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 Cortex Command: Reloaded v. 1.25 OPEN SOURCE 
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Joined: Tue Jul 24, 2007 1:13 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
I think "the browncoat rifle that shoots the incendiary bullets" is pretty specific unless you want me to get the ridiculous letters and numbers the rifle is named.


also i'm pretty sure with the same gun you cannot place it in build mode or else it just quietly explodes in a small way and completely disappears.


this is a really good concept, just really bugged. i looked through everything and could not see why the browncoat regulars have their packs hanging off their asses.


Sun Jul 22, 2012 7:44 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Quote:
most of my Coalalation weapons dont do any damage to the brain
Coalition Assault Rifles kill Brains, no problem; same goes for a lot of their arsenal. The question isn't "whether" it's mainly one of range; Brains are (deliberately) tougher than in Vanilla, and you can't just snipe them from a nice safe distance.

That said, if you've got a specific complaint with a specific weapon, please let me know. I can't fix stuff like "some things look OP in Activities", for a couple of reasons:

1. The whole thing is balanced for the campaign mode, period. I could care less if it's "balanced" for Last Man Standing, which was "balanced" based on Vanilla's quirks and issues.

If, however, you come to me and say, "could you please fix the gun you start with on the stock mission (X), because now it's not effective" or "could you please change the budget on this Activity to (Y) because I need more lootz", I'm fine with that. Just bear in mind that that isn't what the mod is addressing and that those issues are, well, very secondary concerns.

2. If you only play the Campaign as, say, the Coalition, you are really missing out on the mod's variety. Try out the different factions and get a better feel for how they all operate before offering up commentary about balance.

So I'd really like to hear stuff like, "I really feel like the Coalition's (insert gun) isn't filling it's role of (role) well; for what it costs, it (doesn't meet role at all and I'd like you to reconsider how it works, is UP / OP for cost)". When I get comments like that, I tend to take them very seriously, because it shows that you've put in some time on the mod and know how things work well enough to have an informed opinion.

In short, I'm a fairly good game developer, but this is a project with a fairly large scope. I can't fix bugs that I don't know about or consider balance issues I'm not aware of due to my private playtesting style, and vague comments aren't very useful to me :-)

Quote:
i looked through everything and could not see why the browncoat regulars have their packs hanging off their asses
It's just an offset change due to changes elsewhere. Fixed that in about a minute :-)


Sun Jul 22, 2012 9:48 pm
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Joined: Fri Jul 13, 2012 9:54 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
xenoargh wrote:
Code:
B27 causes some players to be unable to use the mouse, and for some reason your mod causes the "W" in the keyboard scheme to jump straight up. So I am unable to aim up without flying into space and dying.
Hmm. I don't suppose that you can bind different keys to look up / jump? Sorry about that; I designed it with mouse / keyboard in mind, literally haven't a clue about how the other control schemes work. I'll see if there is some sort of kludge I can write to get around it.


I already tried that. Binding the look up/look down keys to anything other than W/S still makes looking up fling my character into the sky. You attached a lua trigger to it. Which sucks, because I want your mod =(


Sun Jul 22, 2012 11:48 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Checking out a possible workaround now; this should be solveable, I'm just working around the input state stuff :-)

[EDIT]That bug's fixed; the jumppacks are fixed; I'm patching up the glitchy behavior of the GunDrone's jet flames as best as can be done for now. Need to look into dealing with the "walking in midair" bug and get around the engine's behavior there for now and do some MOID cleanup on the turrets, which are still spawning with "feet" they, er, obviously can't ever use (but use MOIDs).[/EDIT]


Mon Jul 23, 2012 12:15 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
When you rebalanced gun damage and actor toughness, did you follow any rules? Like increasing wound limit by X% etc? Do you have any general guidelines to suggest for rebalancing other mods to your mod's system?


Mon Jul 23, 2012 12:43 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Sure, here's a short synopsis of the goals in terms of balance. I never wrote anything like a formal design doc for this, of course; it was and is mainly just a technical demo of where I'd like things to go in CC for 1.0, regardless of content stuff.

So, the basic goals (in terms of balance and determining what's OP/UP for costs) would be:

In terms of porting other mods / making other mods feel balanced with this... it's fairly straightforward:

Some more philosophical stuff, i.e., why I built this in the first place and am willing to get the major kinks out:


Mon Jul 23, 2012 2:34 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Have you looked at crobotech's flight script? When the actors use their jet packs near the ground, their legs rise to their waist and their knees lock. If you were able to make the legs lock like that whenever they were airborne, wouldn't that fix your problem?


Mon Jul 23, 2012 4:07 am
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Post Re: Cortex Command: Reloaded v. 1.21 (Keyboard Control fix)
Version 1.21 released. This is basically just a "quick" bug-fix release, but it took about 3 hours of real work, because of all of the weird engine issues I ran into.

