Jump to content


Photo

MO 3.3 // An explanation to why there is no Save/Load function in Mental Omega yet.


  • Please log in to reply
55 replies to this topic

#41 Handepsilon

Handepsilon

    Mapper and Mix Hacker

  • Members
  • 1,306 posts
  • Location:Indonesia
  •  No, I don't main PsiCorps. I suck at it.

Posted 25 January 2017 - 03:36 AM

Just reminder that not everyone is capable of playing that long and some are casual players

 

Save game isn't available because of technical reason, not the mod disabling it for gameplay


I like gnomes

 

YunruThinkEmoji.png

(Sorry for any double posts, my mobile browser is messed up atm)


#42 @!!ex

@!!ex
  • New Members
  • 1 posts

Posted 17 March 2017 - 06:16 PM

the problem is the motivation: for whom, and why? It's the same thing that stopped me working on Ares two years ago, and the same thing that put me on hiatus for the last six months. Only few people care, so why invest time?

 

Thanks for your awesome work. I am old fan of RA2. And now Mental Omega - enjoy again. Thanks!



#43 Revan0123

Revan0123
  • Members
  • 30 posts
  • Location:United Kingdom

Posted 18 March 2017 - 11:11 PM

Who knows? Maybe the save/load feature will be available in the final release. That's my guess anyway.



#44 Derxwna Kapsyla

Derxwna Kapsyla
  • Members
  • 116 posts
  • Location:The Internet
  • Projects:Too Many To List
  •  Dr. Nitpick von Shitpost

Posted 19 March 2017 - 12:23 PM

Save/Load will not be present until Alex figures out how to make all the little intricacies of games be saved and load properly with Ares.

 

My money is on Mental Omega finishing before that happens, given what I've heard about how complicated that is.



#45 AlexB

AlexB
  • Members
  • 60 posts
  • Location:Germany
  • Projects:Ares, Arda, ...
  •  Your ad here!

Posted 20 March 2017 - 09:19 AM

Thanks for your awesome work. I am old fan of RA2. And now Mental Omega - enjoy again. Thanks!

Thank you! :) 

 

Who knows? Maybe the save/load feature will be available in the final release. That's my guess anyway.

(That should be me. :p) Software is never finished, that is, there's just a point where it isn't maintained any longer, but there's always things to be done. I guess you don't want to wait that long.

  

Save/Load will not be present until Alex figures out how to make all the little intricacies of games be saved and load properly with Ares.
 
My money is on Mental Omega finishing before that happens, given what I've heard about how complicated that is.

That's true-ish. Savegames are complicated indeed, but I'm not starting now, and not without experience. I'm not pessimistic, but actually reasonably optimistic: Just read between the lines of my posts.

I'm not saying you'd definitely lose your money. Just saying that I, for one, would be inclined to accept the bet. I know what "soon" means regarding MO. :p

#46 Crazy_Ghost

Crazy_Ghost
  • Members
  • 31 posts
  • Location:Australia
  • Projects:Being a better person
  •  Nobody here but us trees

Posted 23 March 2017 - 11:10 AM

I personally both love and hate the fact there is no saving/loading. There is nothing better than the feeling just after beating a mission you've been stuck on for a few days, but at the same time, when your loss is due to the game crashing or having to stop playing it kinda sucks.

But as it was mentioned earlier by Loval the missions are designed around the lack of the save/load feature. I feel if the save/load function is made possible and added to the game there should still be a way to play without it, like only making saving possible for certain difficulties or something like that, so there is a way for more casual players and people with a lack of time to still have fun, but also still include the brutal challenge we have come to love from no saving.

But saying that I'm not even sure if it would be possible to disable save/load only for certain difficulties. 



#47 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,314 posts
  • Projects:Multiple projects at Croteam

Posted 23 March 2017 - 12:57 PM

Hmm I don't really know if that's true. I wouldn't say that the missions are really designed around the lack of saves. If that was true, none of them would be 1-2 hours long.



#48 Crazy_Ghost

Crazy_Ghost
  • Members
  • 31 posts
  • Location:Australia
  • Projects:Being a better person
  •  Nobody here but us trees

Posted 23 March 2017 - 01:51 PM

Hmm I don't really know if that's true. I wouldn't say that the missions are really designed around the lack of saves. If that was true, none of them would be 1-2 hours long.

 

He just said "Trust me, if save games existed, my missions would be harder than their 3.0 iterations, and longer, that they may qualify as mini-campaigns."

Is all I was refering to

But I guess I shouldn't say designed around the lack of saves but instead designed with that inmind


Edited by Crazy_Ghost, 23 March 2017 - 02:01 PM.


#49 Handepsilon

Handepsilon

    Mapper and Mix Hacker

  • Members
  • 1,306 posts
  • Location:Indonesia
  •  No, I don't main PsiCorps. I suck at it.

Posted 23 March 2017 - 03:22 PM

Aegis Impervious comes in mind.

Even Alstar spent 2 hours doing that

I like gnomes

 

YunruThinkEmoji.png

(Sorry for any double posts, my mobile browser is messed up atm)


#50 AlexB

AlexB
  • Members
  • 60 posts
  • Location:Germany
  • Projects:Ares, Arda, ...
  •  Your ad here!

