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A couple of days ago, I updated the wiki page for the metaroom Terra Reborn to add a screenshot and note issues I found with it, as I've done for some other rooms. Unfortunately, it had enough problems that I didn't really want to use it as-is, which is a shame, because it's a lovely room. I could critique the pond (it's a bit too small and barren to do much with), but the background is a nice edit of C1/C2 images, it has a warm, homey feeling to it, and it comes with lots of food sources. The locking door might be useful in some worlds, too.

So I cracked it open with Revelation and did my best to fix it.

I was originally thinking of trying to make a separate patch file, but I found that the problems I had started from the filenames - both the Shee Pears and the Terra Reborn pear plants use the same 'pear' filename, and it looks like someone else had a similar issue with the goldfish. This meant that when the injection script tried to add the pear plants to my game, it didn't find enough images in the file because it was looking at the wrong 'pear' file. I figure people who haven't been active in the CC for 10+ years are probably not going to be too upset about a direct patch to a mod they made 20 years ago, but if I'm wrong, any of the original authors are free to contact me.

Anyway, in short, I also:
  • Added CA links and a new favorite places icon

  • Removed bad stims and chemical additions and added more possible behaviors to some objects in line with CDS suggestions - I think I got all of them, but let me know if I missed something. I found a script through the wiki that checks behaviors and such automatically, but I couldn't get it to work for some reason

  • Fixed the second banana plant never fruiting and the spikotous being unable to progress in its lifecycle

  • Tweaked the platform on the lower left so creatures can't walk off of it - you will still need to add an Elevine or something to get them up there, though

  • Made the potions into infinite-use water potions, as the original gave a strange mixture of life, tiredness/sleepiness reduction, and protein

  • Lowered almost all of the tick script numbers down from 1 to at least 10 - probably could've lowered some of them further, but I didn't want to risk messing up their timer scripts or have to poke through them more than I already did, and it's an improvement


Available for download at CCaves

I did find in testing that creatures tend to heavily cluster on the top level. I don't think this is a problem with the lifts; I confirmed that creatures can push the lifts when cajoled and found the same behavior when I replaced them with Elevines. That area has the most food, so perhaps that attracts them?

Feel free to let me know if there's something else I missed (or may have inadvertently added)!
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The Creatures Evolution Engine was used for four games in total – Creatures Village, C3, DS, and the Virtual Sea-Monkeys (yes, there was an official Sea-Monkeys game based on the Creatures engine; no, it was not very good). The engine was tweaked in various ways across those games, and one aspect that changed was what CAOS commands were included.

I recently updated some CAOS command articles on the wiki to section off DS-only commands from those used by both C3 and DS (useful if you want to develop for C3 standalone in conjunction with DS – though I don't know if anyone play C3 standalone nowadays), and it got me curious how CAOS evolved through those games. So I diff'd a bunch of CAOS guides against each other to find out. (That is, I used a tool to find the differences in two documents that have large amounts of similar text.) What commands were spin-off exclusive? What was added to DS besides the networking support?

(Thanks to ghostfishe for the CV CAOS guide and Doringo for the SM one! Post continues below the cut because of length.)
ExpandCut for CAOS! )
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While I was taking screenshots and testing and such to fill out the wiki articles on metarooms, it occurred to me that a small UI element that simply tells you the in-game time would be useful, instead of having to rely on things like the Dustdevil Grendel calendar or the Garden Gnome, or pinging the console. A brief search didn't turn up anything (sorry if I missed yours), so I made one! I'm having a real frustrating time in other languages - I made and tested this while installing and re-installing things to try and get an R package to recognize CUDA's existence, and I am still not there - so it was nice to go back to CAOS and code something simple.

The marker is up on CCaves here and changes color for each time period, number for each day in the season, and shape for each season in the year. It injects by default in the upper-left under the creature UI, but can be moved wherever you like. Not for use on the off chance you've been messing around with your GAME seasonal variables :p

While I was at it, I also added a small section on formatting agent help catalogue files to the wiki page, because although I ended up not using it, I swore there was some way to color text in them, but couldn't find it anywhere. Or how to do newlines, for that matter. Now it's on the wiki for next time I forget easy reference.

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Hello, Robotto

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