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Messages - zaimoni

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1
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: August 27, 2022, 11:30:05 am »
There's an "unofficial" release that's Discord-only.

2
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: July 13, 2022, 10:49:48 am »
I'm reviving this thread just because I've got a question for people.

Anyone know a way of making your autopilot more aggressive? My other ships are fine, but I've noticed my ship will back off under the vaguest of threats. I was mid pursuit and turned on autopilot. My Onslaught with zero flux, full armour, and full hull decided it'd then start burning away from a half-dead eradicator. It wasn't even going for another ship because that was the last one, it just seemed to see the eradicator and brick itself.
The relevant Automated Commands are 0 OP.  I find that Aggressive is a good default for everything other than missile boats and carriers (i.e., Aggressive is what Steady should have been).

3
Other Games / Re: The Cataclysm games thread.
« on: July 03, 2022, 10:28:49 am »
Will the Nether Realm ever be implemented in any of the Cataclysm branches? It's been years.
It's planned, but as I understand it, the way the map is stored is coded in such a way as to make multiple dimensions hard. It's obviously doable, but might require a ton of effort.
This is one of the long-range targets for C:Z.  Nothing happens until the location format is dealt with.  (Technically, whole-earth game world is "easier" except for resource limits...that just wants global positioning locations, which weren't that awful to reverse-engineer.)

Once one of the location representations is a map-position pair rather than a position, the nether world is no longer technically blocked (just need content at that point).  This also helps w/NPC vehicle driving, etc. (being "in a vehicle" is then read off the location, rather than inferred).

4
Other Games / Re: So OpenX-Com...
« on: June 29, 2022, 06:42:16 am »
Is your chapter/regiment/etc.. turning heretic by using all the tainted equipment actually a feature?
More like "research the wrong Chaos items, then convert to Chaos to enable using them".
So far i have only been stockpilling heretic items for researches (for the +score from the research mostly as i am unsure it is leading anywhere in a tech tree)  and especially for selling (the idea of SM chapters condemning anyone having some chaos taint to death while selling tons of chaos weaponry and equipment is hilarious).
Ah...true, you don't need that approved graviton gun whose blueprints are incomprehensible until you have fathomed the Chaos graviton gun.

5
Other Games / Re: Cataclysm:Z
« on: April 02, 2022, 10:48:04 am »
0.2.9 release cut.  Commit rate was indirectly slowed by keeping an eye on Ukraine's ongoing apocalypse.

  • Beer had not available in liquor stores
  • Electric field re-implementation.  Should act more like real voltage.
  • Beware of Friendly Fire from monster Flamethrowers.

Some incremental changes relating to monster special attacks, are not in the documented changes.  (These changes to use global positioning coordinates, come with monster vs. monster and monster vs. NPC attacks.)


6
Other Games / Re: The Cataclysm games thread.
« on: February 23, 2022, 03:34:18 am »
The Backrooms is a place that exists in the space between different Realities. ....
....I.e....think "color" (a total conversion mod for C:DDA/C:BN) is much easier than properly replicating.

Color? There's a TC mod going on named that, or are you just referring to the various TC mods that do exist?

No, I'm not that connected in the scene -- just estimating complexity of changes required.

Don't want to speculate too much as my fork is nine full years behind both C:BN and C:DDA -- I'm thinking that allocating one Backrooms level per one-to-three in-game levels is "sort of workable" (i.e., we can rig no-clipping to correspond to change in z-level), and the JSON-enabled variants C:BN and C:DDA should at least be mostly capable of this right now.  So you can have a total conversion handling a few levels of the Backrooms easily; a moderate number of adjustments C++-side are needed to get *all* of the Backrooms levels in using this hack.  [E.g., small spatial extent levels with wrap-around, like Brock's bookstore, would need explicit support.]

However, to "do this right" you really want explicit exits -- that is, the "grappling hook" exit interpolator isn't up to linking up indefinite levels of Backrooms with tiny house-scale levels.  This is also a key blocker for portals.  That's where C:Whales (and thus C:Z) is horribly lacking.  Spot-checking C:BN ... ( https://github.com/cataclysmbnteam/Cataclysm-BN/blob/upload/src/game.cpp#L10806 ) ... still have the "grappling hook" exit interpolator.

7
Other Games / Re: The Cataclysm games thread.
« on: February 17, 2022, 03:26:41 am »
The Backrooms is a place that exists in the space between different Realities. No one knows exactly what conjures up the prerequisite conditions for someone to end up in the Backrooms, but it all starts with being "No-Clipped" out of your local Reality and into the Backrooms.
Think this has comparable data representation problems to portals (i.e., locations have to be revamped to replicate this non-Euclidean setup properly), or proper vehicle interiors.  [The latter is something I have in my long-range plans...no ETA].

