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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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[Poll]Top thing the Modding Community wants in coming builds
There's plenty of directions for improvement, we all know it.
Ask yourself some simple questions: -Which of these is most important to you as a mod maker/user? -What do you absolutely have to see implemented into Cortex Command? -Which of these do you feel will benefit the modding community most?
I am curious as to what the community feels is important as a whole.
I will omit saying which way I will vote until I can see a good spread on the poll.
Last edited by LowestFormOfWit on Sat Feb 12, 2011 5:17 am, edited 1 time in total.
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Sat Feb 12, 2011 4:49 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [Poll]Top thing the Modding Community wants in coming builds
Where's the "my game not crashing every 5 minutes" option?
In all seriousness, Lua script functionality on attachables. Why? Because Darlos9D has hinted at being able to do something fancy with Darkstorm when/if this gets implemented.
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Sat Feb 12, 2011 4:57 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [Poll]Top thing the Modding Community wants in coming builds
The point of modding being open to everyone is that everyone can do stuff. In this case, there are more people than Darlos that would benefit from Lua functionality improvements; the benefits of it range across the entire board of good modders - not just Darlos.
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Sat Feb 12, 2011 5:05 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: [Poll]Top thing the Modding Community wants in coming builds
The walk path and offset editors would be a great help for modding actors. That being said, it actually would be very hard to implement into the game, at least to my knowledge.
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Sat Feb 12, 2011 7:10 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: [Poll]Top thing the Modding Community wants in coming builds
We have to pick one?!?! Maybe I should reg a second forum account... I kid... but seriously, one?!?! But Lua on attachments, since it would make what I want to do to update my c4 sprayer a lot easier,(since I have been procrastinating on kludging in an emitter based solution for a month now.
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Sat Feb 12, 2011 8:40 am |
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GuardianTempest
Joined: Fri Sep 03, 2010 1:53 am Posts: 67 Location: Philippines
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Re: [Poll]Top thing the Modding Community wants in coming builds
Lua.
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Sat Feb 12, 2011 9:35 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: [Poll]Top thing the Modding Community wants in coming builds
Although as a player and not modder I wanted to vote Campaign stuff for longer gameplay through better missions, I cast my vote for the drag and drop walkpath edits because I would like to see more "actors" in this game and I see a lot of modders with good actor sprites are so daunted by the walkpaths that they can't release their wonderful actors in a full mode. I want the all the actor sprites to...COME ALIVE!
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Sat Feb 12, 2011 1:16 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: [Poll]Top thing the Modding Community wants in coming builds
Voted for scriptable AI, possibly distinct for every different Actor.
Current AI is crap and I believe people would be more than willing to program their own AI. Factions and Actors can have their distinct combat style which would add much needed dynamics to gameplay against the AI. For example, snipers could try to keep a distance from enemies, while tanking units will mindlessly charge no matter what, worker/miner units might even run away from fights. Zombies would jump at the enemy in certain range and light units may try to conduct aerial attacks with their jetpacks. Instead of all units, big and small, doing the same thing as in ducking for cover when they should be standing and fighting.
Lua script on attachables is second on my list. This and custom AI would benefit the modding community the most, for modders and users alike.
I don't really care about the meta game and campaigns too much at this point. I'd rather have the game mechanics better implanted before moving onto those. And lore? Nah. Data could simply release some 'Fun fact of the day' every now and then, like 'Coalition clones like eating apples.', and we'll probably discuss it for months to come.
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Sat Feb 12, 2011 5:00 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [Poll]Top thing the Modding Community wants in coming builds
411570N3 wrote: The point of modding being open to everyone is that everyone can do stuff. In this case, there are more people than Darlos that would benefit from Lua functionality improvements; the benefits of it range across the entire board of good modders - not just Darlos. I never implied otherwise, I've just always looked forward to the tacticool update which was predicted for B24 and then pushed back when it turned out that Lua on attachables would not be present. I'm sure that pretty much any modder who has worked with Lua would be able to do something funky with the improvements- I was just giving an example.
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Sat Feb 12, 2011 5:37 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [Poll]Top thing the Modding Community wants in coming builds
Lua scripted attachables, hands down. It would open up SO MANY DOORS (even Lua-scripted doors houahoauhoauhouha). Cannonface? Check. Easy laser sights? Check. Angry glare of instant gib? Check. Proper laser bayonet? Cheeeeeeeeeeck. It would be nice not having to do hacky things, for once.
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Sat Feb 12, 2011 5:44 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: [Poll]Top thing the Modding Community wants in coming builds
Walkpaths are the only thing I really can't do. I can make a walk, that part is quite easy, but it just doesn't work in game (something to do with the relationship between leg length and where the foot is attached as well? The foot usually end up floating up and down the leg and stuff too). How it works just boggles me...
I gathered plenty would vote for Lua scripted attachables so I voted walkpaths to try to bump it up so that BOTH are near the top as I really want the attachables scripts too.
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Sat Feb 12, 2011 6:55 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: [Poll]Top thing the Modding Community wants in coming builds
Attachable scripting. Access to the gun's variables and magazines' rounds would be very nice too, to go with attachable scripting. It would open up all sorts of possibilities for cool weapons, and make most of what's currently possible with devices and other attachables much easier, since roundabout approaches wouldn't be necessary.
AI would be my second choice. Having easier access to actors' inventories would go nicely with it too. [removing things, mainly] I can imagine some neat stuff that could be done if only scripting could remove inventory devices.
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Sun Feb 13, 2011 12:19 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: [Poll]Top thing the Modding Community wants in coming builds
All of the above, but offset editors would be pretty helpful, I make mods for fun, not so that I can do maths.
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Sun Feb 13, 2011 2:31 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: [Poll]Top thing the Modding Community wants in coming builds
Major wrote: All of the above, but offset editors would be pretty helpful, I make mods for fun, not so that I can do maths. Indeed, offset editor, and any other program that simplify/shorten the modding process is definitely a yes. It might even discover new modders in the community. They may not be as hardcore as the older modders, but more ideas will be realized and it's a plus to the community.
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Sun Feb 13, 2011 3:18 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: [Poll]Top thing the Modding Community wants in coming builds
A function to move the mouse cursor through the firing of a weapon. A gib editor that you can use to individually add and move gibs. A weapon editor which allows you to modify offsets and other weapon variables (fire rate, magazine size, reload time, etc). An actor editor which allows you to move parts, modify stances and paths, and change gib variables. Every editor to be able to "Reload Data".
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Sun Feb 13, 2011 3:43 am |
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