Current version: 0.3
- intended for OC 7.0
- main features:
* basic settlement finished
* some structures still need textures
* 3 settlement scenarios
* some convenience over standard OC: add construction materials with interaction key, digging with constant speed and angles locked in 5° increments
Download on CCAN
* no rebuy, so you sell a shovel and lose it.
* elevator digging works strangely, why not just like in normal OC?
* lack of foundry to produce metal.
* lorry has no inventory shown.
* goal shows gold and gold.
* trees grow underground.
* goal did work but did not lead to game over.

>* goal did work but did not lead to game over.
At least there were still 16 Gold Nuggets remaining but there weren't any. I think they went into the Lorry and are not recoverable for the player.


Also, newly bought clonks should get a free shovel at start.
Other bugs:
Reported bugs:
>* no rebuy, so you sell a shovel and lose it.
This is an issue both in OC and Classic. I will fix it on OC.
This brought up another bug, will have to work on it more.
>*
elevator digging works strangely, why not just like in normal OC?
Works exactly as in OC now.
>*
lack of foundry to produce metal.
This depends on the scenario? It is lacking in Ashlands, that's for sure. If it is lacking in Mountain Range or Valley of Kings, then there is an actual bug. Added it to Ashlands nonetheless.
>*
lorry has no inventory shown.
I identified a problem here, the lorry has to have a property MaxContentsCount, I have a function however.
> * goal shows gold and gold.
Noticed that, too, no idea where that comes from.
> *
trees grow underground.
Will fix that.
> * goal did work but did not lead to game over.
Which scenario? Some scenarios also require you to have a certain amount of wealth. In Goldmine it worked well for me.
> In addition to Maikels post I'd also like to mention another bug: When you buy a lorry it goes into the players inventory instead of the homebase or at least standing in front of it
This is what I wrote in the CCAN description. I wanted to release version 0.3 early, and while this is annoying, it is not a very serious bug. The main reason why I did not fix this yet is because the interaction menu treats "transfer all items" and "transfer one item" differently, although both functions offer the transfer of multiple items. On the branch liquid_container I created a unit test for that and I am working at joining both versions. Only after that I want to add the transfer of vehicles and crew members to the interaction menu. This is not a use case in the normal Open Clonk, so it has a lower priority.
>
Buying clonks did not work. The money was lost but I got no clonk. I presume they were just in the base but not MakeCrewMember-ed?
Will have to look at it in the release version. In my development version it works fine.
>Also, newly bought clonks should get a free shovel at start.
Yes, good point. That makes a clonk worth 10 clunkers, though (you could sell the shovel)?
Questions that I need feedback on:
- what about buildings in general? Them having doors makes little sense, not having to enter a building because of the interaction menu is a big advantage of OC. Maybe pushing a lorry into the producer and have it exit on its own again would be more convenient than opening the menu and clicking the "transfer all" button.
- what about digging in 5° increments? I found it very convenient and it was suggested in one of the milestones, too.
- what about material textures? I want to make them more similar to OC in terms of normal maps and shape maps, but keep the color scheme closer to CR. Might look strange in the long run, though.

> The better option is that it starts drilling when the elevator is stopped and you press [down], if it is implemented that way anyway then I will remove the special behavior in Classic.ocf.
That's how it should work in OC.

- Clonks and lorries still can be collected from the hut
- Certain maps have a wealth gain and mine gold goal, which may result in the game not ending although all gold was mined
- The scenario parameters for map size do not change the size of the map, because the maps are not dynamic yet

