm doing my own thing outside of CC. The community is damn cool, so I'm not planning on leaving just cause the game that brought us together is in deep freeze.


Sun Oct 03, 2010 12:10 am
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Geti wrote:
They're not that bad, they're just terribly documented and a bit fiddly, like all CC modding.

I think the major issues are more basic than that, like the attachables rotating around the head thing, and not being able to make floppy attachables (an angle range on the joint would be fantastic) and wounds not flipping properly, and high velocity stuff phasing through the terrain, and the buggy MO-MO collisions, and the MOID limit, and oh god all the stuff that just seems so simple but is freaking obtuse or impossible to get around. Heck, the lack of bitmap access! The months of devlog inactivity! Those are the issues I'm concerned with, not the editors, because if you learn to get around the quirks then they work fine.

I'm hoping B24 addresses a lot of the simpler ones, but instead of waiting around I'm doing my own thing outside of CC. The community is damn cool, so I'm not planning on leaving just cause the game that brought us together is in deep freeze.


I'm hoping B24 allows stable MO-MO Collisions and the such.
Also, i kind of like Data's style of updating the devlog.
Just keeps us suspense, so that when it does come out, we'll be flocking to find the freakin features of it.


Sun Oct 03, 2010 1:26 am
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I sincerely doubt MO-MO collisions will be touched in B24.


Sun Oct 03, 2010 1:44 am
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Geti wrote:
I sincerely doubt MO-MO collisions will be touched in B24. ever


FTFY


Sun Oct 03, 2010 1:47 am
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True enough. I don't think anyone would want to recode physics this late in development anyway, and Dan's indicated what a nightmare the CC physics are to work with anyway from the difficulty it'd take to bump the MOID limit... is it just me or is that funny to anyone else?


Sun Oct 03, 2010 1:49 am
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dragonxp wrote:
Also, i kind of like Data's style of updating the devlog.
Just keeps us suspense, so that when it does come out, we'll be flocking to find the freakin features of it.

What style? There is no style. Sporadic and infrequent to the point of stagnation does not count as a "style".


Sun Oct 03, 2010 3:42 am
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I think that B24 is simply not going to bring anything worth the wait.


Sun Oct 03, 2010 3:44 am
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FoiL wrote:
I think that B24 is simply not going to bring anything worth the wait.

Turn based campaign, stronger materials, better actor sprites, tweaks for all factions to make them more different ,bug fixes, more optimisations.
Thats enough for me :)
I just hope it will have new palette, current one suck, it doesent even have some colours in it.


Sun Oct 03, 2010 9:05 am
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Yeah, the yellow ramp is nearly impossible to work with :|


Sun Oct 03, 2010 2:59 pm
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That's because you aren't supposed to only use yellow in your ramp. Have your yellow fade into orange slowly and you'll have a decent ramp.


The palette is perfectly fine, and it's as small as it is for the sake of optimization, if I remember correctly.


Sun Oct 03, 2010 3:20 pm
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Even Prom himself hates the palette.
It isn't allright, it's far from allright.
You have a hell of a lot of duplicates aswell.


Sun Oct 03, 2010 3:55 pm
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FoiL wrote:
I think that B24 is simply not going to bring anything worth the wait.


I agree, and It worries me. It's disappointing that Data would wait until the community falls apart before he releases the next build, or even mentions it.

I wasn't here before, so is this whole "wait until there's little-no community left" thing new or what? I know the Devlog isn't updated, like, ever, but I was under the impression that builds had a relativity regular release schedule.

A complete campaign, maybe. But it's probably just the framework with some placeholder missions. Lua on new things? Useless if there's no good modders left. I doubt that balance or current sprites will even be touched by then.


Sun Oct 03, 2010 6:09 pm
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