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Darwinia The Official forums for Introversion's game Darwinia
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mindule level2 demo2 tester patch 1.3 tester

Joined: 21 Jul 2004 Posts: 89 Location: Baton Rouge  |
Posted: Mon Jun 20, 2005 8:38 pm Post subject: Collaboration Mod Part 1: Contagion |
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So here it is, Part 1. Just remember, we tried out best : )
http://evula.org/grunadulater/Part1.zip
Is that better your majesty?
Last edited by mindule on Mon Jun 20, 2005 9:15 pm; edited 2 times in total |
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The GoldFish level4 phase1 tester demo2 tester patch 1.3 tester



Joined: 01 Mar 2002 Posts: 946 Location: Bowl / South UK  |
Posted: Mon Jun 20, 2005 8:45 pm Post subject: |
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informative file name... and I love the readme
edit:
no text to tell me to create a new profile or restart Darwinia either
Plus the officer with no command mode thingy makes Darwinia crash when you quit
Polish Polish! >:O
edit 2:
Looks fairly long too - I'm afraid I'm kinda busy right this second, so I shan't be able to give it a full play through
Just remember, TGF demands polish!
Last edited by The GoldFish on Mon Jun 20, 2005 9:00 pm; edited 1 time in total |
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mindule level2 demo2 tester patch 1.3 tester

Joined: 21 Jul 2004 Posts: 89 Location: Baton Rouge  |
Posted: Mon Jun 20, 2005 8:49 pm Post subject: |
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| At least I didn't use the readme from another mod. Hold on, I'll make one. |
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trickfred level5 demo2 tester patch 1.3 tester


Joined: 24 Jul 2004 Posts: 1061 Location: The Great White North, Eh?  |
Posted: Mon Jun 20, 2005 8:51 pm Post subject: |
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| The GoldFish wrote: |
informative file name... and I love the readme
edit:
no text to tell me to create a new profile or restart Darwinia either
Plus the officer with no command mode thingy makes Darwinia crash when you quit
Polish Polish! >:O |
So that was what that crash was. Guess I don't need to post a screenie of the error messages. |
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xander level5 phase1 tester



Joined: 21 Oct 2004 Posts: 3554 Location: Sparks, NV, USA  |
Posted: Mon Jun 20, 2005 10:17 pm Post subject: |
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Bugs, gripes, &c.:
Sector42 --
The objective is unclear. It gives the standard 'activate the trunkport' spiel, but the trunkport is activated -- the goal is to bring the officer to the trunkport.
Unless you want your intro script to run every time a person enters the level, you might want to put it into your mission file rather than the map file. This way, once it has run, it will not run again until the level is reset. This problem appears in other levels as well (ant hills, cannons, and script triggers should really be in mission files, not map files).
You ought to change the avatar, unless the officer is intended to be Dr. S. I find this aspect of the game to be a bit confusing.
The officer w/o orders, though this has been pointed out before.
Village --
Same problem with the objective -- it is unclear.
It is possible to completely bypass the ScriptTrigger in the middle of the village. You do not have to go down that long ramp with the officer, you can go over the cliff. Thus, you never end up in the script trigger. I might make that trigger's range bigger, or put some more water in.
Desert --
I like the idea of desert, but it is so big, and taxing to my machine. Fewer triangles, please. Try changing the cell size.
Typo: sector37_6 -- //Communication
Typo: mission_4 -- Corporation's (apostrophe)
Typo: camping_4 -- ...why don't you help me with something I've been meaning to do lately? (should be a question mark)
Forest --
Typo: forest_2 -- the second 'I guess' is redundant
Type: foutro_4 -- rooting, not routing
The objective is NULL. I have no idea what exactly I am supposed to be doing, other than bringing a unit to some place.
All of the trees really pull the framerate down on my little lappy. Looking away from the trees, I get 40-50 FPS, looking at the trees I get 5-8 FPS. Please, either take out a few of them, or decrease the number of itterations. By the way, this problem is worse when the trees catch fire.
MountainPass --
The camera misbehaves after passinto.txt. I think you need a CamReset in forestoutro.txt.
Again, the objective is NULL.
When I get to the top of the mountain, where the BluePrintStore is, nothing happens. Did you forget a script trigger?
I have not played the mod past this point, as it does not seem possible to complete the missions. I like the idea of the mod -- it is a rather interesting take off on The Matrix, and I like the inclussion of Uplink plot (i.e. Andromeda Research, &c.). However the mod needs polish -- I would not call it ready for general release.
By the way, where is the README? :P
xander
EDIT: Ah. There is the README. |
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mindule level2 demo2 tester patch 1.3 tester