- Tal der Könige gab immer Desync im Multiplayermoudus
- danach spielten wir Ascheland. Nach ca. 10 Minuten konnten wir nichts mehr tun, weil die Flaggen ihre Funktionalität verloren hatten (hingen aber noch an den Hütten)
- Öl brennt nicht ab, sondern die Flamme erlischt!
- Das Windrad quietscht ganz schön unangenehm
- Kein "Clonk" Sound beim reinwerfen von Zeug in die Chemiefabrik
- kaputte Bäume fällen dauert ein bisschen zu lang
- Beim Bauen bleibt der Bausatz erhalten und verschwindet nicht(?)
>- Tal der Könige gab immer Desync im Multiplayermoudus
Könnt ihr dazu mehr sagen? Bezüglich Desyncs kann ich selbst keine Aussage machen, ich habe es noch nie über Netzwerk gespielt.
>- danach spielten wir Ascheland. Nach ca. 10 Minuten konnten wir nichts mehr tun, weil die Flaggen ihre Funktionalität verloren hatten (hingen aber noch an den Hütten)
Das mit den Flaggen ist merkwürdig. Wie genau äußert sich das (z.b. im Interaktionsmenü)? Was habt ihr zuvor getan? Es kann auch ein Problem sein wenn die Flaggen den Besitzer wechseln.
>- Das Windrad quietscht ganz schön unangenehm
>- Kein "Clonk" Sound beim reinwerfen von Zeug in die Chemiefabrik
>- kaputte Bäume fällen dauert ein bisschen zu lang
Hierzu, zu den anderen Problemen oben, habe ich bereits Fehler eingetragen
>- Beim Bauen bleibt der Bausatz erhalten und verschwindet nicht(?)
Das war eine Neuerungen, die ich einführen wollte. Ob es sinn macht: keine Ahnung. Jedenfalls hatte der Original-Bausatz im Vergleich zu den Zusatzpacks immer folgendes Problem: Er ist einfach nur ein zusätzlicher Kostenfaktor bei Gebäuden und der Hammer aus "Ferne Welten" hat genau den Nachteil des Verschwindens nicht. Jetzt verhalten sich beide Objekte gleich und der Bausatz ist einfach nur "Flair". Natürlich ergibt es dann nicht so viel Sinn, dass man den Bausatz nachkaufen kann.

>Wie genau äußert sich das (z.b. im Interaktionsmenü)? Was habt ihr zuvor getan? Es kann auch ein Problem sein wenn die Flaggen den Besitzer wechseln.
Man kann nichts mehr kaufen und der Punkt für das Abnehmen der Flagge ist auch verschwunden. Wir hatten lediglich eine neue Hütte gebaut und die Flagge dort gesetzt. Hat auch gut funktioniert, aber nach ein paar Minuten war dann die Funktionalität weg. Ich weiß nicht ob es dafür einen spezifischen Auslöser gab. Ich glaube nicht!
>Könnt ihr dazu mehr sagen? Bezüglich Desyncs kann ich selbst keine Aussage machen, ich habe es noch nie über Netzwerk gespielt.
Leider gibt es keine Logdatei bei mir im Ordner :(



I like the OC textures more but I admit the blurry trees look a little more out-of-place on the OC earth


E.g. pieces of loam are always a bit hard to spot in CR.

Needs OC 8.1, is most likely incompatible with the snapshot
Download link: https://ccan.de/cgi-bin/ccan/ccan-dl-auth.pl/6259/Classic.ocf
Bugtracker: http://ccf.striver.net/bugtrack.php?prj=1526

I really like the Monsters :)
Jumping is a bit strange, I think you tried to reimplement the fixed jump width from CR. Jumping while standing and running is ok. But if I have little space to get horizontal speed (e.g. standing on a vertical Loam Bridge), it is a bit difficult to jump far to the left/right. In my opinion pressing (Left/right + Jump) always resulting in maximum (horizontal) jump would be better.
When killing a Monster, it is a quite heavy throwing weapon. Perhaps also renaming it then to Death Monster/ Totes Monster would be better.
Is there a reason for the fixed zoom?
>Jumping is a bit strange, I think you tried to reimplement the fixed jump width from CR
Yes, I changed the acceleration for jumping, but I did not want to recreate the fixed width. This can be changed to OC jumping, no problem.
>When killing a Monster, it is a quite heavy throwing weapon. Perhaps also renaming it then to Death Monster/ Totes Monster would be better.
Hmm, so the monster becomes collectible after it is dead? Must be something that it inherits from my animal libraries. Thanks for the hint, I will remove that. The dead monster does not change the definition when dying, but adding the "Dead" prefix to its name should be possible.
>Is there a reason for the fixed zoom?
The zoom is not fixed, it goes from 1.0x to 2.0x, you can change it with F5 and F6. The main reason is that certain things have un-zoomed sprite graphics, such as the trees. If you zoom in too far they will look strange. I might remove the limits once all graphics have high resolution.
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