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Jon93 posted:Everyone complaining about the lack of tile support would be pleased to know that it's half-way into the game already. God save us more like
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# ? Jun 23, 2013 01:48 |
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# ? Apr 18, 2024 12:13 |
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I don't think the kickstarter will fail, it's at $2.5k/$7k after 24 hours, can't wait for you guys to play as me and get smashed by a zombie hulk.
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# ? Jun 23, 2013 09:43 |
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Is there any secret way to make fires that actually burn for awhile? I put logs in the fire but they don't burn for more than a few minutes and even burn all the way. Also, that kickstarter is moving pretty quickly which is pretty awesome.
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# ? Jun 23, 2013 21:54 |
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Giggle Goose posted:Is there any secret way to make fires that actually burn for awhile? I put logs in the fire but they don't burn for more than a few minutes and even burn all the way. Also, that kickstarter is moving pretty quickly which is pretty awesome. The easiest way to make a fire that burns for a while is to set a building on fire. I set an apartment on fire and it's still burning about 5 game days later. If you aren't willing to destroy an entire building every time you want to cook a rabbit though, I think that single-tile fires just tend to burn out too quickly in general. It definitely seems to be based on how much you put on it though, so the only real advice is to add more burnable mass.
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# ? Jun 23, 2013 22:03 |
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Giggle Goose posted:Is there any secret way to make fires that actually burn for awhile? I put logs in the fire but they don't burn for more than a few minutes and even burn all the way. Also, that kickstarter is moving pretty quickly which is pretty awesome. I really think that fires using logs don't burn right. I looks like if you light a two by four it burns down to a burnt two by four which burns to nothing, but logs just become burnt logs that go out. Heavy sticks and the like are good too.
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# ? Jun 23, 2013 22:15 |
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The part of fields.cpp that deals with how long fires burn is pretty complicated, so I'm not really sure what does what. One thing I've figured out so far is that the best way to keep a fire burning is to feed it alcoholic drinks. Whiskey, vodka, etc. increase the lifespan of the fire by 300 time units per volume unit, while wood and such add 1-4 time units at most. There's definitely a relation between units of volume and lifespan, but the relationship between material and lifespan is way larger. [edit] Also, there's a relationship between fire density and lifespan. If you burn a lot of stuff at once, you will get a "denser" fire - that is to say, a raging fire instead of a small one. Big fires burn their fuel faster, though, so you won't actually get a longer burning fire out of it. Cardiovorax fucked around with this message at 23:14 on Jun 23, 2013 |
# ? Jun 23, 2013 23:06 |
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As someone who usually can't play games with just ASCII graphics and no tileset, this game isn't that bad. You get used to it real quick. The symbols still manage to look like roads and buildings and whatever. There's games where everything is just completely incomprehensible until you no longer see the code (just blond, brunette, redhead...) The only thing that sucks for me is that certain categories just get the same symbol and you can't just see what it is. For example, all guns are a red (.
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# ? Jun 23, 2013 23:08 |
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Here's a little tidbit I felt like sharing, because I had the question and it took digging through the terrible code to find the answer: the amount of fuel you use is only dependent on the engine(s) the vehicle has and if you're pushing it past the max safe speed. It felt to me like my motorcycle was burning way too much fuel despite having an efficiency of 1, so I thought maybe fuel usage was determined by how much junk you were storing in the box or how fast you were driving it (safe speed), but apparently not--constant fuel usage except when pushing it too hard. Also, there's a hard-coded minimum fuel usage of 1 fuel per turn, which obviously doesn't take into account fuel shutoff when decelerating or letting the vehicle coast (cruise control off). I'd consider adding that stuff in, as the implementations seemingly wouldn't be that hard, but the code is an absolute loving mess. The largest factor in what makes it so terrible is a crime that no modern programmer should ever commit: non-descriptive variable names. average (or avg, as it's one of the very few acceptable abbreviations) is passable as a function scoped variable or argument, if the function only makes use of one averaged value, as you can probably gleam what it's the average of from the context of the function. But it's terrible as a class member variable and downright disgusting as a global. So why would anyone go a step further and just name a variable meant to be an average, av? An abbreviation that no one understands and it takes a lot of reading to figure out what it is. I mean, look at this declaration: int pid, pdx, pdy, php, pam, pbld, pbig, pnit; What the gently caress is this? How much time could have possibly been saved by giving these variables these bullshit names instead of descriptive ones, and how much time is going to be wasted now that anyone that looks at it from now to eternity, will spend 20 minutes just trying to figure out what the gently caress they represent. Here's another fun one that you can't even tell what the gently caress it does from context, other than it's located in a constructor called veh_interact, which creates a liked-named class. code:
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# ? Jun 23, 2013 23:15 |
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No kidding. Seriously, it's awful. The code is an horrible, basically undocumented mess. It's nearly impossible to change anything except through trial and error.
