Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - azmodean

Pages: 1 ... 6 7 [8] 9 10 ... 26
106
I... think that might be happening? The warmth of those parts keeps alternating between -38 and -26 every turn.

EDIT: Took of the jacket and the same thing happenes, except between -36 and -24.

EDIT 2: When I wield something, it stops alternating and remains at the lower value. So I'm going to assume it's working with some other piece of clothing I have.
Ok yea, if your temperature stabilizes right at the comfort point, it'll just keep toggling back and forth like that.  I stopped it from doing that in the default case, but I guess it can still trigger with pockets and hoods.

108
GLORIOUS NPCS.

I think a couple pages ago there was discussion of a new tileset, right?  It looked pretty radical, but I noticed the key/legend/whatever on the text-bit on the right-side still displayed the regular ASCII "Z"s and stuff instead of the proper tileset-graphic.  Is that just unsupported, or was that due to the tileset just being WIP or something?
Mixing text and tiles is unsupported, though tilesets can and do add ascii fallback tiles, so it looks like it's mixed on the map.  In order to support mixing ascii and tiles on the sidebar, we'd have to overhaul that whole thing to actually display tiles that have ascii on them, I'm not sure we'd get around to that... ever.

You can however have three different fonts set, one for terrain, one for sidebar and menus, and one for the overmap.

109
There were a lot of stability improvements, NPCs randomly causing crashes is pretty rare now.
I recommend turning on static NPCs at this point, because...
Spoiler (click to show/hide)

110
The Brin release is named in honor of significant improvements to PC/NPC relations.  This release, containing
over 9,000 commits (I counted)
brings an unheard-of amount of new features and content, most of which wants you dead.
Start your adventure in a wide variety of different locations, with a selection of different starting scenarios, now with unique character traits.
Explore new locations, some of which are ridiculously big (did somebody say 'mall'?), and some of which have inhabitants that don't want to eat you for a change.  Vehicles have gotten some love, and now form a basis for an electrical network should you desire to build one.  If you've ever wanted to strap a C4 pack onto an RC car and drive it under a Zombie Hulk, you got your chance.
A few more highlights:
You want speed? We brought the speed.  You want more buildings? We have more buildings.
More configurable difficulty? got it.  Better menus? Way better menus.
Mutation chains to explore? Tons of em.  More guns? yep.
More things to bolt on your deathmobile? All over the place.

See http://smf.cataclysmdda.com/index.php?topic=8377.0 for the gory details.

111
Soon...
Imminence intensifies...

112
Curses / Re: Other games like LCS?
« on: October 30, 2014, 09:13:29 pm »
Thanks for the kind words, we aim to... well not please.
More like frustrate in a highly pleasurable fashion.

If you're interested in more info and/or support, our forums are at http://smf.cataclysmdda.com.
If you (understandably) don't want Yet Another Forum Account, there's a pretty active thread here on bay12 http://www.bay12forums.com/smf/index.php?topic=121194.0

We're working our way toward a release, just since I'm editing it right now, here's a PARTIAL version of the release notes for the upcoming version:
Spoiler (click to show/hide)

113
We patched teleporter taps out of the ground floor of labs for this specific reason :)

114
If you dig all the way down to the base implementation they're very similar, but the libraries that handle them are a very clear distinction between the two for DDA.
DF's architecture might be different since I think it renders everything as tiles, but I'm no expert on DF internals, or even modding/configuration.

115
A .deb package is in progress, with any luck it'll be one of the download options for 0.B

EDIT: Also there are Linux flavors of the 'latest experimental' builds, I'd actually characterize cdda as a Linux game with a Windows port.

116
The only thing that increasing moose weight would do is make them do more damage to cars on impact, not sure it influences anything else.

117
Can we please have an alert when we're hurt while moving stuff?
You can has yes.  Just so you know, that was NOT a simple ask, it took a solid two weeks of development time to make it happen.
Any news on the "let's not destroy the save at death to let player savescum if they died a BS death" front?
Last thing I did with this was to make it stash the save in a graveyard folder, but that was only on linux because I can't test on windows, and I'm not sure it still does that anymore.
While preparing for my partial-unloading experiment, I had an idea.  I could just change it so that submaps marked as your "base camp" don't get unloaded.
For fires it doesn't really help.  It's precisely places that you just visit and set on fire that are the issue.

118
I have a regular segfault when picking up a dog corpse and dropping my pipe to do so when freshly spawned in the latest experimental. Just a heads-up if nobody's aware at present.
I'm on it, that triggers a weird corner case in container management because you should NEVER use std::vector for a dynamically updated container.

119
As for the reality bubble... lateral expansion would be hell on processor resources.

Which is why I'll be trying something a bit more complicated; partial unloading.  It will keep the super-simple things working, but unload everything that takes either lots of processing or no processing at all.  That's the plan so far at least.
The problem being the one thing that we don't have a good alternative for (fire) IS processor intensive :/
For everything else the plan is to timestamp tiles when they leave the reality bubble and update them based on the intervening time when they re-enter it. This should work for food, corpses, solar panels, terrain changes over time, etc.
Another funny case is generators powering an electrical network, don't have a decent solution for that yet either.

120
I think the targeting is light. Once I forgot to drop my light strip (active) and even though it was no bigger than my normal night sight, I still got shot at until I dropped the light strip and re-approached under cover of actual darkness.
Minor clarification here, there are two types of sight range, one is how far you can see in ambient light, which is the more intuitive one.  The other is how far away you can see something that is illuminated more than the ambient light.  To see how this works, just throw a lightstrip or something at some zombies in the dark.  You'll be able to see them, but not vice versa.

Walking around in the dark with a light source is potentially a death sentence, because everything else can see you, but you can't see them until they get in range of your light.

Pages: 1 ... 6 7 [8] 9 10 ... 26