KKND2:Carnage is a mod to KKND2:KROSSFIRE, making game more dynamic, realistic (how many series from machine gun can that guy take??), bloody, etc. Mod adds 5 new units.

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KKnD2: Carnage - options description
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SeriousToni
SeriousToni - - 626 comments

Hmmm.. there are many restrictions or errors like "restart the game at each new single player mission" or "causes desync when playing against ai". Would it be possible (I don't know much about the magic you do here) to make the releases more stable / less restrictive instead of putting in new features? :)

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kruszer0x29A Author
kruszer0x29A - - 44 comments

It could be hard to do that, probably impossible in some cases. For example:
- tanker capacity and solar RUs: I can try to find some other values in memory which could substitute the old ones without that side effects. But I can't guarantee it's possible.
- desync caused by units maintenance - this is caused by small differences in accurate game states between players. I set mod's timer interval to 100ms, so it checks "is it time to check units number and overwrite cash" 10 times for second. For first player it can be "tick" at frame e.g. 20154, but for second player it can be frame 20157, so two different game states. This causes different decisions of AI. There is no synchronizer in KKND2, so in practice players play two different games.
- CTO fix: it interferes in team settings, it apparently works for singleplayer mode (so it is helpful) but it crashes game in multiplayer mode, there is no byway for it.
- unlimited multi maps: I totally tricked the game there ;) it "thinks" it holds only 20 maps, but player sees as many as he want. I did it by dynamically overwriting maps list depending on the "map" button state. So the list of maps is changed by every click of "map" button. When someone is joining to the host, the game compares their maps lists. Even one difference can cause situation when players could start a match on different maps. The only solution for that would be connecting players by mod, so I would have to write all network stuff. That's a lot of work, it's much easier to follow the instructions ;)
In sum: some day I'll try to improve some options, but I can't promise it's possible.

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kruszer0x29A Author
kruszer0x29A - - 44 comments

*The resolution for units maintenance desyncs can be speed up of timer, so it will work faster than game frame rate, but I'm not sure it will work stable and will not take too much CPU.

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