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 [BUILD 22] Released!!! - Activities for skirmish HERE! 
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Joined: Sat Aug 30, 2008 1:58 am
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Edit : Wrong thread sorry


Last edited by mrah on Sat Nov 08, 2008 3:52 pm, edited 1 time in total.



Sat Nov 08, 2008 3:16 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Miles_T3hR4t's first post made me want to parody that "I love the whole world song". Anyways, actual content! I've noticed that the brain guy in the campaign level seems to hate his life and is constantly trying to leave the physical plane and vanish into the netherlands. In short, he keeps turning around and jumping straight off the screen. Any way that this could be fixed or is there some invisible unit sitting to the side of the map?


Sat Nov 08, 2008 3:24 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Nachos wrote:
Miles_T3hR4t wrote:
...I hope B23 puts them all in one.rte, for ease of use...


This is just my point of view, so please don't take it as a starting point for a bitter argument, but I think they've done the right thing. Separating the factions into different modules makes it easier to manage, especially for the devs, who are the ones who have to work with all the random stuff everywhere. It also makes other modder jobs easier, by allowing the testing process to be a lot faster by changing it to load less .rte's, and helping in making totally independant mods using only the Base.rte stuff.


I'm not trying to argue when I say this but.
Base.rte/Coalition, base.rte/dummies, base.rte/Ronin, Base.rte/tradestar

This way, the main cortex command isn't cluttered with 12 .rte's that are all 'vanilla content.'

base.rte could EASILY be divided into factions.

Also, the thing about getting rid of the old weapons, I think they should still be in base.rte, only commented out in an index somewhere. sort of a 'classic mode' easter egg.


Sat Nov 08, 2008 3:30 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Miles_T3hR4t wrote:
Nachos wrote:
Miles_T3hR4t wrote:
...I hope B23 puts them all in one.rte, for ease of use...


This is just my point of view, so please don't take it as a starting point for a bitter argument, but I think they've done the right thing. Separating the factions into different modules makes it easier to manage, especially for the devs, who are the ones who have to work with all the random stuff everywhere. It also makes other modder jobs easier, by allowing the testing process to be a lot faster by changing it to load less .rte's, and helping in making totally independant mods using only the Base.rte stuff.


I'm not trying to argue when I say this but.
Base.rte/Coalition, base.rte/dummies, base.rte/Ronin, Base.rte/tradestar

This way, the main cortex command isn't cluttered with 12 .rte's that are all 'vanilla content.'

base.rte could EASILY be divided into factions.

Also, the thing about getting rid of the old weapons, I think they should still be in base.rte, only commented out in an index somewhere. sort of a 'classic mode' easter egg.


Fair call, we'll just have to wait and see in the next chocolatly sweet release! Mmmm CC classic nostalgia...


Sat Nov 08, 2008 3:35 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
I've noticed that there are a few typos in the weapon descriptions. Such as the Spas 12, it's Capacity not Capasity.


Sat Nov 08, 2008 4:54 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
numgun wrote:
Extra points for those who guess where that easter egg is from.
Btw, that thing is a powerful anti-dropship weapon. I've never tested it in action, but it should be pretty deadly to anyone who gets "chocolated".

Numgun I know where Antigravity Chocolate is from (sorry admins/moderators) :-o
Grif posted it in the Penetrable attatchments thread
Also from conker's bad fur day
Exact words
Grif wrote:
The problem with all this speculation is that it requires major changes to the engine.

And all Data's working on right now is antigravity chocolate.

Image


Last edited by zeno39 on Sat Nov 08, 2008 5:55 pm, edited 2 times in total.



Sat Nov 08, 2008 5:53 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Numgun, what tells CC to load the vanilla .rtes as first-party content?


Sat Nov 08, 2008 5:54 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Nachos wrote:
Separating the factions into different modules makes it easier to manage, especially for the devs, who are the ones who have to work with all the random stuff everywhere.

Amen, amen.

Miles_T3hR4t wrote:
This way, the main cortex command isn't cluttered with 12 .rte's that are all 'vanilla content.'

How about the other way, unclutter the root by putting mod .rte's in a subfolder? OR, make a sub directory for game data in general containing the vanilla .rte's, as well as a mod sub-sub directory for mods.
That would also let the game know which .rtes are able to be used in the scene editor. If a modder/scene maker wanted to use their own special stuff for scenes, they'd just put their .rte in the data folder and everything would be happy.


Sat Nov 08, 2008 6:01 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Dal wrote:
Numgun, what tells CC to load the vanilla .rtes as first-party content?


Thats a hard coded thing. The exe will try to load the vanilla .rte folders even if you delete them accidently.


@ zeno39: haha lol I thought Data never paid attention to that pic I sent him back then. : p

And yeah, you guessed right, conker's bad fur day is where you encounter antigravity chocolate.


@Miles: We decided to use this format because it allowed us to use similar instances of different objects without them colliding with each other. For instance like shells, bullet particles and other objects that might have similar names in the code.


Sat Nov 08, 2008 6:03 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
****.


Sat Nov 08, 2008 6:21 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Weapon Descriptions are fun, and yes, I've since fixed the icon. (PM me if you want the descriptions for DarkStorm.)

Image


Sat Nov 08, 2008 6:26 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
OFFICIAL NEW STUFFS?!
GO SCIENCE!


Sat Nov 08, 2008 7:07 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
I found the .bmp for the anti gravity chocolate but theirs no code.
I wanted the chocolate to work if I found it. :sad:


Sat Nov 08, 2008 7:42 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
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and lastly WHY THE F*** ARE THERE SO MANY *** **** PISTOLS!?!?!?!?
WE DONT NEED 4 PISTOLS IN THE SAME FACTION! *foams at the mouth*


Have you tested those pistols? They all work pretty differently and are actually pretty powerful. The desert eagle is pretty reliable and consistant with its shots while that revolver is powerful as hell and has a nasty recoil to go with it. The only "useless" pistol in the game is the original one. All the others work like magic and go GREAT with a riot shield. The first time I beat the zombie cave was with the repeller, a riot shield, and two of the pistols, and the grenade launcher. I NEEDED those pistols to kill enemies without setting off those blue bombs, and they also helped against the tubes really well.


Sat Nov 08, 2008 8:12 pm
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Post Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
macattack wrote:
I found the .bmp for the anti gravity chocolate but theirs no code.
I wanted the chocolate to work if I found it. :sad:

There's code for it.
Not in it's own .ini, though.

Also, as I mentioned in the b22 conversion topic, I can't get custom wounds to have working burst damage in B22, even though burst damage seems unchanged in vanilla content.


Sat Nov 08, 2008 8:13 pm
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