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 ... 18 19 [20] 21 22 ... 26
286
We're going to pay for not making that obvious...

The tileset used is configured in the data/gfx.txt file
Add a '#' in front of the lines that mention Deon's and remove the '#' from the lines that mention Hodor's tiles.  If you comment both sets out it'll fall back to GalenTiles.

287
Bush-vehicle impact violence has been roughly halved.
There's a relatively simple and reasonable fix to make the "shock to entire vehicle" thing more manageable, that should happen within the next day or so.

EDIT: "Magic of sidecars"
It's not a generic sidecar thing, someone just slapped together a predefined vehicle that's a motorcycle with a sidecar that spawn occasionally in the usual places.  You can easily make one yourself with a motorcycle, an extra frame or two, an extra wheel, and a seat.

It looks like:
o#>o
 #>

288
That was implemented quite a while back...*code archaeology*... In January.
Hence the new motorcycle with sidecar you might run across now :)
(aviator goggles and leather cap sold seperately)

289
Stand next to a vehicle, and hit 'G' to grab, chose a direction.  Then you'll drag it around with you.  Hit 'G' again to release.

290
Or an unkillable robotic monstrosity that chases you for all of eternity :D

291
Because it's an intrisic trait of zombies, and it makes no sense to have it be toggleable.
The option was only there because the person that added it was worried about game-breakage, which was evidently a mistake because it told people that it wasn't an integral part of the game.

292
I expect the release of full z-level support to be named something dramatic.
That's the plan, but if you'll consult the official release checklist:
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/code_doc/RELEASE_CHECKLIST
> Come up with a release name at the absolute last second.
So we'll see when it happens ;)

In general, the naming scheme is a name with some historical significance to the post-apocalyptic genre, some were Vodun loas, many have been authors of post-apocalyptic fiction.  I try to chose somethiong that highlights the interesting points of development for the release.
For example if we did a lot of work on NPCs we'd maybe call it Sartre ("Hell is other people") :)

293
It's precisely the same as Romero at the moment, I've been finishing stuff up all day, so I'm too tired to merge anything else :)

Starting tomorrow though, I'll be rapidly merging pull requests that were too invasive to risk merging so close to a release, so experimental development will be quite rapid :D

294
Options > Interface > 16. Use Tiles = False
As of this build, we're committing to save compatibility on releases, and possibly on individual builds.
We finally have a framework in place for it, and with some care we should be able to continue loading current save files in the future.  We'll likely cease supporting certain versions at some point, but it will be the exception rather than the rule.

And yea ultra-maximum cities basically don't work, but I left that level in just in case someone is insistent that they want a totally map-spanning city.

EDIT: To switch tiles adjust the data/gfx.txt config file.

295
In honor of improved graphics (tile support) and the ability to generate a game with huge cities full of egregious numbers of zombies, Cataclysm: Dark Days Ahead version 0.8 is titled "Romero". This release also comes with complete or near-complete Russian and Chinese translations, a player memorial file, save compatibility moving forward, and probably the most frequently requested feature of the game, shopping carts.

The binaries are at the usual location linked from www.cataclysmdda.com

The mysterious missing lighter charges are probably because activating smoked drugs uses lighter charges or equivalents.

296
Shrubs: The Carp of DDA.
Hah, sure.
Until we have Carp at least, and zombie carp.

actually...
<.<

>.>

Planning on doing a release this weekend.

297
Yea I'll poke at the shrub thing, I was taking a look at it for a bit, but then we ran into an inventory issue that took precedence since it happened pretty constantly.  Also I started studying Baguazhang, so that's Wednesdays gone (4 hrs of kung fu after work, brutal).

298
I personally would love world builder and the like because it'd make getting that 'dream' world up and make it less likely I'll just reset the world when I die.

On a related note, is there a plan to make the start randomized if the game can't find a shelter instead of just putting you in the same place each character in the larger city sizes?
Yes, we either need to force generation of a shelter, or...
Quote from: Fniff
Hell, it'd be great if that was a setting in the world builder. "Start in [building]". Start in houses, police stations, prisons, etc instead of an evac shelter.
...do this, which we're doing regardless.

We're planning on having themed starting scenarios in addition to letting you pick your starting point.

299
After some quick revision archaeology, it seems this issue predates DDA, woo.
After this change, it SHOULD work as stated, in that you need a roof above you and a roof OR obstacle in each cardinal direction.

300
It looks like it only considers the four cardinal neighbors.  You need a roof in your tile, and either a roof or an "obstacle" in each cardinal direction.  Directions are relative to the vehicle at 0 rotation (pointing north).
I think I see the issue.  When looking at adjacent obstacles, it skips them if they're inside, so a board or door doesn't count if it's itself inside.  It really wants continuous roof parts throughout the passenger portion of the vehicle except at the edges.  The large predefined vehicles seem to follow this assumption, but your custom job might not.  Does that explain what you're seeing?
Additionally it caring about the "inside-ness" of adjacent locations means the results can change based on the order in which they're evaluated, which normally isn't something we care about.  It's even possible that installing a new part could ripple across the vehicle and change the inside-ness of a non-adjacent location.  So yea, that part of the rule is going away...

Pages: 1 ... 18 19 [20] 21 22 ... 26