Joined: 21 Jul 2004 Posts: 89 Location: Baton Rouge  |
Posted: Tue Jun 21, 2005 1:16 am Post subject: |
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Okay, let's completely pick apart mindule's mod.
Version 1.1 will be up soon.
Aight. It's up. Apparently this is what I get for not beta testing properly. |
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redcords level1

Joined: 06 May 2005 Posts: 25
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Posted: Tue Jun 21, 2005 5:15 am Post subject: |
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same problem on mountain pass, no idea at all how you activate the trunk port.
the objectives all the way along are pretty hazy. |
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Icepick Introversion Staff phase1 tester phase2 tester demo2 tester patch 1.3 tester


Joined: 24 Oct 2001 Posts: 426 Location: Bradford, England  |
Posted: Tue Jun 21, 2005 11:54 am Post subject: |
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Why didnt you email it to me for TheNextGame?  |
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The GoldFish level4 phase1 tester demo2 tester patch 1.3 tester



Joined: 01 Mar 2002 Posts: 946 Location: Bowl / South UK  |
Posted: Tue Jun 21, 2005 4:26 pm Post subject: |
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| cause it would cheapen your website with it's unfinished presence! |
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martin level5 demo2 tester patch 1.3 tester



Joined: 19 Nov 2004 Posts: 1370 Location: England / 127.0.0.1  |
Posted: Fri Jun 24, 2005 1:37 pm Post subject: |
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| redcords wrote: |
same problem on mountain pass, no idea at all how you activate the trunk port.
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Yes, do tell how to do mountain pass. Also the level with the big ramp to a trunkport dosen't have a ramp on low res landscape. Set it to lowest and there is a suspicous lack of ramp - just a port in the middle of the ocean.
Last edited by martin on Sat Jun 25, 2005 11:06 am; edited 3 times in total |
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mindule level2 demo2 tester patch 1.3 tester

Joined: 21 Jul 2004 Posts: 89 Location: Baton Rouge  |
Posted: Fri Jun 24, 2005 8:38 pm Post subject: |
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| I don't know what level you're talking about. |
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martin level5 demo2 tester patch 1.3 tester



Joined: 19 Nov 2004 Posts: 1370 Location: England / 127.0.0.1  |
Posted: Sat Jun 25, 2005 11:06 am Post subject: |
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| The mountaion pass level where there are a few virii blocking the narrow pass through the mountains and you have to make a run for it. |
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Thinpaddy level0

Joined: 23 Feb 2006 Posts: 8 Location: Cambridge, UK  |
Posted: Wed May 17, 2006 3:33 pm Post subject: |
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| Sorry to resurrect an old thread, but on level 1 (Sector 42), how am I meant to get an officer to a trunk port which is entirely surrounded by water with no radars? |
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Major Cooke level2


Joined: 03 Apr 2006 Posts: 175
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Posted: Thu May 18, 2006 4:32 pm Post subject: |
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| If armour is available, you could just um... well... make one darwinian non-officer, have the armour pick it up and then carry the darwinian, eject it, then promote it and get it to the trunkport.... just a suggestion (IM ALWAYS HACKING MODS!!!!) |
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Thinpaddy level0

Joined: 23 Feb 2006 Posts: 8 Location: Cambridge, UK  |
Posted: Tue May 23, 2006 9:47 am Post subject: |
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| Major Cooke wrote: |
| If armour is available, you could just um... well... make one darwinian non-officer, have the armour pick it up and then carry the darwinian, eject it, then promote it and get it to the trunkport.... just a suggestion (IM ALWAYS HACKING MODS!!!!) |
Yes, that would be a great solution if I had a) armour or b) any non-officer Darwinians As it is, I'm still stuck... |
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