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Messages - Kevin Granade

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Not interested in adding suicide porn to the game, you're dead, the details are irrelevant.

The Lab - Contributions and Mods / Re: No Funs: Weapon Spawn Rebalance
« on: April 22, 2017, 06:28:21 PM »
But why? Right now estmated number of guns per 1000 residents in US is 1126... :)
Totally, which is why there are so many guns in the base game despite the fact that a more typical game would make them far more rare so that they're individually more valuable.
If you want a realistic reason though, just pretend it's a "UK mod" :)

It's not a matter of what is possible, the npc doesn't "want" to be encumbered.
Is it a pretty arbitrary limit? Yep, but basically they aren't smart enough to make good decisions, so we give them a hard limit.

The Bunker - Gameplay, Tactics, and General Discussion / Re: Licensing
« on: April 20, 2017, 02:36:09 AM »
If you intend to try to subvert the license by using its contents without applying the license to the result, you need to talk to a lawyer, not people on a gaming forum.

My suggestion as a fellow developer:
Use the data from the game, but keep it separate from your code, and continue to provide the data under the CC license.  License your game code however you want.
This fulfills both the spirit and (afaik) the letter of the license.

If your intention is to extract the data and then not even make that data available under the same license, you're kind of being a jerk.

I don't think it would be reasonable to have vision limitations at relatively short range for a scope (i.e. current max range).  There's a feature I have in mind where you can aim at things outside the reality bubble, and that would actually require vision to be restricted, and would also be mostly restricted to rifles.
I'm not going to work on this until we have hordes sorted out though, because we don't have anything to counter long-range firearms except consistently attracting hordes with loud noises.
As for the various scopes, they're reasonable in general, but will also be mostly useful for long range firing.

There was the time that I lost a gunfight with an unarmed and completely harmless piece of fetish paraphernalia. Leveled an entire block in the process.
This post makes me wish we had upvotes.

General Discussion / Re: Does anyone use IRC?
« on: April 18, 2017, 12:52:44 AM »
Irc frequently has a very low active to inactive user ratio.  Part of the reason for this is people just stay connected all day but only occasionally check on any particular channel, and even less often participate in a discussion.

As for #cataclysmdda, I don't know if there are any active devs on there nowadays.  I used to be on there pretty much nightly, but I'm rarely on now because I'm either taking care of baby granade, furiously merging changes or furiously bugfixing.  Gone are the leisurely 4-hour coding fests every evening punctuated by irc chats every 30min or so ;_;

In general the pace of irc takes some getting used to.

The town isn't modeled after anything in particular, it's just a facade to hide the vault.

I don't think it's a bad idea, with good electronics knowledge you can make a remote controlled robot, which would be hella useful for dealing with relatively stupid enemies.  For the RC robots I'd like to focus on tiers of robots, with increasing skill and component requirements.  For the brain upload thing, that would simply be a lab special, it's certainly not completely outside the bounds of super-science we've already established, but each robot body would probably be unique and unrepairable, and the way it works would have to be hard-coded.

What we already have is a RC car that you can strap a bomb to and detonate, I feel like the next step up would be a RC car with a gun on it that can blind fire, succesive versions would have more carrying capacity.  A more advanced version would attach a camera to the sight and allow aimed firing.  Effectively upgrading to an automatic turret that can fire is of course the next step, and at the same time vehicle turrets would have similar requirements for aiming.

This isn't actually much of a balance problem IMO, instead it would present an opportunity to add some requirements and resource drain around existing turrets, which are pretty much as bad for balance as these would be.

You would need to integrate a client for their protocol into the game, it looks fairly straightforward as network protocols go, but they don't have a c++ client library, so you'd possibly be implimenting one of your own.
On top of that you'd have to integrate it into our event loop, which again is probably not that hard, but it would be an entirely new direction for the code.

I added Spoiler tags to your post since it seemed like what you were going for anyway.
If you want to be spoiled:
(click to show/hide)

No idea what you're talking about. Link or something?

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