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# ? Jun 23, 2013 23:19 |
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I mean, I'm a layman for sure, but I learned not to do that in Intro to C++ in high school. Also from any beginner book I picked up.
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# ? Jun 23, 2013 23:22 |
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The King of Swag posted:Here's another fun one that you can't even tell what the gently caress it does from context, other than it's located in a constructor called veh_interact, which creates a liked-named class. Whoever wrote that piece of code, deserves to be punched in the face. Twice. Every day.
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# ? Jun 23, 2013 23:24 |
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I have a vehicle question. I can't seem to figure out how to get out of cars once I am inside of them. The wiki says that pressing the "e" key should do the trick but it doesn't do anything. Is there something else that I have to do to get out of cars?
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# ? Jun 23, 2013 23:34 |
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Cardiovorax posted:The part of fields.cpp that deals with how long fires burn is pretty complicated, so I'm not really sure what does what. One thing I've figured out so far is that the best way to keep a fire burning is to feed it alcoholic drinks. Whiskey, vodka, etc. increase the lifespan of the fire by 300 time units per volume unit, while wood and such add 1-4 time units at most. There's definitely a relation between units of volume and lifespan, but the relationship between material and lifespan is way larger. Is there a way to dump only one unit of alcohol on a tile? Lowest I can figure is 7 (via dumping into a flask and unloading it)
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# ? Jun 23, 2013 23:34 |
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The King of Swag posted:Here's a little tidbit I felt like sharing, because I had the question and it took digging through the terrible code to find the answer: the amount of fuel you use is only dependent on the engine(s) the vehicle has and if you're pushing it past the max safe speed. It felt to me like my motorcycle was burning way too much fuel despite having an efficiency of 1, so I thought maybe fuel usage was determined by how much junk you were storing in the box or how fast you were driving it (safe speed), but apparently not--constant fuel usage except when pushing it too hard. Also, there's a hard-coded minimum fuel usage of 1 fuel per turn, which obviously doesn't take into account fuel shutoff when decelerating or letting the vehicle coast (cruise control off). Does this mean it's always more fuel-efficient to go at your maximum safe speed if you're driving a great distance?
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# ? Jun 23, 2013 23:37 |
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TheKnife posted:Does this mean it's always more fuel-efficient to go at your maximum safe speed if you're driving a great distance? It certainly seems like it; I know I always used to travel below the max speed.
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# ? Jun 23, 2013 23:45 |
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Giggle Goose posted:I have a vehicle question. I can't seem to figure out how to get out of cars once I am inside of them. The wiki says that pressing the "e" key should do the trick but it doesn't do anything. Is there something else that I have to do to get out of cars? Press "^". This will bring up a mini-menu of stuff to do in your car, including abandoning the controls.
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# ? Jun 23, 2013 23:46 |
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Incidentally, you can now abandon the controls without automatically getting hurt. You can even move around in a moving vehicle, so long as you don't jump out of the door.esquilax posted:Is there a way to dump only one unit of alcohol on a tile? Lowest I can figure is 7 (via dumping into a flask and unloading it)
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# ? Jun 24, 2013 00:02 |
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Vehicles were a third-party mod that got merged in. As much as I'd love to punch Whales for the terrible code in the rest of the game, he can't be blamed for that part.
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# ? Jun 24, 2013 00:08 |
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Speaking of vehicles, can zombies walk over vehicle frames? I'm working on modifying a flatbed truck into a mobile base, but I can get into my default truck without using the doors by moving diagonally between the windshield and the doors. I know zombies will die if they collide with the frame at speed, but I'm worried about them being able to get in when I'm asleep in my truck.
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# ? Jun 24, 2013 02:14 |
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The bugginess of solar panels at the moment really annoys the crap out of me.
