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 - Theundyingcode

Pages: [1] 2 3 ... 11
1
General Discussion / Re: HUGLAGHALGHALGHAL
« on: November 02, 2017, 06:07:43 PM »


Definitely should be a thing.

2
The Lab - Contributions and Mods / Re: Bases and NPC crafting
« on: November 02, 2017, 05:51:15 PM »
I forgot to announce it here but,  I PRed the start.  It's still just a framework and not ready to be added yet but it's up for review.

https://github.com/CleverRaven/Cataclysm-DDA/pull/22311

3
No idea.  My current focus is getting things stabilized for a release.

Are we finally getting close to a new stable?

4
I actually like the idea of overstuffing objects with a chance to loose them...

But, managing pockets... I feel a bite wound would become infected by the time I found my first aid kit and die before figuring out which pocket I put my antibiotics in.

5
General Discussion / Re: HUGLAGHALGHALGHAL
« on: October 25, 2017, 05:13:44 AM »
It's been almost a week; I don't feel bad about the double post...


6
The Lab - Contributions and Mods / Re: Bases and NPC crafting
« on: October 24, 2017, 05:31:30 AM »
I found it.  I wasn't worried about having lost it as everything thing is backed up to 4 different locations; the problem was I didn't know where VS put the git stuff.

7
The Lab - Contributions and Mods / Re: Bases and NPC crafting
« on: October 23, 2017, 08:56:48 PM »
So my computer has crashed out... I was expecting it to happen sometime but I thought I had another couple months before it happened.

Last December, My computer got a bad virus on a trip and I absolutely needed to get a bunch of work done. With no secondary device for internet and no backup tools I ended up manually disabling/deleting  a whole bunch of stuff. I got it working and finished my work but never got around to actually fixing the computer since it worked (mostly) but it has been slowly degrading since. I guess it finally decided to call it quits.

I'm getting it back up and running but its put me behind with other stuff. I'm not giving up on this project but please don't be wanting on me. Sorry.

EDIT: I should have all of my work saved elsewhere but, I was using a Visual studio license from my old school that I am not interested in recovering so it might take some time to dig it out. (Never liked vs to many things make it too complicated to do simple things but the windows builds were for it.) I'm putting in a Linux partition and will be working from that. Worst comes to worst, redoing it is simply a matter of retyping it.

8
I take no credit for the image's creation.

I will take credit for the looks on people's faces after the 'hamburger helper' from the vending machine turns out to be "slightly" different than expected.

9

on a side note i found this and though it should be shared:
(click to show/hide)

Oops, wrong pic.  this is is what I meant to share:

10
General Discussion / Re: HUGLAGHALGHALGHAL
« on: October 18, 2017, 06:34:43 PM »
I play vampire at college.  Dressing up isn't mandatory but it dose make it more fun.


11
The Lab - Contributions and Mods / Re: Bases and NPC crafting
« on: October 18, 2017, 06:32:52 PM »
Fantastic, thrilled to see this project hasn't been forgotten!

No just generally slow moving and kinda in a life slump at the moment.

12
What I got from this is that there is a distinct lack of portals spawning demonic horrors.  Also, has anything been done regarding multi-tile monsters? I want to fight a tyranid carnifex.

Why content youself with such small creatures when there are
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

I think we need to add in these kinda clips first:
https://imgur.com/gallery/BtHjghX

Otherwise an encounter will feel like that scene in atlantis where he's says he needs like 200 sticks of dynamite to open the door.

on a side note i found this and though it should be shared:
(click to show/hide)

13
Crank the realism up to eleven: Rewrite the game to emulate the fact that the military totally has the technology and resources (solar powered laser turrets, CQC specialists, tanks, drones,
 tank drones, everything) to wipe out droves of zombies with little resistance.
The issue for the cataclysm wasn't so much the zombies alone but the widespread portals that allowed essentially every horrible thing from the sub prime to enter our world and essentially wreck everything that moved.

What I got from this is that there is a distinct lack of portals spawning demonic horrors.  Also, has anything been done regarding multi-tile monsters? I want to fight a tyranid carnifex.

14
General Discussion / Re: HUGLAGHALGHALGHAL
« on: October 17, 2017, 01:50:08 AM »
not sure D&D is really a long distance playable game, i did once entertain fantasies that tabletop simulator would help bridge the gap, but i'm pretty sure it's never going to happen at this rate.

i mean, just for starters, you'd need a webcam and microphone just so the DM can tell who's actually putting effort into playing in character, the guy we played with gave pretty good gentle nudges to help remind me i was a minotaur, a lot of hoof stomping and nearly crumbling dungeons with a frustrated kick if the party spends too long thinking go a long way.

It's usually done via "play by post"  basically there i a forum were you post each of your actions and there is an independent dice roller so you can't just lie and cheat.

15
The Lab - Contributions and Mods / Re: Bases and NPC crafting
« on: October 16, 2017, 09:13:51 PM »
So I got distracted by a new internship and playing the surge (defiantly have addictive personality trait) and haven't touched cdda at all for the last 2 weeks.  I feel like I promised a bunch but am not delivering...

Anyways, i'm just about to get beck to work. As i left it the actual designation of a base is almost done and should be up as a PR for review within a day or two. There is one glaring problem already which is that I thinking submap = map tile. As a result, right now it will only actually work if your base fits into a submap.  Also, I forgot about solid rock so it's breaks in basements as well. (should be easy fix)

Here's what the first PR will(should) look like:
  • Build basic command desk construction to create base. (basically a big desk)
  • Base object is created and passed reference to submap so it can see its data
    • Base object contains additional grid overlay for flags unique to base area. (same as for field, traps, etc.)
    • Finds outer wall of structure where desk is placed and follows it around marking the outline of the base. Marks first non-inside tile in case of gap in wall. (bounding issues)
    • fills in the base by marking everything inside the outline
    • Removes spawn points from submap so no hulks will spawn inside your base
  • Edit base rules (settings) by examining command desk
  • Build bulletin board next to command desk to view base information.
  • New options added to "write on object" menu allowing you to designate furniture as "yours" or "communal" (working on "NO ACCESS" for doors)
  • Upgrade command desk with computer(s) for more options like:
  • Replace bulletin board with an information screen to view more detailed info.

There are some other things I've added but not really implemented yet; base NPC is just a header file and the other base components just sit there and look pretty; PA system- summon/instruct NPCs from command instead of finding them, Coms System - Communicate with/allow for outposts, security controls- manage the currently non-existent base security/defense systems and finally, higher level Command Desks- levels up base.  I'm also planning a "Networked" upgrade which will let you "wire" your base and spread duplicates of the base components around your base.

Pages: [1] 2 3 ... 11