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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 26 Jul 2011, 11:26
by ShadowRunner
Talented people are difficult to work with though :D. The more talented, the more difficult. Apparently.

Resistance is futile though...

I was planning to emotionally blackmail Cozmo, now that we host his mod. Join or we host Iceworld.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 27 Jul 2011, 14:29
by ShadowRunner
Ouch double post, but hey it's CONTENT!

I thought I would share with you some unfinished areas.

Unatco only accept augmented agents.
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Some baby Grays have been naughty
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STONE THE CROWS CHINNY, I THOUGHT U SAID HALF-LIFE ...NOT REAL LIFE!
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Unatco want that Mechanic dead too.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 27 Jul 2011, 15:28
by chin.democ.
Wow that looks great, you've done so much in a short time, excellent.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 28 Jul 2011, 00:16
by Psycho
ShadowRunner wrote:Been trying with that for years. He didn't want to disband [XII] as a clan, so therefore chose to remain outside of FGS.

Our coder defection programme was only partially successful :D
He left [XII] to join B2S years ago

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 28 Jul 2011, 11:19
by ShadowRunner
OH B2S lives? Was a good clan, should make a comeback.

Thanks Chinny.

It's mostly done, but had to stop early last night at 10pm.

The monorail initial design is poor, lots of crevices to stuck in, so have been fixing this and getting the trains to move perfectly took some time, as it takes around 15 minutes to build and then longer to test. Using brushes less than 4 seems to add time, so I'm only going as detailed as 4 units. Also a BSP error appeared in the roof of Page Industries, a doorway is quite cluttered and I will tidy this up.

Just some more finishing of MJ12 today, bum rescue and NSF rescue and if I have any time left, polishing of slums.

I'm thinking that uptown could get bigger, with a shortcut now the slums are big enough easily.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 28 Jul 2011, 13:07
by ~DJ~
ShadowRunner wrote:OH B2S lives?
nope

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 28 Jul 2011, 22:25
by Psycho
ShadowRunner wrote:OH B2S lives? Was a good clan, should make a comeback.

Thanks Chinny.

It's mostly done, but had to stop early last night at 10pm.

The monorail initial design is poor, lots of crevices to stuck in, so have been fixing this and getting the trains to move perfectly took some time, as it takes around 15 minutes to build and then longer to test. Using brushes less than 4 seems to add time, so I'm only going as detailed as 4 units. Also a BSP error appeared in the roof of Page Industries, a doorway is quite cluttered and I will tidy this up.

Just some more finishing of MJ12 today, bum rescue and NSF rescue and if I have any time left, polishing of slums.

I'm thinking that uptown could get bigger, with a shortcut now the slums are big enough easily.
Well in my brothers head (survive}, B2S still lives :-D He wants to start dx back, but he can't because of work etc, and his work accom doesn't have internet.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 29 Jul 2011, 13:13
by ShadowRunner
GOOD MORNING COMMUNITY

THERE WILL BE DATACUBES, BOOKS, NEWSPAPERS IN COZMOPOLIS.

WE URGENTLY NEED

1. NEWSPAPER REPORTS ABOUT PLAYERS / COMMUNITY. LIES AND FUNNY IS OK

2. WE NEED HISTORIES. We've done a history of the city, history of FGS. Anything for the Books.

3. ANYTHING ELSE, either cool or entertaining.

4. Messages from Organisations to their agents. Factions are RA, LP, Cops, Thugs, Hacker Bums, Junkies

~Don't worry about polishing them, we will edit them into the general story and tweak anything out of place.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 29 Jul 2011, 14:45
by ~][FGS][Nobody~
Are there existing MP compatible datacube and newspaper classes already?

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 29 Jul 2011, 16:02
by Poor
Who the hell is this BankRobber guy? He kills everyone for fun but the cops/swat can't seem to arrest him. Many have tried to kill him but all have failed. He stays cloaked consuming a large amount of candy until he ones shots you with a stealth homing knife. I'm guessing this guy is either a hacker or a good augger.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 29 Jul 2011, 17:36
by ShadowRunner
~][FGS][Nobody~ wrote:Are there existing MP compatible datacube and newspaper classes already?
As you know this is a foreign language to me, but I think your answer is no. Nothing worked before in MP in Cozmo, if that's what you are asking. I haven't added the information devices to the map yet, just adding them to a separate map and writing the texts in.
Poor wrote:Who the hell is this BankRobber guy? He kills everyone for fun but the cops/swat can't seem to arrest him. Many have tried to kill him but all have failed. He stays cloaked consuming a large amount of candy until he ones shots you with a stealth homing knife. I'm guessing this guy is either a hacker or a good augger.
I don't like the sound of that. Does Cozmopolis need tweaking? With vision gone, should cloak be so powerful?

