Cortex Command: Reloaded v. 1.25 OPEN SOURCE
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.18
Fair enough, that's your perspective. I'll consider this to be a placeholder asset for now, to be replaced when everything else is done if a better idea shows up. If somebody wants to take a crack at this in the meantime, feel free
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Tue Jul 10, 2012 4:42 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.18
Had a few minutes to myself this afternoon; here's the Browncoat's "mecha", the Gunship Drone. Basically a weak, fast unit that they can deploy in numbers
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Tue Jul 10, 2012 8:19 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.18
A little happier with this version; time to code 'er up
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Tue Jul 10, 2012 8:38 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.19 (Gun Drones, mmm tasty)
Version 1.19 released.
Adds: GunDrone, the Browncoats' "mecha", a zippy little drone with a light gun.
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Tue Jul 10, 2012 9:54 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Cortex Command: Reloaded v. 1.19 (Gun Drones, mmm tasty)
Gundrones? Cool.
I enjoy how you're releasing a steady stream of content, but it makes it a pain to re-download the mod every day or so. You might want to tone down the official releases a bit.
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Tue Jul 10, 2012 10:28 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.19 (Gun Drones, mmm tasty)
It'll slow down as I get closer to filling all the niches; I prefer that people who are interested in the mod be able to get the toys by downloading it and playing it right away, so that I can get feedback early That, and it's a time thing; I only had enough time to build one new thing, even something as trivial as the GunDrone, and tomorrow RL's going to be fairly busy so I may not have time to build the Browncoats turret; after that, it's down to rockets, landing craft, custom Brains and suchlike, along with anything from the canon that looks practical and fun. But I'm going to be dealing with RL much of next week, so there will be an unfortunate pause before I can get back to the mod, so I'm doing as much as possible this week
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Tue Jul 10, 2012 10:46 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.19 (Gun Drones, mmm tasty)
Gotta love competent pathfinding. Wish I hadn't dropped with a budget of 0, was going to buy some insta-porc but pretty soon I was having to tunnel to stay ahead of the AI. Needless to say... it didn't work out Oh, and got troops with throwables in their first slots to actually use them if under AI control, so the Ronin will function as planned in the next update.
Attachments:
competent_pathfinding.gif [ 175.02 KiB | Viewed 4806 times ]
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Wed Jul 11, 2012 4:26 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Version 1.20 released. Fixes: Some minor stuff in the Gun Pod's script; still not polished as much as I'd like, but I'm out of time Adds: Browncoat Turret. Enhances: All 1-hand weapons may be dual-wielded. Thanks to Roast Veg for the suggested method! Buy menu's size has changed and labels have been changed to better-reflect how things work. Made various changes to pistol / SMG balance; in general, formerly useless pistols are marginally useful and a few are actually worth using dual-wield as primaries for cost, imo. Did some editing on Maginot / Dummy Assault to make the former last a little longer on Nuts! ( but I have yet to even come close to winning it with this mod atm, so I'd love to hear if anybody has, and better yet, how) and the latter a little less like, "omg, ambush...!", which I'm sure some people with slow reaction times aren't enjoying I hoped to get more done this time, as I'm pretty much not able to work on the mod for the next week and a half and so progress will be very slow for a little bit. But alas, this is it for a bit; I'll make sketches and do thinking about various stuff and of course, read the nicer, more constructive comments carefully when I can Browncoats, Coalition and Imperatus still need custom Brain units, a few rockets and suchlike have to get built, gibbed, etc. before we're looking at a fairly complete set of content for all of the Vanilla factions and I can decide whether to complete any of the originally-planned factions that don't exist yet. One of my thoughts is that it'd be nice to have a larger set of bunker modules and various defenses and heavy equipment available through TradeStar; perhaps I need to build a TradeStar faction specifically to have a place to dump lots of things; however the Foreign Cost Multiplier appears to be hardcoded, so that may be... tricky? Really wish that was a per-faction thing with a default if nil. Also, does anybody actually know for sure what's supposed to arrive in 1.0, in terms of factions, other than Techion? It'd be nice to know what is needed and what's going to be a complete waste of time; I don't really care when it's just guns but actors take a bit of work so it'd be nice to know what I can ignore
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Thu Jul 12, 2012 8:30 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
So, like, I was thinking that while I'm Away, me and a small person of my acquaintance would work on new map objects and ideas, to broaden the scope of the original maps a bit. One of the ideas we thought we might tackle was to do a ruined city, with alien archeology wrecked by time and war; wreckage, buildings people can walk through and skeletons laying about. The game's setting is such that practically anything can be put in, so making it a lost Human colony or a city of the Mu-Ilaak isn't a big deal. As I haven't had time yet to play with the Frosting code and other details, this will be a fun project to get me a little more familiar with that part of the engine, so I thought I'd ask: A. Are there some maps that you think the Campaign Mode really needs? What's not represented well, and what, if any, of the maps do you think need to be replaced / re-thought to produce better Campaign gameplay? B. Are there any serious pitfalls we're going to encounter when we're designing custom Frosting and other map materials to build a custom map type? C. While we're at it, we may as well think about common bunker objects that would be handy. Any requests? Anyhow, we'll perhaps be able to read any replies during the next week, but we won't be able to post our drawings until we're at a place with a scanner, so if people have ideas they think would be useful, please let us know
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Fri Jul 13, 2012 4:00 pm |
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Ossius
Joined: Mon Jun 18, 2012 10:17 pm Posts: 16
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
When I first saw this mod, and what it promised I was so excited and ready to download it. I even got the updated B27 to get it. When I started it up I drooled at all the new things it added and how it finished some things that were obviously needed. The AI seems so much better too. Then I started walking around with a character. Sadly the feel of walking around, the power of jetpacks, it all feels so wrong to me. I know it is a total conversion but I never felt that walking around and jetpacking needed to be changed. Also Gordan my favorite character is insanely expensive and apparently a mutant now...
Glocks are auto fire? Lack of MP5k, weird dummy weapon overhaul. Sorry, its not for me. I can deal with all the changes but being able to walk in the Air back and forth was too much.
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Fri Jul 13, 2012 9:10 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Sorry it wasn't your cup of tea. I'll see whether it's possible to fix air-walking when I get back; probably not, that part of the sim is incredibly hard-coded... but I'll give it a go
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Sat Jul 14, 2012 12:20 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Yeah. The air-walking takes away from the experience.
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Sat Jul 14, 2012 12:31 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
I agree; it's just one of those little things that I just ignored while getting the main movement code built, like prone. I'll see whether it's possible to fix it or not, first chance I get when I return. I'd take a whack at it tonight but I need to do RL stuff
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Sat Jul 14, 2012 12:38 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Took a quick look before I have to go to bed and will be gone for a week-ish, minus maybe a chance to check here once or twice.
It appears to be possible to manipulate the legs, but the feet are at the end of the IK chain and the engine is attempting to make them do some things that aren't desirable when in mid-air. So I can force the legs to a non-silly angle but the feet are exerting a constant force on the leg, causing some very, er, glitchy behaviors, to say the least.
I'm going to have to ask for help about this one, as I'm still not sure about how to get a pointer to the feet reliably- past that, I should be able to handle this issue if the engine won't do anything crazy between update frames. That is, unfortunately, a big "if". I hate to have to resort to strict frame control of every last part of the AHumans to fix an engine bug like this but that's what it looks like I need to do, until this is fixed.
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Sat Jul 14, 2012 3:17 am |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Sorry if i am asking too much but can you make a seperate mod that improves there pathfinding only
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Sat Jul 14, 2012 4:26 am |
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