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# ? Jun 24, 2013 02:16 |
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MacGyvers_Mullet posted:Speaking of vehicles, can zombies walk over vehicle frames? I'm working on modifying a flatbed truck into a mobile base, but I can get into my default truck without using the doors by moving diagonally between the windshield and the doors. I know zombies will die if they collide with the frame at speed, but I'm worried about them being able to get in when I'm asleep in my truck. Enemies can and will enter your vehicles diagonally Keep this in mind when designing your supercar
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# ? Jun 24, 2013 02:16 |
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Cardiovorax posted:No kidding. Seriously, it's awful. The code is an horrible, basically undocumented mess. It's nearly impossible to change anything except through trial and error. I learned how to code in C from neverwinter nights, even back then (in 7th grade) I learned to give variables meaningful names and to comment your code. Ive never done anything beyond program tools in VBA to help me do work faster at my job, and it's amazing to me that this guy managed to make a somewhat popular game and be so lovely at coding.
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# ? Jun 24, 2013 02:24 |
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MacGyvers_Mullet posted:Speaking of vehicles, can zombies walk over vehicle frames? I'm working on modifying a flatbed truck into a mobile base, but I can get into my default truck without using the doors by moving diagonally between the windshield and the doors. I know zombies will die if they collide with the frame at speed, but I'm worried about them being able to get in when I'm asleep in my truck. They can and they will. They can't walk through boards, but on the other hand, you can't see through them, which restricts your vision. A common solution is to take a semi and build a little house on the back out of boards, connected to the cockpit with an internal door. unrelated question: Does anyone know where to find Superalloy plating? I've been looking for some to complete my CBM--Alloy plating mods, but I haven't seen any in years of in-game time over several characters. Same with plasma engines, minireactors, and hydrogen tanks, come to think of it.
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# ? Jun 24, 2013 02:25 |
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Vengarr posted:unrelated question: Does anyone know where to find Superalloy plating? I've been looking for some to complete my CBM--Alloy plating mods, but I haven't seen any in years of in-game time over several characters. Same with plasma engines, minireactors, and hydrogen tanks, come to think of it. You can also disassemble any CBM armor mod to get 4 superalloy sheets.
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# ? Jun 24, 2013 02:34 |
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You can also get it off robots.
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# ? Jun 24, 2013 02:59 |
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Thanks for the vehicle advice, guys. I ended up just plopping down some extra windows on the assumption that anything trying to destroy them will probably wake me up before they break through and masacre me. Driving from town to town kitting out my vehicle is way more fun than I thought it'd be. e: Do characters have randomized taste preferences? I just noticed that my character disliked canned corn, which seems kind of weird. This might just be me, since I grew up in an American county with a prominent annual corn festival, but I don't think I've even met anyone that disliked corn. I can understand why my character hates spam, but corn? Sumac fucked around with this message at 04:33 on Jun 24, 2013 |
# ? Jun 24, 2013 04:24 |
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Cardiovorax posted:No kidding. Seriously, it's awful. The code is an horrible, basically undocumented mess. It's nearly impossible to change anything except through trial and error. Ok, glad it isn't just me. Looking at the code to try to actually find the armor values for the armor CBMs was a loving nightmare. No info on bionics function is actually in the bionics class, it's all hard coded in who knows how many places. (The CBM values are in the code for calculating armor values, and not even defined in a header file anywhere, it's just "if player has armor bionic, and the location being checked is the right one for that location, armor+=3" to change it for every armor CBM you'd need to change it in 3 pieces) Now I know why my data structures class grade was like 3/4 commenting and style adherence, holy poo poo. I am almost tempted to try to help clean it up, but the magnitude of the stuff that really really needs to be moved to logical places is quite daunting.
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# ? Jun 24, 2013 04:36 |
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MacGyvers_Mullet posted:e: Do characters have randomized taste preferences? I just noticed that my character disliked canned corn, which seems kind of weird. This might just be me, since I grew up in an American county with a prominent annual corn festival, but I don't think I've even met anyone that disliked corn. I can understand why my character hates spam, but corn? Check out the enjoyability of the food, not sure what corn has but it might be negative for some reason. The only thing I noticed is with a higher cooking skill cooked meat gives a higher morale boost, too bad the boost is so short.
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# ? Jun 24, 2013 04:39 |
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Huh so apparently the new version changes a bunch of archery stuff so there's multiple bows and arrow types. You no longer just get arrows from wood sticks. Wood arrows do shiiiiit damage.
