Posts by SWAT_OP-R8R

    Going to quote myself on this one:

    Well... May or early June. *cough*

    Fortunately, I did not mention which year.

    Long story short. I did not have any time to work on this stuff in the past 5 weeks; therefore, I am WAY behind schedule.

    I am pretty much back working on that update at the moment but can't tell for sure how much time I need.

    The good news is that ~180 ships are already done. The bad news is that I decided to go more into detail, and the estimated 240 3D models, well... that number most certainly is going to get much bigger than originally planned.


    Many ships will benefit from much more accurate hitboxes. Inconsistencies with shield bubbles are going to be fixed, which eventually has a balancing aspect, since certain ships that had disadvantages might become more interesting, while other ships had an unfair advantage that will be balanced out.

    In some cases the more accurate hitboxes will have a minor impact on the data the game and the server have to handle. However, this is just a very minor load increase, limited just to a few ships. The majority of ships will even have more lightweight hitboxes (sometimes 50-80% less data). The server load will certainly benefit from that.

    I also expect certain collision bugs to be gone and generally smoother gameplay.

    Let's assume that I know what I am doing when creating content.

    The mission serves a purpose; that is why it exists. That purpose might not be obvious to everyone, but I usually do not create stuff and invest time into something without a good idea of what I want to achieve with it.

    I also have the habit of testing the stuff that I create. This specific mission used to work in most of the done tests, but due to the random nature of FLs AI in combination with the random spawn points of the ships, it is nearly impossible to cover every possible outcome of the flight paths. I am aware that players had issues with that mission and if there was a way to snap my fingers to get it fixed, I would have done it by now.

    Removing that mission btw. would be the direct path to causing potential bugs in all following missions.

    The entire CF storyline is written by hand (there is no other way), line by line, +37.000 lines of code (cutscenes and special scripts not even included in that number). It's not a trivial thing to do, my time is limited and if you have not noticed yet, other mods do not even have a working storyline (because it is fricking difficult).

    Sure... but the game only has a limited amount of weapon classes that can be used. It is a hardcoded limitation.

    I dont know what other mods do or dont do and to be honest I really dont care. Just because other mods do stuff differently does not mean that it would work with CF. In the worst case the balance that used to work in the past +20 years will go down the drain and I have to spend significant amount of time (which I dont have) to fix it.

    It is one thing to change a few values on a small mod... but a different thing when the mod is +12gb big and has large amount of mechanics and features that might be based on such values.


    The weapons were rebalanced last year, to have a large variety of weapons to be suitable in end game combat. In theory there is not even a "best" weapon in CF since all of that highly depends on the shield types encounted.

    Es sollte nicht so weit außen im Ring liegen. Versuch mal den inneren Rand ein bissl abzufliegen in der Region. Wenn die Bonusmission aktiv ist, wird schon aus recht großer Entfernung ein Marker zum Loch gesetzt.


    Wenn es dich beruhigt, ich muss auch immer suchen.

    Es liegt nicht am Shader sondern an Prüfsummen des Anticheats die nicht zu den erwarteten Werten passen. Ich hab keine Ahnung warum das derzeit der Fall ist oder warum teilweise Spieler sogar Einstellungen auf dem Client haben und damit zum Server verbinden, welche eigentlich nur im SP existieren können.

    Ich kann es derzeit nicht erklären.