Posted 23 March 2017 - 03:50 PM

I'm expecting modders' requests to optionally disable the load and save buttons again. Sometimes, after I fix even obvious bugs, people tell me they were using that as a feature and I just broke their mods.

Because I'm lazy, I'd prefer to just enable load and save buttons without actually fixing them. You could save every five minutes, but little would you know that all savegame files would be corrupt and you couldn't load them again. Until you try, you would at least feel safe. I wouldn't have much to do, everybody would be able to save, and missions wouldn't get easier. Win-win-win.
Maybe I'll do this, just to troll people.

#51 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,314 posts
  • Projects:Multiple projects at Croteam

Posted 23 March 2017 - 04:17 PM

Reminds me of my work right now. We released this fix (I don't really want to mention what, I don't want to advertise in any way, shape or form), and the first mod that was released for the game was restoring the bug that we fixed, because it is a feature for some.



#52 Lasombra

Lasombra
  • Members
  • 50 posts

Posted 24 March 2017 - 10:16 PM

Hmm I don't really know if that's true. I wouldn't say that the missions are really designed around the lack of saves. If that was true, none of them would be 1-2 hours long.

 

 

Certain missions are a pain in the neck, especially those two-stage missions where stage one is a walk in the park, and stage two will screw you over if you make a single mistake. This gets tiresome when you have to play 30-60 minutes, and then, whoops, it really sucks to be you, start again. And again.

 

I still struggle with many missions in MO due to insane difficulty compared to the original game.

 

If THIS level of difficulty is "designed around the lack of saves", I honestly DON'T want to know what monstrosities I could expect with working save games. I did play a lot when 2.0psi was released, but I guess things could have been much, much worse.

 

 

Reminds me of my work right now. We released this fix (I don't really want to mention what, I don't want to advertise in any way, shape or form), and the first mod that was released for the game was restoring the bug that we fixed, because it is a feature for some.

 

There was a bug/feature like this in Skyrim. The vanilla game has an unlockable perk, Necromage, which causes all your spells to get a +25% bonus when cast on undead. At first it is not particularly game-breaking, there are many undead enemies in the game, so it is mildly useful. The player character can become a vampire, and this is where things start getting weird.

 

The game (like all previous Elder Scrolls games) treats enchanted items as spells with infinite duration (they last until you unequip this item) which your character casts on himself.

 

If you choose to become a vampire, the game flags your character as an undead.

 

Afterwards you equip your enchanted items, and - voila - the game sees that you are undead, and you cast spells on yourself, and these enchanted items grant you bigger bonuses, much bigger than they were supposed to.

 

Developers of the Unofficial Skyrim Patch believe that this is a bug and turn the perk off for the player character, but many Skyrim modders believe it is a feature, so many mods have an option to enable Necromage as it worked in the vanilla game.


Edited by Lasombra, 24 March 2017 - 10:17 PM.


#53 need my speed

need my speed

    For Soviet people!

  • Hosted
  • 1,266 posts
  • Location:European Union (Magna Batavia)

Posted 24 March 2017 - 11:23 PM

The missions are full of surprise attacks from off-screen, hidden Terror Drones, surprises such as 'rescuing' hidden Scorpion Cell members that go on to attack you, commando missions where every mistake is punishable by defeat - commando missions in general, so very many... As a campaign with a save option, it is undoubtedly a very, very good campaign. As a campaign without it, I consider it to be bad, and on a personal level, unplayable. I recognise that is so for a large part because I like to explore every nook and cranny, and complete mission in nine times the par time because I like to fully experience a mission, though. The campaign simply isn't designed for me. And that isn't a bad thing - only for me it is. :p


Please, if you see a mistake in my posts - spelling, grammar, punctuation, or whatever else - point it out. How can one learn from mistakes, if one is not corrected?
There is no wealth like knowledge, no poverty like ignorance.

#54 Zharakov

Zharakov
  • Members
  • 56 posts
  •  Everyone dies....But not everyone truly LIVES

Posted 25 March 2017 - 04:30 AM

^That's why i record when i play missions. Study what went wrong and Play the mission again with a new strategy :p

 

I dunno about you but this is the kind of fun and challenge i want when completing a mission, one that you really have to study and analyze what you did wrong, unlike those extremely RA2 missions



#55 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,314 posts
  • Projects:Multiple projects at Croteam

Posted 25 March 2017 - 08:27 AM

Everyone should have their preferred difficulty.



#56 need my speed

need my speed

    For Soviet people!

  • Hosted
  • 1,266 posts
  • Location:European Union (Magna Batavia)

Posted 25 March 2017 - 10:24 AM

^That's why i record when i play missions. Study what went wrong and Play the mission again with a new strategy :p

 

I dunno about you but this is the kind of fun and challenge i want when completing a mission, one that you really have to study and analyze what you did wrong, unlike those extremely RA2 missions

Aye, I know the campaign is made for people who like that. I want the polar opposite of it, though; just a fun time, to see the story develop, to appreciate the map design and the AI scripts, to find fun ways of doing things, to investigate possible easter eggs. Which is why I hail Red Alert 2's campaign as one of the best RTS campaigns I have ever played.


Please, if you see a mistake in my posts - spelling, grammar, punctuation, or whatever else - point it out. How can one learn from mistakes, if one is not corrected?
There is no wealth like knowledge, no poverty like ignorance.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users