Thursday, May 20, 2010

“Base” Release

Taking a new approach to development, such as I already have by making this development blog, I’ve decided to release C2toDS in parts! If only to give you all something to do other than wait on me to update the blog! XD

Click to Download

INSTALLATION

1. Unzip the files.

2. Put the agent file in your My Agents folder.

3. Put the c2tods.mng in your Sounds folder.

4. The Agent will be called "C2toDS Base" in the injector window.

Inject it like you would any other agent, but be aware that C2toDS is LARGE. It could very well freeze the game for several minutes or more just by clicking on it! There is no conventional door at the moment. You'll have to ferry Norns to the world yourself, but there is a Favorite Place icon. :)

DESCRIPTION

The first release! This is everything you need to get C2toDS in your world for the first time. It puts the world in and sets all the basics up. Emitters, sounds, overlays, weather, lifts, and of course, cheese, are all implemented...and you'll find a little surprise when the hand moves into C2 Albia! There is one small bug with the sub bay door, as long as you close it first and open it back up, you should be fine. :)

Since emitters are in place (though it may take a few minutes for everything to propagate correctly), you're perfectly able to begin habitation procedures. I recommend grabbing some agents like JayD's Superfood vendor over at Creatures Caves, and/or the plants from Terra and Terra Reborn, both of which contain C2 converted flora and fauna. Edash also coded in many of the Creatures 2 critters and those can be found at Edash's old Creatures webspace. The soils of Albia are quite fertile, so you shouldn't have a problem seeding the land with all kinds of 3rd part plants. (Tubas in particular grow well and can get around. C2toDS was the reason I invented the Tuba Collector/Mover/Killer. XD)

Also, the clouds will seem to mob across the skies for the first ten minutes or so due to the way and timing at which they are created, and how they behave in high pressure areas, but after that they should start scattering nicely across the skies. :) It might also snow a bit more than you'd expect at first for a couple reasons:

1, I haven't fine tuned the temperatures yet. 2, the heat emitters will take a few minutes to propagate the rooms, and 3, it's a spring morning when you get to Albia, a little snow is to be expected! Seasons are fully implemented, but the classic GUI is not, check the calendar on the world tree to see what season you're in.

Also, it's very cold at night in Albia! (Another reason it might snow a lot.) Get your Norns into the burrow or near a fire if they can't stand the cold. Currently, without the UI, you can't really tell it's night, but you'll know when Norns start shivering, and the clouds start falling.

The volcano is not currently dangerous with radioactivity. You're free to place your creatures in it, but conditions are not favorable for growing things, so place vendors in there. Oh, but it is quite hot... Magmas will love it!

Macintosh computers have a problem with the world wrapping skipping a bit, and this is beyond my control, but it's nothing serious. Comments and bug reporting are highly encouraged!!!

DISCLAIMER:
THIS ADDON IS GIVEN "AS IS". IT HAS NOT BEEN BETA TESTED THOROUGHLY BY ANY MEANS. USE AT YOUR OWN RISK. I DO NOT ADVISE USING IT IN A WORLD WITH CREATURES YOU ARE FOND OF.

I say that because I have too. However, It should be pretty safe. There's nothing in this release too intense that it could cause problems, but be on your guard. WATCH YOUR CREATURES. The map is large, and has not been thoroughly walked yet. A Norn could get stuck someplace it shouldn't be and die! Just saying…

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The Latest Upload SHOULD have made the following unimportant, but in the event the agent returns an error about not being able to find a room at such and such location, follow these steps and try again:

PLEASE ENSURE THAT YOUR MAP HAS BEEN EXPANDED PRIOR TO INSTALLING THE AGENT. TO DO THIS, PRESS CTRL + SHIFT + C TO OPEN THE COMMAND WINDOW AND TYPE "MAPD 50000 50000" AND PRESS ENTER. THE AGENT WILL RETURN AN ERROR IF YOU DO NOT DO THIS CORRECTLY!!!

11 comments:

  1. Awesome :D I will be testing this as soon as I boot up Windows.

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  2. Moe, you are a mad genius. Damn you and your skills (and motivation.)

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  3. Awesome, very awesome. Since you're probably working on plants and such as well, I kinda have a small request. Can it be possible to be able to inject C2 to DS plants without injecting the room itself? It would be great being able to plant acorns and such without injecting the room first.

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  4. Well as been mentioned before I think, there is always the super food vendor. I remember it having acorns.. but yes this is still a good idea.

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  5. Amazing! I forgot how beautiful the C2 map is when zoomed out and put together... But that's a little bit beside the point. This is a spectacular project, and I can just imagine how much work you've put into it, as well as how much additional work is ahead. I'll probably test this out in the near future, once I'm sure that my base C3 and DS games work correctly. Thanks for taking the time to put this together and sharing it with us!

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  6. This is great :D A couple of bugs, though, I don't know if you've noticed them so I will post here: (what is testing for after all?)
    1. The lifts from the island through to the volcano are screwy. I get lit up buttons and a lift constantly making clunking noises, then sometimes it moves for a while, then more bugginess.
    2. In the world all tooltips have been autokilled, there is this in the log file:
    Action: Autokill
    Agent runtime error:
    Runtime error in agent 1 21 50200 script 1 21 50200 9 unique id 2455593
    Invalid TARG
    ... e "ToolTipBubbleDS" {@}tick 3 targ game "C2toDSToolTi ...
    Overall, great release, I like the extra room..

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  7. Oh yeah, and I love how most of the pneumatic tubes have been made into rooms. I was miffed at the original game for not doing that. (eg the one near the splicer)

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  8. Odd about the lifts, but you're not the first person to say that. Can you explain a bit more about how you're activating them? Call buttons or pushing the lift itself?

    I can't explain the tooltips. They should be working fine, unless something didn't get injected like it's supposed too. They're just another little "special" so I'll probably just exclude them in the next release.

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  9. I'm not sure, because it was the norns that were doing it, not me. :/ The lift also started going up and down in a very small space at one point.

    The tooltips did work for a while, but at some point I noticed there were no tooltips at all, in any metaroom, not even ones like "x has laid an egg"..

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  10. Too bad, the tooltips were kinda spiffy. :P As for the lifts, yes, I need to rework them a bit. They're good, I just know what you're talking about, and the things I need to do to fix them; plus add some new features. :)

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  11. Seriously breathtaking. I'd forgotten just how beautiful C2 was.

    Can't wait to see the world returned to glory with all the plants/toys etc returned to the world.

    Is there somewhere for people who are interested in contributing? I can't guarentee a lot of my time, but I have some okay coding skills and I'm a 3D artist by profession.

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