But with your permission, Cozmopolis Daily News will quote you in the game.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 29 Jul 2011, 19:17
by Poor
I wouldn't say cloak is overpowered. It's necessary to escape the psychos. But even when I have cloak the guy manages to track me down by sound and the gun reticle. Maybe I should have invested in silent run. Anyway, a working vision would be nice. It looks like it was meant to be added but it doesn't do anything. And yeah, feel free to quote me.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 30 Jul 2011, 13:41
by ShadowRunner
Cheers.

Cozmopolis actually helped me with stealth training. Evading people around corners is fairly easy in Cozmopolis. You can operate doors while cloaked and people naturally assumed you entered the doorway.

I find it easy to track cloakers escaping jail, but once I get past the wep shop it gets harder. Watching cops as well sometimes you can figure out roughly where the cloaker is.


Chinny/DJ/, I was wondering if you could host the crashing one and look at the logs, see what it is saying, or look at my logs, if any clue to why it doesn't host. I'm going to host one now without aug canisters and make sure it's not some weirdness with Coz RPG and SP item.

EDIT . OK I notice something weird. I didn't remove canisters, used same version, but when I host it, the blue connecting message says... <MAP NAME>/INDEX.DX
I don't see that if it is map error, usually I just get disconnected, server crashed and smuggler is on.

BUT... it logs me out of admin and I stay on DXSG_CMD_V1.

Can someone theorize plz from this evidence.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 30 Jul 2011, 21:35
by ShadowRunner
From Coz
Did you add any more crime scene things? my guess is the tag / group stuff might be blank to cause the accessednone thing
Yes I did duplicate corrupt cop and swat and also MIB. So'll take a look.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Posted: 31 Jul 2011, 23:33
by ShadowRunner
I've re-written this post as after fixing everything, I made six more edit/rebuilds to be sure the map IS stable and no errors.

There's just one button error and 3 texture errors, which I will fix in the morning, taking less than one hour, otherwise it is ready for public hosting. The latest fix is up on Otherworld, usual password. Map is COZ_FIX_FIX_FIX

Some points:
1. Map Geometry Stats are complete metabolic now. During 6 rebuilds the stats went from 92k to 103k and zones went between 50 and 22. So don't believe the editor.

2. The mover error came from duplication of movers. My bad. Fixed 100%.

3. Since I removed, sewer pipes, bank sofa and 16-sided bank lights, I have no solid issues anywhere at all. No error at all in 6 builds. I think due to cramming of Page inside slums (well people do ask me to keep maps small!), BSP is close to bursting if you go below brush size 4 or go over 8 polys more than six times, like in the bank. I think this varies between zones though somehow. I rebuilt the sewer but didn't add the pipes. I've also removed any danger stuff of mine, but left 2 playstation controllers in the apartment near Page. So try to re-add the sewer pipes I think, but bank be careful.

4. Map is fine for further editing if you don't go crazy. But MAJOR thing I've realized, maybe make new areas, don't build on top or cram in between. These connections and shortcuts we are making aren't kind to the overall stability.

5. I think the map could handle at least 50-100 more actors. Movers I don't know, if 4-sided and only subtracted into, I think you could go on forever probably. I don't think it will take much water or windows further.

6. The lower monorail is deliberately one way, to stop crims using the copshop as a shortcut. It's the middle monorail train that is broken and I will fix tomorrow.

7. Don't get confused thinking this needs fixing. It's not the dodgy map, it's an earlier version updated. It's the most stable one in 10 days perhaps. You can ghost around quite violently outside the map on server. I'm paranoid you will make the same mistake as me, of fiddling too much.

8. I've failed at office windows in Unatco, Nick Baldwin/Mission giver's room. Please take a look! They aren't solid. Transparent Window command sucks. Breakable is better. One or two things I want to show you, that could be improved.