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 The Megalodon 
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Joined: Mon Dec 27, 2010 3:45 am
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Post Re: The Megalodon
Joseh123 wrote:
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-The game crashes if you reload the scene or close Cortex Command with a Megalodon in game. Remember to scuttle it before you do any of these!

Wait, so the game crashes if I close the game?


Consider yourself lucky: For some reason my game crashes whenever I close it anyway regardless of the mod :P


Tue Jul 17, 2012 10:13 pm
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Post Re: The Megalodon
Everything works except the main gun is stuck in place and cannot be aimed by mouse.

This thing would be truly truly awesome if it is more polished. It is still pretty fun as it is, and it is a great idea coming to live.


Wed Jul 18, 2012 3:48 pm
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Post Re: The Megalodon
The Decaying Soldat wrote:
Everything works except the main gun is stuck in place and cannot be aimed by mouse.


????

Impossible, it uses the mouse for aiming, along with the rocket launcher.

Is the console printing any error?


Thu Jul 19, 2012 1:16 am
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Post Re: The Megalodon
Found the problem. I was playing train chase when it didn't work.

It works on other occasions.


Thu Jul 19, 2012 2:04 am
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Post Re: The Megalodon
Don't change the sprite! It may not fit with any of the vanilla factions, but it looks great as a part of Crobotech and General Industries! This thing is so much fun! I just wish it flew a little smoother.

The troop transport is the most unique part of it. A wet dream would be a dedicated transport that was smaller, faster, held a couple more (4-man fire team ftw!) and had a machinegun to spam while you flew.

But don't misunderstand. This is a whole pile of awesome. Everyone just always wants more.


Thu Jul 19, 2012 3:27 am
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Post Re: The Megalodon
It might fit ok with Crobo, but Ge's look does not match it, the concepts link up, but the actual color scheme does not, Ge Is mostly a grey look, and the Helicopter is Clearly an odd blackish color with different highlights, on top of that while Ge gives off a clear military feel, the only Feeling I get from the helicopter (as amazing as it is how much effort went into it) A giant flying Multi-tool with a clear overabundance
Of weaponry that rivals that of Gordon From Hl2(as if one man can carry that much).

The chopper is a beautiful Standalone mod, but It dose not match CC in any plausible way that I can try to imagine.

In other words no matter how much I try I just can't make it feel "storyline" enough to feel comfortable using it. Its the same reason I don't use WarHammer mods for this game.


Thu Jul 19, 2012 6:56 am
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Post Re: The Megalodon
Roy the Cuttlefish wrote:
It might fit ok with Crobo, but Ge's look does not match it, the concepts link up, but the actual color scheme does not, Ge Is mostly a grey look, and the Helicopter is Clearly an odd blackish color with different highlights, on top of that while Ge gives off a clear military feel, the only Feeling I get from the helicopter (as amazing as it is how much effort went into it) A giant flying Multi-tool with a clear overabundance
Of weaponry that rivals that of Gordon From Hl2(as if one man can carry that much).

The chopper is a beautiful Standalone mod, but It dose not match CC in any plausible way that I can try to imagine.

In other words no matter how much I try I just can't make it feel "storyline" enough to feel comfortable using it. Its the same reason I don't use WarHammer mods for this game.

Off-topic: HE IS GORDON FREEMAN
On-topic: I don't think the helicopter is odd, but I also think that if Mr. Waffle Nuke Placer a.k.a Asklar want's to change it, I really think he is going to make something better... wait, how something can be better than this?!
Oh, and btw, I ordered a Scout from the General Industries and he came with 2 sniper rifles. Yes, I used the Megalodon.

Btw, where did you get that name from? The sprites and the "Mega" remembers me a lot of Mega Mind.


Thu Jul 19, 2012 7:16 am
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Post Re: The Megalodon
Joseh123 wrote:
Btw, where did you get that name from? The sprites and the "Mega" remembers me a lot of Mega Mind.

Reminds me of this...


Thu Jul 19, 2012 8:36 am
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Post Re: The Megalodon
Joseh123 wrote:
Btw, where did you get that name from? The sprites and the "Mega" remembers me a lot of Mega Mind


http://en.wikipedia.org/wiki/Megalodon


Thu Jul 19, 2012 10:43 am
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Post Re: The Megalodon
Clever hiding of that hardcore pilot unit... tough little guy. please, make more. please. seriously. epic. come on. now?


Thu Jul 19, 2012 6:52 pm
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Post Re: The Megalodon
I haven't talked with Naxete regarding the sprites... Personally I like the style of the gunship as it is right now, but I suppose it can be improved more.

Joseh123 wrote:
Oh, and btw, I ordered a Scout from the General Industries and he came with 2 sniper rifles. Yes, I used the Megalodon.


Eh, that.
You see, when you order an actor, the first weapon it has on it's inventory is copied and equipped to the actor, because I create a different actor for spawning outside, it's not the same as the one inside the craft, because that one is deleted. So, if the actor has pre-equipped inventory, he will come with it plus an extra first weapon.

