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  #1 (permalink)  
Old 10-09-2008, 07:08 PM
Ezekel's Avatar
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making galloping creatures? :(

i was just going through my older stuff (made in the CC demo), and i noticed that none of my fourlegged stuff gallop when they run anymore (i.e. front legs moving in almost unison, back legs moving in almost unison).
when i say run i mean double-tapping a movement in the test drive, not the sprint ability (which always looks weird with the creature's legs splaying out vertically, making all the work happen at the body-joint instead of at the knee or knees).

another thing they decided to cut out i guess
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  #2 (permalink)  
Old 10-09-2008, 07:47 PM
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Sadly it was scrapped. I remember doing that with mine.
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  #3 (permalink)  
Old 10-09-2008, 09:32 PM
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Yeah the CC was a really bad comparison to the actual spore CC.
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  #4 (permalink)  
Old 10-10-2008, 04:26 AM
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Quote:
Originally Posted by DarkNeon
Yeah the CC was a really bad comparison to the actual spore CC.
i'd say it's the other way around in that regard...

in the actual spore CC a running creature basically moves the same as when it walks now, just moving feet faster.
whereas in the demo CC, depending on the leg config, it'd gallop when running.
also, 3 legged creatures i've noticed now have a very jerky walking/running animation compared to in the demo
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Old 10-10-2008, 03:10 PM
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I agree with Ezekel. And the ability, attack, social, and other stuff are always getting in my way. I wish it was the same except that the parts stay the way they are in the full game.
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Old 10-11-2008, 10:15 AM
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pity it wasn't more along the line of the earlier versions of spore, where brain was an upgrade piece in the editor, and the game anaylsed the creations mass/shape/no.legs and leg position to calculate the animation, rather than just taking what you make and simply applying a preset an animation style to it (which is why EVERY creature moves the same as every other one with the same number of legs in spore currently)
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Old 10-11-2008, 11:25 AM
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Quote:
Originally Posted by Ezekel
i'd say it's the other way around in that regard...

in the actual spore CC a running creature basically moves the same as when it walks now, just moving feet faster.
whereas in the demo CC, depending on the leg config, it'd gallop when running.
also, 3 legged creatures i've noticed now have a very jerky walking/running animation compared to in the demo

Agreed. My old Shadow Hunter ran around beautifully. However, when i took the body and tried to make something else that looks interesting, its arm and legs just go "omgwtfbbq"
and it looks like a crazy monster having a siezure.

Plus the New CC sucks... The Point amounts are incredibly high and you really cant make anything good without cheating. THe Only way I got around this is to load up one of my Old Zonians with a lot of detail and delete everything on it (takes a while) giving me an extra 6000 points or so

Plus me ol Tripod creatures run like 2 year olds with heelies
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  #8 (permalink)  
Old 10-11-2008, 07:15 PM
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Quote:
Originally Posted by xShuffle
Agreed. My old Shadow Hunter ran around beautifully. However, when i took the body and tried to make something else that looks interesting, its arm and legs just go "omgwtfbbq"
and it looks like a crazy monster having a siezure.

Plus the New CC sucks... The Point amounts are incredibly high and you really cant make anything good without cheating. THe Only way I got around this is to load up one of my Old Zonians with a lot of detail and delete everything on it (takes a while) giving me an extra 6000 points or so

Plus me ol Tripod creatures run like 2 year olds with heelies


i agree about the points issue.

i honestly feel that you shouldn't need to pay DNA more than once if you are putting down multiples of the same detail.
complexity meter is restriction enough to keep things from being lagfest.
as it is, if you want a spiny back, you are paying DNA for the same part, over and over, but your creature doesn't get a culmative bonus from it. (at least in the demo you get a culmative bonus)
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  #9 (permalink)  
Old 10-11-2008, 08:42 PM
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totally, duplicates shouldn't take more dna, since you don't get any bonus other then looking cool.
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  #10 (permalink)  
Old 10-11-2008, 09:53 PM
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If you guys had just lied on the hardware surveys, they wouldn't have cut out so much CPU intensive stuff to keep it main stream...
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  #11 (permalink)  
Old 10-12-2008, 08:22 AM
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Quote:
Originally Posted by BlooCat
If you guys had just lied on the hardware surveys, they wouldn't have cut out so much CPU intensive stuff to keep it main stream...
what are you talking about? hardware surveys?

also, this isn't a cpu related issue, or a hardware related issue either. it's pure and simple a game mechanic.

and to be honest, i think it's more a case of originally things stacked, and it made sense.
now it doesn't stack, but i think that it was never even considered in the 1st place that duplicate parts should not cost extra DNA.

look at it like this: complexity meter restricts file size and polygon count of creations. therefore we already have a gauge that keeps the game from lagging down computers due to complex designs.
furthermore, buildings and vehicles have very harsh texture reduction in game for the same reason (creatures escape this because of the typical camera distances involved in the game's stages ).

ergo, it's a game mechanic, that i believe did not get a lot of thought if any put into it, hence the issues today.
and lets face it: i doubt maxis staff had to conform to a set DNA limit (nor are any of their creatures high detailed or realistic)
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Last edited by Ezekel : 10-12-2008 at 08:27 AM.
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  #12 (permalink)  
Old 10-12-2008, 09:58 AM
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Quote:
Originally Posted by Ezekel
furthermore, buildings and vehicles have very harsh texture reduction in game for the same reason (creatures escape this because of the typical camera distances involved in the game's stages ).

My aircraft's wings had some weird butterfly-wing texture I found in silver and gold (yellow and gray) but in-game that was simplified down. To solid-color blue.
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  #13 (permalink)  
Old 10-13-2008, 06:24 AM
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Quote:
Originally Posted by Draco18s
My aircraft's wings had some weird butterfly-wing texture I found in silver and gold (yellow and gray) but in-game that was simplified down. To solid-color blue.

ouch... i've never seen it get that aggressive on textures.

but this is why my sig pic is made from screenshots taken while in editor mode...
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  #14 (permalink)  
Old 11-08-2008, 01:42 PM
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Well, when i was creatin my Pyrotoise i saw that wen adding parts, it begun to move strange. When i put a part with much complex on it, it began 2 galopopopop. wich i didnt like.
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Old 11-08-2008, 04:27 PM
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To simplify, DAMN SPORE TO HELL!
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  #16 (permalink)  
Old 11-08-2008, 07:29 PM
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Quote:
Originally Posted by Draco18s
My aircraft's wings had some weird butterfly-wing texture I found in silver and gold (yellow and gray) but in-game that was simplified down. To solid-color blue.

was it a detail because details always simplify colors down
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  #17 (permalink)  
Old 11-10-2008, 01:45 AM
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I still don't understand why they apparently "nerfed" some of the animations since the CC was released. I don't buy the whole theory that it was done to "simplify" the game because the animations would have no affect on that. It must have been a performance issue.

Quote:
Originally Posted by Ezekel
what are you talking about? hardware surveys?

also, this isn't a cpu related issue, or a hardware related issue either. it's pure and simple a game mechanic.

I think he was talking about the animations, not the DNA point costs. I agree with you about duplicate items though. It's kinda silly they still cost DNA given the way the new stat system works.
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