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Messages - Kevin Granade

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This was a bug encountered when handling color mappings, I think it was triggered here by a hitbox beingvdrawn behind the monster that indicates it has died.
It was also triggering on highlighting for fires.

Actually a backpack minireactor is precisely what I meant by a sci-fi power source with rare power cores.
I was just laying out the rationale against "power is power", which also leads to things like wood-burning power armor or solar powered power armor.

But aside from that, power is just power. Even if the armour was developed with independent power generation (which is certainly a reasonable idea), it would beg the question why there wouldn't be any interface developed for cyborgs or by tech-savvy survivors or you couldn't rig up a backpack minireactor.
For the same reason a fusion gun can't run on AA batteries and an electric car doesn't use a pile of lead-acid batteries, energy might be universal, but energy storage technologies are not.
1. Energy density, aka watt-hours per lb.
If your power source for your power armor weighs more than the armors' lifting capacity, its not capable of powering the armor.  Its totally feasible that functioning power armor would require an exotic power supply with a sci-fi level energy density.
2. Current capacity, aka watt rating.
If your power source can only supply 500W (ballpark for a charged car battery) and your power armor requires 10kW to operate (That's not actually a very high number for something like this...), your power supply isn't capable of powering the armor.  Again, we're presuming an almost impossible to construct sci-fi power supply that WILL supply the requisite power.

Damn cool stuff.
This makes me wish I still had my AlphaStation so I could run DDA on a non-x86 CPU :D

General Discussion / Re: Last Survivor Posting (Bubb is back~)
« on: August 16, 2017, 02:56:39 AM »
Powdered toast...


General Discussion / Re: HUGLAGHALGHALGHAL
« on: August 15, 2017, 10:51:05 PM »
So, just pictures of forks aren't allowed? I'm confused
The gist seems to be: keep debates verbal/written unless you are providing visual evidence for your case.

Memes are fine, discussion is good, memes in discussion is cancer.

One thing I noticed; giant ants seem oddly passive. The soldier ones are aggressive, but the standard non-soldiers only attack once in a while.
Ants are in fact blind (or just really nearsighted, can't remember which).
Worker ants are also very non-agressive.

The Lab - Contributions and Mods / Re: Coolthulhu's patches
« on: August 15, 2017, 07:03:18 AM »

The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 14, 2017, 07:15:57 AM »
You could have deleted the pic, no need to delete the whole post.
We had a ridiculously huge controversy a while back about editing posts that broke rules, as a result I don't edit posts and instead just delete them.

The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 14, 2017, 05:47:23 AM »
@Alec White no imge posts please.

The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 13, 2017, 04:27:17 PM »
how feasible would it be to set up a voting system on one of the different websites used for Cataclysm?
Very feasible, it was done, it didn't get much attention, it was abandoned.  The social aspects are a lot harder than just standing up a website to tally them.
More importantly, the project is not a democracy.
The method for users to influence development is via debate. This is intentional, not due to laziness.  Debate sidesteps all the nasty problems around deciding who gets to vote and enforcing that everyone gets the right amount of voting power etc. and validates that people actually know what they're asking for.

They use different field of view code, it's possible we can unify it and get rid of the problem.

>:( That's not a word. That's a pseudo-Latin abomination.
My bad, "bonuses".  I'll be sure to remember that.

This has come up a number of times in the past, and we've never been able to come up with a way to deal with this that wasn't just pointless button mashing.  One abstracted version we've considered is having weapon skill influence the condition of your weapon, as you use the weapon it either deteriorates or improves based on your skill level, which has implications for reliability and accuracy.  If it's abstrated to that point though, you might as well just make skill level directly influence those weapon stats.

The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 11, 2017, 10:23:15 PM »
How about making this the mainline and just cutting Kevin out of the equation? His backwards thinking is going to hold back the game forever at this rate.
Coolthulu (or anyone else) is free to fork the project and start making releases if they want.  It's simply a matter of having the necessary skills and commiting the time necessary to make it happen.
That has roughly nothing to do with, "cutting Kevin out of the equation" though, I'm going to continue developing the project for the foreseeable future.

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