(I'm using 64bit Win7)
- OC Installation chooses default folder C:\Program Files\OpenClonk - kinda pretty bad for development to have all game content in admin restricted areas. All .ocf / .ocg and .ocd should be somewhere in %APPDATA% (+install a shortcut to it!)
- c4group.exe has a very non-standard command line parameter order. It should be "c4group [options] command(s) group(s)" and not "c4group [options] group(s) command(s)"
- c4group.exe: Trying to unpack something in "C:\Program Files\OpenClonk" in normal user mode returns incorrect error message: "Status: Open: File not found" (if i run it in admin command line it unpacks correctly)
- openclonk by default is rather unplayable for me due to strong periodic flickering of the screen. Ths is due to another program named Flux (https://justgetflux.com/) which dims my computer screen at night (very recommended by the way!). OpenClonk is the only game so far that doesn't work with flux.
- taking a screenshot doesn't mention that the screenshot is in %APPDATA%\OpenClonk (Saved screenshot Screenshots\Screenshot001.png)
- the clonks movements are *very* jerky when climbing or hangling. Perhaps some smoothing should be done with clonk movements. Also sometimes quite awkard.
- tree growth seems quite jerky (tree jiggles up and down)
- Clonk Planet till Clonk Rage was awesome for playing around with settings (Scenario properties!!) which for me sparked my serious, long-term interest in clonk. I dare to say that these huge customization possibilities were for many people a reason to invest more time in the game. For me, the biggest strength of clonk was always its customizability, not the graphics or gameplay. CR was unfortunately already a step away from this easy customizability, whereas OC decided to completely ignore it by offering no Planet.exe/Editor.exe. In my eyes, OC is hiding a very powerful engine from it's (non programmer-)players.
> - OC Installation chooses default folder C:\Program Files\OpenClonk - kinda pretty bad for development to have all game content in admin restricted areas. All .ocf / .ocg and .ocd should be somewhere in %APPDATA% (+install a shortcut to it!)
User-created scenarios are in %APPDATA%\OpenClonk. Just the original content is in the Program Files folder. If you want, you can also just move or copy the standard data into %APPDATA%\OpenClonk to edit it there. Obviously, you should not edit the stuff in Program Files, because it will break updates and you might also need the original files for network play.
The game just reads both definitions and scenarios from both folders.
>- openclonk by default is rather unplayable for me due to strong periodic flickering of the screen. Ths is due to another program named Flux (https://justgetflux.com/) which dims my computer screen at night (very recommended by the way!). OpenClonk is the only game so far that doesn't work with flux.
Iirc that has to do with OpenClonk using Gamma differently.
> - openclonk by default is rather unplayable for me due to strong periodic flickering of the screen. Ths is due to another program named Flux (https://justgetflux.com/) which dims my computer screen at night (very recommended by the way!). OpenClonk is the only game so far that doesn't work with flux.
Try DisableGamma=1 in graphics options
E.g.: people who try to build stuff for OC are instructed to install and setup Eclipse first, which is completely unnuecessery for your first steps and way too complicated. Then there's stuff like scenario development in %APPDATA%, which is just not documented. I'd argue that a good tutorial would already help those people. Maybe even add a button to the main menu which just leads people to one ore more simple editing tutorials.
In Clonk Endeavour, the introduction (why is there no good english word for "Einstieg" D:) into c4script is extremly easy. You press "New" or "Duplicate" and already have a working Object/Scenario that you can play around with. The GUI is minimalized to only what is needed in the beginning.
But since noone has done that yet since CR, I doubt it will happen anytime soon unless someone yet unknown to men climbs out of the abyss and volunteers for it.
The editor could f.e. create a script file containing
Earthquake->Place(4);
. But yeah, it's not an easy task
Scenario.txt should be fine. The Scenario.txt values could be read by script and objects created accordingly just like it works now for base material.
In other words: There could be more than Goals, Rules and Enviroment Objects to select from (and perhaps randomized quantities or even object-custom configs?).
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