Fixes: Browncoat Light jetpack, Browncoat PY-7 self-destructing, Browncoat GunDrone rear flames usually face the right way, and most importantly, a bug-fix for keyboard-only players who have a JUMP and UP control state (unlike us mouse-n-keyboard people, boo, hiss). Pease let me know if it doesn't work for you guys :-)



On Crobotech having a magic fix for air-walking, I took a good long look:


Mon Jul 23, 2012 8:46 am
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Post Re: Cortex Command: Reloaded v. 1.21 (Keyboard Control fix)
Got a little time after lunch today; I might actually have a reasonable fix for most air-walking behaviors- I came up with a silly workaround this morning and whaddya know, it seems to work.

It's a little weird how I got around it, though, so I need to playtest it a bit more, make sure it's not seriously screwing up the AI, etc.. Might have time to push out a release really quick, let other people test it out before I start applying it to all the actors in the mod.


Mon Jul 23, 2012 5:32 pm
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Post Re: Cortex Command: Reloaded v. 1.21 (Keyboard Control fix)
Version 1.22 released.

OK, I think that the fix I thought up for air-walking works reasonably well, and here's a quickie release to test it all out, with a few notes:

1. If Actors don't have a high enough air acceleration value or are carrying more mass than usual, they'll air-walk quite a bit when they get started moving. I don't think there's any practical fix for this other than engine-side changes or AtomGroups turning out to be a lot more exposed to Lua than I suspect :-)

2. I've added a realistic air-resistance braking system. IRL, your rocket jetpack guy could just spread his arms and legs and make his surface area a lot bigger, vastly increasing braking forces. Guys jumping out of aircraft IRL do this all the time. Now the mod emulates the real world a bit better; basically, just quit pushing forwards in the direction you want to go, and you'll come down to safe speeds quickly.

3. Some Actors will need to get re-tuned after this update. Since this puts mass back into the equation, albeit in a special context, I'll have to mess with that. It'd be nice to know which Actors are having big problems, if anybody has time to test a big chunk of Actors out :-)

4. The Dummy was my test-subject for this experiment, so I'm guessing that he and the other light Actors will be behaving pretty much as planned, with problems showing up as weight increases. Ultimately, this solution only works if a fair amount of force is applied, which seems to do something very funky and special in the engine's IK system, triggering that "superman" pose we're all familiar with and shutting off walking. Why force, and not just raw Vel? Beats me.


Mon Jul 23, 2012 6:19 pm
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Post Re: Cortex Command: Reloaded v. 1.22 (Airwalk Fix Tester)
I'll give it a try, might fix my issues with the mod. Thanks for the feedback and actually considering things. :D


Mon Jul 23, 2012 6:39 pm
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Post Re: Cortex Command: Reloaded v. 1.22 (Airwalk Fix Tester)
Campaign missions often immediately fail because a bunch of bombs instantly spawn and blow up the brain?

And since the jetpacks are incredibly powerful, do they need to be able to burn forever to allow the bots to navigate? As it stands the bots jump around in the air more often than they walk on the ground.


Mon Jul 23, 2012 11:21 pm
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Post Re: Cortex Command: Reloaded v. 1.22 (Airwalk Fix Tester)
Quote:
Campaign missions often immediately fail because a bunch of bombs instantly spawn and blow up the brain?
If the Brain hasn't gotten underground, that's a distinct possiblity, yup. I consider that a feature atm, i.e. getting into cover becomes a totally necessary thing, but if there's a case where it's killing a Brain who's part of an invasion group, that's something that should be fixed, and if it could be made more fun, I'm certainly willing to make changes.

Seems like all the faction Brains are arriving OK over here though.

Quote:
since the jetpacks are incredibly powerful, do they need to be able to burn forever to allow the bots to navigate? As it stands the bots jump around in the air more often than they walk on the ground.
That's a very complicated issue, and I need testing feedback to get it tuned just right.

TL:DNR version:


Mon Jul 23, 2012 11:51 pm
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Post Re: Cortex Command: Reloaded v. 1.22 (Airwalk Fix Tester)
But you've seen that once the bots get to a certain height (like 3 body lenghts off the ground) where the jetpacks seem to get stronger, they basically never come back down if there's an enemy around?

Add that to the fact they are aimbots, it makes it very hard to go even 1v1 sometimes.


Tue Jul 24, 2012 12:19 am
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Post Re: Cortex Command: Reloaded v. 1.22 (Airwalk Fix Tester)
What's probably happening there (but I may be wrong, I'll have to go read that part of the AI again) is that there's some sort of interrupt, calling for jumps in bursts or to keep the AI in midair if it has a target so that it doesn't give up so much advantage to humans. I'll take a look at this. Not sure what the best solution will be, but probably, given the AI's better ranges now, it'd be OK to let them drop.

I just tested taking fuel limits off, and from an AI pathfinding perspective, that basically solves everything, I suspect. I got Gordon to pathfind the Tutorial tower from the lower-right tunnel all the way out, do a circle around the roof, cross the valley and perch up on the high side, no intervention required and almost as quickly as a human could do it. I'm still testing all of this but it looks like I can nerf them a lot in terms of vertical delta-v, yet the AI will still be functional.


Tue Jul 24, 2012 12:36 am
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