creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Development Forum
old
c3 nursery metaroom troubleshooting   
Jesseth
The Mossy Shee

Jesseth
United Kingdom  

 visit Jesseth's website: My tumblr
  2/10/2016

Hey! Jesseth/The Mossy Shee here~

I've made most of the pieces for a revamp or alternate version of the C3 nursery metaroom (If you want to see the bg I did, you can see it here c: -more has been added and tested since in-game.), and I was thinking it might be fun to tweak up some of the stuff that seems to be slightly broken about the room.

To my knowledge, the release of the nursery is bare-bones: It functions, more or less, but there's some bugs and some stuff that was intended for it but doesn't work or never got added. A great example is the incupad- Intended to.. well, be an incubator. It even has a multi-frame animation set up in there, but nothing I or ChameleonSushi (my lovely crash-test-dummy) have done has actually caused it to incubate anything. If anything, egg growth seems to immediately stop and progress no further. It's listed as a vehicle and the code for it seems to be quite short.

Unfortunately, I don't know nearly enough metaroom-based Caos to guess at how it works, so I thought I'd post here! There's some other issues with the room I could go into, but first off, what on Albia is this incupad code doing?:

endi
next
targ va00

part 1
anim [7]

link grap 2480 4910 grap 2480 4800 100







inst
new: vhcl 2 22 30111 "GR-IncuPad" 5 0 200
attr 200
bhvr 0

cabn 0 0 90 118

* physics stuff
accg 4
elas 0
fric 100
aero 0

mvto 3170 4943




The Mossy Shee & Co
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/10/2016

Do you have a copy of your CAOS language guide? It's like a dictionary of CAOS and it's really useful. That 'link grap' line looks like it could be part of the lift installation - check out your DS 'lift ca linkers.cos' file.

The installation script for the incubator seems to be as follows:


*instantly
inst
*install a new vhcl, using 5 images.
new: vhcl 2 22 30111 "GR-IncuPad" 5 0 200
*greedy cabin, suffer physics, suffer collisions
attr 200
*no activations
bhvr 0

*define where the drop-spot is on the sprite.
cabn 0 0 90 118

* physics stuff
accg 4
elas 0
fric 100
aero 0

mvto 3170 4943


The actual script that it uses to incubate is as follows:

scrp 2 22 30111 124
targ from
doif fmly = 3 and gnus = 4
* check for population maxes
setv va01 0
enum 4 0 0
doif dead = 0
addv va01 1
endi
next
targ from
doif va01 >= game "c3_max_creatures"
stop
endi
doif spcs = 1
setv va01 0
enum 4 1 0
doif dead = 0
addv va01 1
endi
next
targ from
doif va01 >= game "c3_max_norns"
stop
endi
endi
setv va01 attr
subv va01 3
attr va01
setv va01 128
targ ownr
anim [ 0 1 1 2 2 3 3 4 4 ]
over
targ from
anim [3 4 5 3 3 3 3 3 255]




targ from
setv va03 attr
andv va03 1020
attr va03

new: crea 4 from 1 ov01 0
accg game "c3_creature_accg"
bhvr game "c3_creature_bhvr"
attr game "c3_creature_attr"
perm game "c3_creature_perm"
drea 1
wait 170
aslp 0

doif gnus eq 2
emit 13 0.5
else
emit 14 0.5
endi

inst
seta va99 targ
targ from
snde "crak"
pose 6
tick 50
setv va00 posl
setv va01 post

targ va99

pose 75

subv va01 10
mvsf va00 va01
born

kill from
targ ownr
anim [4 4 3 3 2 2 1 1 0]
over
else
rpas ownr from
endi
endm


I'm wondering about what game you're testing it in, and if the variable used to test the maximum norns is ok?


My TCR Norns
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  2/10/2016

@Malkin thanks! I'll have to follow that link up, it sounds extremely helpful

In testing this, we were working in docked mode of DS, and had a maximum population count of 250, so it's not the creature limit at least? [ndoh]

It could be a compatibility issue with DS though? Perhaps it's just not finding the right population limit info? If that's the case, I'd love to find a fix [heart]

Also, hopefully I'm not rambling about too much at once, but there's also an area of the room presumably designed to prevent norns from piling up food under the dispenser- food falls through the floor- but it's misaligned so that the fruit dispenser will allow things to pile up underneath, while stuff a couple of pixels to the left vanishes. It would be great to just be able to nudge the dispenser OR that particular floor over a little.

There's also a catalogue entry for a seed dispenser that I've not seen in-room either [nlaugh] : "Bonsai Seed Bin"


The Mossy Shee & Co
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/10/2016

Try injecting the room into a C3 standalone world to see if hatching eggs works better there. There are a couple of files called 'c3_incubator_recreator.cos' and 'DS creatureBreeding.cos' in your DS bootstrap (C3 has an equivalent creaturebreeding.cos' script) that update the C3 incubator for DS and handle the hatching process respectively. It looks like the Nursery incubator is trying to do all the things.

My TCR Norns
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  2/10/2016

what do you mean by all the things?

The Mossy Shee & Co
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/10/2016

There are some hidden global default scripts in Creatures 3 and Docking Station, which are meant to apply in all circumstances. So whenever a norn hatches, it uses the scripts in either the creaturebreeding.cos file (for C3 standalone) or the scripts in DS creatureBreeding.cos for a docked or DS standalone game. The Nursery's incubator is partially repeating parts of the script, when perhaps it doesn't need to.

My TCR Norns
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  2/10/2016

It did strike me as a bit odd that since incubators already exist just fine, it didn't just call on one from the existing content- it would be no different than anything that does that I'm assuming, like food dispensers, elevators, ect?

The Mossy Shee & Co
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/10/2016

I haven't worked with an incubator myself before, so there might be some oddities that I'm not familiar with, but maybe using GNAM to check which variables to use might work?

My TCR Norns
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  2/10/2016

I hate to keep asking questions but, GNAM? I don't think I've heard of that. I'll be straight up honest, I can handle Edos or Monk, take something apart and tweak the Caos and put it together again if it's a plant or a critter or something of that ilk, but this is a case of me really not knowing what I'm looking at. eue

The Mossy Shee & Co
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/10/2016

GNAM essentially tests whether something is "Creatures 3" or "Docking Station".

I was picturing something like

doif gnam eq "Creatures 3"
<c3 code goes here>
elif gnam eq "Docking Station"
<DS or Docked code goes here>
endi

Do you have a tool that will allow you to search the text within .cos files?


My TCR Norns
 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
1 online
RisenAngel
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki