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Messages - Zhilkin

Pages: [1] 2 3 ... 14
1
You can already use multiple mapgens for the same OM tile, so C could map to lab_corner, and lab_corner could have 3 separate mapgens associated with it.
True, but they aren't getting rotated automatically.

2
Also can we define junction directions for overmap tile, so we could place random tiles from the list (automatically rotating if necessary)?

Code: [Select]
[
  "overmap_blueprint": {
    "overmap_blueprint_rows": {
      " S ",
      "CXC",
      "TTC",
      "TSC",
      "S S",
      "CSC"
    },
    "overmap_blueprint_tiles": {
      " ": [ "empty_rock" ],
      "C": [ "lab_room1_corner", "lab_room2_corner", "lab_room3_corner" ],
      "X": [ "lab_room_main_center" ],
      "T": [ "lab_room1_t" ],
      "S": [ "lab_room1_s" ]
    }
  }
]

T for random overmap with t-junction
X for random overmap with center tile/4-way-junction
C for random overmap with corner tile
S for random overmap with single direction connection

Code: [Select]
" ║ "
"╔╬╗"
"╠╩╝"
"╠═╗"
"║ ║"
"╚═╝"

3
Can we just check for nearby terrains and place door only if nearby terrain is passable?

4
The Lab - Contributions and Mods / Re: [SPOILERS] Urban Development
« on: October 07, 2017, 10:13:07 PM »
I believe minimum of 1 should only be set for quest related overmap specials (like prison or strange cabin), isn't it?

***

I've reduced minimum occurrences of several overmap specials to 0 in #22103 (https://github.com/CleverRaven/Cataclysm-DDA/pull/22103):

- `Hotel` - (from 1 to 0);
- `Motel` - (from 2 to 0);
- `Gas Station` - (from 2 to 1);
- `FEMA Camp` - (from 2 to 0);
- `Radio Tower` - (from 1 to 0);
- `Public Works` - (from 1 to 0);
- `Apartments_Con` - (from 1 to 0);
- `Apartments_Mod` - (from 1 to 0);
- `Office Tower` - (from 1 to 0);
- `School` - (from 1 to 0);
- `Fungal Flowers` - (from 1 to 0);
- `Evac Shelter` - (from 5 to 1);
- `Mall` - (from 1 to 0);
- `power_station_large` - (from 1 to 0);
- `Home Improvement Superstore` - (from 1 to 0);
- `campsite` - (from 1 to 0);
- `campsite_cabin_incomplete` - (from 1 to 0);
- `campsite_field_biker` - (from 1 to 0);
- `campsite_a` - (from 2 to 0);
- `campsite_field_biker_destroyed` - (from 1 to 0);
- `rest_stop` - (from 1 to 0);
- `roadstop_a` - (from 1 to 0);
- `roadstop_b` - (from 1 to 0);
- `cemetery_religious` - (from 1 to 0);
- `Dairy Farm` - (from 1 to 0).


I'm not sure about some of the specials though. Public Works, FEMA Camp, School, Mall, power_station_large and Fungal Flowers should be probably left intact?

5
Make sure copied SDL binaries are for correct version (64 bit libraries for 64 bit build, 32 bit libraries for 32 bit build) and also that you have all other dependecies:

Code: [Select]
libasprintf-0.dll
libcharset-1.dll
libFLAC-8.dll
libfreetype-6.dll
libgettextpo-0.dll
libiconv-2.dll
libintl-8.dll
libjpeg-9.dll
libmikmod-2.dll
libmodplug-1.dll
libogg-0.dll
libpng16-16.dll
libtiff-5.dll
libvorbis-0.dll
libvorbisfile-3.dll
libwebp-4.dll
lua5.1.dll
lua51.dll
SDL2.dll
SDL2_image.dll
SDL2_mixer.dll
SDL2_ttf.dll
smpeg2.dll
zlib1.dll

You can see download links here - https://github.com/CleverRaven/Cataclysm-DDA/blob/master/COMPILING.md#dependencies-2

6
Have you copied SDL binaries to cdda folder?

7
The performance is not a problem.
The problem would be designing it so that it doesn't result in one of:
  • Jungle everywhere in short time
  • Barely anything changing unless you play for 8+ seasons

Jumanji: Dark Days Ahead.

that would be the definition
Jumanji: Only Trees Ahead

10
Is this a hentai game now?
No, just a forum with a hentai infestation.
We should burn it before it spreads out! Luckily I have a flamethrower: https://imgur.com/a/K5beX

11
The Lab - Contributions and Mods / Re: Mansion Upgrade Project
« on: October 03, 2017, 09:46:02 PM »
I want to mainline these awesome overmaps - https://github.com/CleverRaven/Cataclysm-DDA/pull/22072

12
Just added atomic flamethrower which bursts fire in selected direction. Works best with realtime progression turned on.
Realtime progression?

17th row in General tab in Options menu

13
I have no autobutchering for you, but I have a flamethrower: http://smf.cataclysmdda.com/index.php?topic=14861.0

14
Just added atomic flamethrower which bursts fire in selected direction. Works best with realtime progression turned on.

https://imgur.com/a/K5beX

15
The Toolbox - Code Help / Re: Questions about generating items in Lua
« on: October 02, 2017, 06:11:27 PM »
Creating items of brand new item type is most likely not possible (item definitions are stored in memory on game start/load and won't be changed after that), but you can create instance of items of existing known item types via lua. Also you can change some of the item parameters and you can have custom vars defined for any item (get_var and set_var functions - see \lua\class_definitions.lua).

Adding items to player:

Code: [Select]
local item_id = "bat"
local item_ref = item(item_id, 1)

player:i_add(item_ref)

local item_id2 = "bat"
local item_ref2 = item(item_id2, 1)

local custom_var_for_item2_value_set = "Name of this bat is: SUPER BAT +2"
item_ref2:set_var("custom_var_for_item2", custom_var_for_item2_value_set)

player:i_add(item_ref2)

local custom_var_for_item2_value_got = item_ref2:get_var("custom_var_for_item2")
game.add_msg(custom_var_for_item2_value_got)

Function to add items (possibly in container):

Code: [Select]
function add_item(item_id, item_quantity, container_id)

  if (item_quantity > 0) then

    item_quantity = math.floor(item_quantity)

    local LIQUID = enums.phase_id["LIQUID"]
    local item_ref = item(item_id, 1)
    local item_type = item_ref.type
    local item_type_phase = item_type.phase
    local item_default_container_id = item_type.default_container

local cont = item(item_default_container_id, 1)

    container_id = container_id or item_default_container_id

    if (container_id == "can_drink") then -- TODO: bugged container
      container_id = "bottle_plastic"
    end

    if (item_type_phase == LIQUID) then -- TODO: bugged container
      container_id = nil
    end
   
    if (container_id == nil or item_default_container_id == "null") then
     
      item_ref = item(item_id, item_quantity)
      player:i_add(item_ref)
   
    else

      local container = item(container_id, 1)

      for i = 1, item_quantity do

        item_ref = item(item_id, 1)
        container:fill_with(item_ref)

        if (container:get_remaining_capacity_for_liquid(item_ref, false) == 0 or container:is_container_full() or i == item_quantity) then
          player:i_add(container)
          container = item(container_id, 1)

        end

      end
   
    end
 
  end

end

Iterating through items in a map tiles:

Code: [Select]
  local ScanRadius = 10

  local center = player:pos()

  for x = -ScanRadius, ScanRadius do
    for y = -ScanRadius, ScanRadius do
      local z = 0 --only current Z-level

      local point = tripoint (center.x + x, center.y + y, center.z + z)
      local distance = game.trig_dist(point.x, point.y, center.x, center.y)

      if (distance <= ScanRadius) then
        if map:i_at(point):size() > 0 then
          local item_stack_iterator =  map:i_at(point):cppbegin()
          for _ = 1, map:i_at(point):size() do
            some_lua_function(item_stack_iterator:elem(), point.x, point.y, point.z)
            item_stack_iterator:inc()
          end
        end
      end

    end
  end

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