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# ? Jun 24, 2013 04:39 |
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MacGyvers_Mullet posted:e: Do characters have randomized taste preferences? I just noticed that my character disliked canned corn, which seems kind of weird. This might just be me, since I grew up in an American county with a prominent annual corn festival, but I don't think I've even met anyone that disliked corn. I can understand why my character hates spam, but corn?
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# ? Jun 24, 2013 04:48 |
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MacGyvers_Mullet posted:Thanks for the vehicle advice, guys. I ended up just plopping down some extra windows on the assumption that anything trying to destroy them will probably wake me up before they break through and masacre me. Driving from town to town kitting out my vehicle is way more fun than I thought it'd be. It's the "canned" part that bothers them. You can find regular corn growing on farms and characters like that just fine.
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# ? Jun 24, 2013 05:01 |
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randombattle posted:Huh so apparently the new version changes a bunch of archery stuff so there's multiple bows and arrow types. You no longer just get arrows from wood sticks. Wood arrows do shiiiiit damage. Yeah now shooting arrows made the old way, out of a heavy stick or the like, are basically just wooden dowels now. If you do manage to get some fletchings and arrow heads on them you can wreck armored targets now. Wolf spiders are no longer are god drat nightmare.
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# ? Jun 24, 2013 05:01 |
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One of the things the DDA team started one early on was an item factory and loading stuff from files, which makes adding new tools, ammo etc a cinch. I think addin repairable Kevlar and plastic would have taken longer without it. I think the problem with going through the code and un-loving it would require a pretty massive undertaking, even if it were just to convert variables to meaningful names and properly documenting the code. I'm not sure how much the DDA team are concentrating on this aspect though.
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# ? Jun 24, 2013 08:39 |
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Very little. The DDA team is largely just merging in community contributions with little apparent oversight, and focusses more on new features while outstanding bugs and issues remain unresolved.
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# ? Jun 24, 2013 08:43 |
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Shalebridge Cradle posted:Wolf spiders are no longer are god drat nightmare. Amen to that, but the game also seems a whole hell of a lot harder in general. Not that I'm complaining. Just got to be a bit more careful when wandering around. Also the map doesn't seem to save/carry over from character to character. 0.5, I would bring up the world map and it would show where all my previous characters had been. Unless that was a bug. Or it's a bug that the map doesn't save. Which is it?
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# ? Jun 24, 2013 09:46 |
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Roberto_Silencio posted:Amen to that, but the game also seems a whole hell of a lot harder in general. Not that I'm complaining. Just got to be a bit more careful when wandering around. Also the map doesn't seem to save/carry over from character to character. 0.5, I would bring up the world map and it would show where all my previous characters had been. It definitely uses the same world for different characters, I died and my new guy appeared in the same safehouse.
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# ? Jun 24, 2013 10:19 |
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Am I the only one who's never had any problem with spiders? Early on, bash them with a nail board, once you get a gun just wait for them to come close and headshot them. I've never had a single character killed by spiders.
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# ? Jun 24, 2013 11:08 |
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Roberto_Silencio posted:Amen to that, but the game also seems a whole hell of a lot harder in general. Not that I'm complaining. Just got to be a bit more careful when wandering around. Also the map doesn't seem to save/carry over from character to character. 0.5, I would bring up the world map and it would show where all my previous characters had been. That was indeed a bug. I believe if you closed the client between deaths the map would reset the fog of war which was probably the intended functioning.
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# ? Jun 24, 2013 11:14 |
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Capilarean posted:Am I the only one who's never had any problem with spiders? Early on, bash them with a nail board, once you get a gun just wait for them to come close and headshot them. I've never had a single character killed by spiders. It's not that they were super difficult or anything, it's that if they caught you unprepared without a weapon that could crack their armor they would rip you to shreds incredibly fast. If you were just trying to use .22 or a bow then they would just laugh at you while filling you're brain with poison. I've only died to one, but I learned they would gladly gently caress you up if given half a chance. EDIT: The Calico M960 has a 20 round burst That was not a happy thing to find out unexpectedly. I hope my guy had fun. girth brooks part 2 fucked around with this message at 11:56 on Jun 24, 2013 |
# ? Jun 24, 2013 11:30 |
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# ? Apr 18, 2024 12:13 |
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PiCroft posted:One of the things the DDA team started one early on was an item factory and loading stuff from files, which makes adding new tools, ammo etc a cinch. I think addin repairable Kevlar and plastic would have taken longer without it. I kinda pity the poor sucker they're planning to hire as a full-time developer now.
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# ? Jun 24, 2013 11:41 |