I think I mentioned that on the User's Guide, but maybe I didn't explain all the details.

Luringen wrote:
Joseh123 wrote:
Btw, where did you get that name from? The sprites and the "Mega" remembers me a lot of Mega Mind


http://en.wikipedia.org/wiki/Megalodon


And yes, the Megalodon is from there :D



Also, about the movement, I have improved it somewhat; it works much more fluid and looks more natural, but it is still stiff.


Fri Jul 20, 2012 12:14 am
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Post Re: The Megalodon
It would appear you need to host your images elsewhere.


Fri Jul 20, 2012 1:19 pm
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Post Re: The Megalodon
I use Image Shack. Or is it Images Hack?


Fri Jul 20, 2012 4:25 pm
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Post Re: The Megalodon
Thought this was neato, gave it a shot.

On the one hand, I'm astounded that you've gotten it all working this well already, and I love all the little touches, like the "prop wash" effect on the ground, which is something I'm definitely going to have to figure out how to do.

On the other hand, there are bugs and, perhaps more importantly, some issues with mission role.

The biggest problem with the bird isn't that it's buggy; it's that it's literally huge, by CC scale, where we're used to small armies leaping out of rockets. It just doesn't play nice with the scale of the CC maps atm. We'd need some giant maps with huge skies for stuff like this.

It would have been nice to seen it at scale next to actors and the Vanilla dropships when it was in early rough stages; now I feel bad saying that I think that's the biggest issue, because your time's sunk in art assets.

But I really started to realize how fricking huge it was when I was like, "hey, that's a Dropship Mk. 1 passing under me, and it's feeling small". When that happens, the sprite's probably just too darn big for CC, and will find it difficult to land or navigate in a useful way on most battlefields.

It'd be nice to see it get to about half its current size, but, well, that's a complete resprite, etc. etc., and I'm sure neither of you want to mess with it. Maybe next time, or maybe we just need some maps where it'd be a little happier.

For cost, this is an army-killer atm; but it's just for testing and who cares.

Script-wise, I haven't tested it to pieces, let alone dug around much, but on the issues of the character suddenly becoming disjointed, a fairly simple solution should work: simply check their RotAngle vs. the parent's and fix if necessary; that should fix most of it.

I'd avoid using JointStiffness of 1.0, too; that's probably the cause of the "pistol killed the choppa" complaint; stiffness 1.0 can cause some very odd "physics" to happen every once in awhile, leading to one or more parts gibbing, and the main script had a section gibbing the whole thing if XYZ was gibbed, so one twitchy part going awry and boomski.

Other than that, I'd have to review the whole script to get an idea what to say about improving the movement, but my guess is that you've ended up with a fairly static control over Vel, which is not bad so long as there is a force curve over time so that it slides somewhat. I'm not really keen on recommending that you use "real" forces or do a "chopper simulation", but a very reasonable fake that will look and fly well would be very simple (pseudocoded below):

Code:
local accel;
local top_speed;
local tilt;
if math.abs(self.Vel.X) > X then
  if self.Vel.X < -X and ControlState == MOVE_LEFT then
    add some vel up to top_speed
    get final Vel
    get percentage of top_speed Vel is
    multiply tilt by percentage
    change RotAngle
  else
----------yeah you got it
  end
end
Basically, though, I think that it should be kept pretty darn stiff on the Y axis, like it is now, but more fluid and natural-feeling on the X axis; with a smooth tilt as it speeds up, it should look a lot like a helicopter without most of the hassle.

You may need to consider setting up a sensor system like I did, though; one of the biggest problems with the "choppa" is that it simply must not be allowed to get too close to the ground atm, so shove it up if it dips too close and check both ends and the center.

As for the crashes on certain maps and etc., I think if you get very stuck you'll want to gently pester weegee, he's dealt with a number of those issues. Should be pretty straightforward, though; IIRC there's some stock code for it in Vanilla's source, I just don't have it right in front of me because I've never bothered using it. Oh, yeah, read the "WrapLZ()" function in MetaFight, very useful if you're finding that at all confusing :-)

Anyhow, I think this is a wonderful proof-of-concept piece, and I really enjoyed flying around this MechaGodzilla-meets-Airwolf thing for a bit. I think a smaller, more mission-oriented set of birds using this puppy to get the code humming along would probably be really really popular.


Mon Jul 23, 2012 8:25 pm
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Post Re: The Megalodon
xenoargh wrote:
Wall of text


That code you had in there for the movement looks interesting... I think I'll start that part all over =P

And also, I think I know why I'm getting crashes when I go outside of the map.

Probably, the sprite is so large, that when it gets near to that area, the sprite offset of the attachables get out of bounds, while the hull's sprite offset is still on the map. Then, the attachable gets deleted but the gunship not, and the gunship begin making references to missing parts. Though I'm not very sure, since I think I placed that the first if of the blocks were something like "if self.Weapon then".

I think I'll have to test that.

But how would I fix that then? Create a MOSRotating and place it there, simulating to be an attachable? That would be wierd as hell.


Tue Jul 24, 2012 8:52 pm
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