I.e....think "color" (a total conversion mod for C:DDA/C:BN) is much easier than properly replicating.

8
Other Games / Re: The Cataclysm games thread.
« on: February 09, 2022, 10:16:18 am »
Speaking of highways I don't really remember them being more that just one random segment that randomly showed up from time to time, I wonder if they'll ever actually make proper highways.
Highway layout works much better in C:Whales (and thus my fork C:Z); it's something I plan to conserve when an overmap re-tuning actually gets scheduled.  (Which is tenably ETA years; I've been grinding over 2 years calendar time at infrastructure for long-range pathfinding.)

9
Other Games / Re: So OpenX-Com...
« on: February 02, 2022, 10:14:03 am »
Heads up: XPiratez sub-discord gone. I definitely won't be connected enough to relay invites to the next iteration.

Channeling Diogenes Laertius ;)
Quote
(...1) — Yesterday at 3:38 PM
BOSS
DO YOU LIVE
(...2) — Yesterday at 4:10 PM
me?
(...1) — Yesterday at 5:27 PM
you are Boss too, yeah
(...2) — Yesterday at 6:26 PM
lol
let΄s see if the appeal sticks

....

(...3) — Yesterday at 6:55 PM
XPZ and 200+ people got hammered
XPZ is gone, and we will see how the personal appeals go
new platform under construction for matrix/elements platform

....

(...4) — Yesterday at 9:19 PM
... "DISCORD CHANNEL got NUKED. I advise everyone to leave discord." - xpiratez moddb. ....
(...3) — Yesterday at 9:28 PM
yep, XPZ server got outright deleted, and lots of people got there accounts disabled, why is unknown since it was on high mass strike by discord
New social platfrom soon to come

10
Other Games / Re: Cataclysm:Z
« on: January 04, 2022, 09:31:10 pm »
C:Z 0.2.8 release cut late (today, January 4 2022).

There are two realism changes that theoretically make C:Z easier:
  • It is no longer possible to lethally overdose on nicotine, by smoking.
  • The dosage scheme for SSRI anti-depressants, e.g. Prozac, is closer to correct.  To keep
    the effects up 24/7 after the first two loading doses (the second loading dose still must be within 6 hours, like before),
    once every 12 hours is sufficient.

11
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: December 19, 2021, 03:37:19 pm »
-Dynamic slipstreams that enable quick and efficient travel in hyperspace
Quick, yes.  They generally get in the way of efficient (they're far faster than your acceleration, best technique to get past them (away from a star system that suppresses them) is to treat them like a rip tide.

That is...manually target "at right angles" to the slipstream.  Autopilot is utterly worthless, it'll just take you to a suppression point.

12
Other Games / Re: Cataclysm:Z
« on: November 15, 2021, 12:25:09 pm »
We're about two weeks into the C:Z 0.2.8 release window.  I'm expecting this to be on the "slow end" (December rather than November 2021) as I'm in the middle of an invasive re-implementation of the item handlers.

A very notable crash fix has landed: https://github.com/zaimoni/Cataclysm/issues/152 .  Low light level global positioning locations without players, had been game-ending.

13
Other Games / Re: Cataclysm:Z
« on: August 31, 2021, 06:27:26 am »
0.2.7 release cut.

Accidental bugfixes of note:
  • NPCs had been immune to flashbang grenades.
  • Flaming eyes had been ignitable by incendiary/explosive ammunition.
  • Martial arts armor boost had not actually been reducing damage, only intimidating attackers.
  • Failed disarm of land mine or booby trap, had not destroyed the trap.
  • Loud sounds had not been deafening everyone.

14
Other Games / Re: Cataclysm:Z
« on: July 12, 2021, 08:38:56 am »
[EDIT] There seems to be a problem on all current unstables where the game will glitch in character creations and list negative traits in positive, as well as vice versa. There are also mutations. Selecting these traits will crash the game.
Confirmed; looks like I should have regression-tested that when introducing the automatic screen sizing.  Will catch at next public push.  EDIT Landed.

As for how NPCs are doing...my assistant addressed a number of such crashers, and I have had a few change sets temporarily blocked by inducing crashes near game open.  They are doing better, but I don't expect a complete improvement until they're fully cut over to Rogue Survivor-style action objects (this cutover was parked about 2/3rds complete as the remaining 1/3rd needs a very invasive re-implementation, not a migration).  The state pattern-matcher is very limiting.

15
Other Games / Re: Cataclysm:Z
« on: July 11, 2021, 11:48:19 pm »
The cutover to low-risk changes may have to be pushed off a few days: trunk is now in Przybylski's Star status.  NPC swimming (required by the knockback conversion) is broken, rather than non-existent.

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