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 The Lounge 
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Data Realms Elite
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Post Re: The Lounge
I don't know how to IRC I'm one of those people, also the giant robot fight is finally happening!!!!!

https://go.twitch.tv/megabotsinc

DOES ANYONE REMEMBER THIS?

EDIT:

GOD DAMN THIS IS SO ANNOYINGLY SCRIPTED I WANT TO CRY WHAT A WASTE OF GIANT MECHS ;_;


Wed Oct 18, 2017 3:54 am
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Post Re: The Lounge
Asklar wrote:
I don't know how to IRC I'm one of those people, also the giant robot fight is finally happening!!!!!

https://go.twitch.tv/megabotsinc

DOES ANYONE REMEMBER THIS?

EDIT:

GOD DAMN THIS IS SO ANNOYINGLY SCRIPTED I WANT TO CRY WHAT A WASTE OF GIANT MECHS ;_;


Well, if you want, I'll buy you a bagio juice (fruit juice) so you can be happy. :grin:


Sat Oct 21, 2017 12:43 am
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I had plans for CC, y'know.


Tue Nov 14, 2017 3:33 am
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Data Realms Elite
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Man that looks sweet! I totally forgot that you made some way awesome stuff and who knows what else you even had in the works.

So is CC like, really on halt forever? That's a shame. What are the chances of you putting up a mod with that? :D


Wed Nov 22, 2017 3:16 am
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That was a work-in-progress of adaptive defense AI that was planned for vanilla CC that I was working on, until I stopped doing dev stuff. The plan was to have the AI capable of checking the status of its base to detect breaches and update guard positions, repair breaches with the constructor tool, and detect what areas often take heavy fire and reinforce those with the constructor tool.

Adaptive guard positioning was how far I got until I stopped.

I'm 99% sure that official CC progress is halted indefinitely. The adaptive AI WIP is technically DRL property and I'm no longer a dev, so unsure if I'm technically allowed to release it as a mod (not that Data would really care).


Wed Nov 22, 2017 4:34 am
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Data Realms Elite
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That's butts, oh well. I'm trying to wrap my head around that concept and it looks so cool! Was it hard to make? It looks pretty complex and super interesting! :grin:


Wed Nov 22, 2017 11:12 pm
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The map is broken down into a large grid with each cell the size as one of those teal squares. The grid is slowly updated to check the terrain condition of each grid (which is simplified to Intact or Not Intact). The grid is then flood-filled outward from the brain, stopping after a certain distance or when a cell leading to the sky is found.

A cell at the maximum distance or at a position exposed to the sky is then marked as a position that needs to be guarded, and then the brain commands actorrs to go to those positions.


Thu Nov 23, 2017 1:58 am
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Data Realms Elite
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And it's all made with lua? It sounds too crazy to be just lua.


Fri Nov 24, 2017 7:55 pm
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It's not really that complicated. 2D array, designate each cell for a spot on the map, mark it 1 or 0 after doing some terrain pixel checks for the map area, and do flood fills to look at open paths.


Fri Nov 24, 2017 11:10 pm
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Well if you put it that way I suppose it is, I'm stuck in the newb modder mindset when it comes to Cortex Command lol.

Cheers on that though, looks fun.


Sat Nov 25, 2017 12:00 am
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Yeah, only part that seems like a hassle would be reliably checking if a box is filled. Did you ever get that going?


Sun Nov 26, 2017 6:31 am
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Yup. Adaptive base defending was pretty much complete as a concept, just needed a good chunk of polishing for official content (tweaking how many pixels to check in a cell to see if the terrain should be considered intact, cell resolution maybe, etc)

Terrain integrity was just multiple SceneMan:GetTerrMatter() or whatever the function was to the cell area.


Sun Nov 26, 2017 7:49 am
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Post Re: The Lounge
Ah right, forgot that existed. Better than doing raycasts out from a center-point or something. Cool stuff, a shame it never worked out.


Mon Nov 27, 2017 3:04 am
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