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Messages - Kevin Granade

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1
Are you aiming? (Spending time settling your aim) or are you repeatedly firing with no break in between?
If you're firing continuously and have low skills, this is expected, if not, please describe your actions in more detail. Snap shots vs aimed shots? Guns used? Pain and/or encumbrance?

2
Just pushed the fix, thanks to AMurkin.
Sorry about the inconvinience, this was a side effect of a big fix that landed recently.

4
General Discussion / Re: El Presidente Trump?
« on: May 15, 2017, 05:32:42 PM »
Pejorative such as "retard" and "fag", are not allowed on this forum, stop using them.

5
There's also MagicEye, which you might be able to use for a true isometric perspective.  It doesn't look TOO hard to integrate using the curses bindings.
Did you mean NotEye (http://roguetemple.com/z/noteye/)?
Whoops, exactly that.

...voxel tilesets are much easier to create than pixel.
Yea, an untextured voxel tileset can work, but you can still texture your voxels, so it can absorb all the work you're willing to put into it >_<
I wish there was a way to add a grid to make tiles more distinct.
If you apply a texture to the voxel faces, they can just have a 1-pizel dark border.

6
I'm planning on replacing LUA-based code with behavior you can configure with JSON wherever possible, so hopefully little to no features will be lost.
I'm curious, how would that work code-wise?
It depends on what exactly the mod does, but in most cases it will mean translating the logic to c++, then just turning on and off (and possibly configuring) the behavior with a mod option instead of coding it in LUA.
In a lot of cases, like StatsThroughSkills or FasterZombes, it'll just be a matter of making a scaling factor available that can be set by a mod.
It looks like the ninja mod adds some item or trait behavior, we would just impliment that behavior in the core c++ code, and allow mod-only items or traits to use it.

7
For my part what little time I've had recently has been taken up addressing a really tricky compilation issue, probably something like 10 hours to address it.
The good news is I got it sorted out, and did a big batch of merging today, the pending PRs are down to 40 and I'll be looking at merging still more.

8
DDA中文讨论 / Re: Hey guys,You have to see this...
« on: May 14, 2017, 08:30:04 AM »
Yea, there's a very small move penalty for switching between driving and using a remote control, so you can just switch back and forth every turn.

9
There's also MagicEye, which you might be able to use for a true isometric perspective.  It doesn't look TOO hard to integrate using the curses bindings.

10
My top guess is that English-speaking developers find it easier to add their functionality to the main repository using c++.
I haven't had a chance to look over the japanese mods, but there'd have to be some really elaborate use of LUA to make me change my mind at this point.
I'm planning on replacing LUA-based code with behavior you can configure with JSON wherever possible, so hopefully little to no features will be lost.

11
This is a known issue that I will be tackling before the next stable release.

12
Hiya Nick, how could I forget :D
The closest thing I've considered to this is a game mode where you build a settlement by recruiting NPCs, and if you die you get an "extra life" as one of the NPCs.

13
The Lab - Contributions and Mods / Re: Android Version
« on: May 11, 2017, 05:16:23 AM »
Supporting forward and backward compatability is possible but difficult.

It would probably be easier for us to find a solid means of keeping in sync with the nightlies.

I expect so, and it will head off all sorts of other problems too boot.

Short term, let's coordinate on versions, let me know when you move to a new version, and I can pin that version in the download server and put a link to it on the site.

14
The Lab - Contributions and Mods / Re: Android Version
« on: May 10, 2017, 04:19:04 PM »
My understanding was that save games should be backwards compatible from latest 0.C experimental all the way back to 0.B, can anyone confirm this?

I think they're only forward compatible? As in, you can upgrade an older save, but going back isn't a thing. I may be totally wrong though. I suppose I can go dive the code.

This is correct, the expected use case is migrating only to new versions, migrating to an old version is not supported and will sometimes break in strange ways.  For now the only safe bet is to run the same code version for both installs if you're going to migrate a save back and forth.

Supporting forward and backward compatability is possible but difficult.

15
Announcements / Re: New GitHub feature, Project boards
« on: May 10, 2017, 04:12:26 PM »
The situation has changed a bit for the better, I can now add people to a maintainers team that can edit projects without also giving them full commit rights, so if you have a long-term feature or set of bug fixes you would like to use the project board to manage, just ask (either here or via pm).  Please include your github username.

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