Recent Posts

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he is saying that the pic posted is what he would term a muzzle mod, I believe, but even if that were the case it would not be a standard muzzle mod it would also take the position of underbarrel away as well due to the handle of the bayonet
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Announcements / Re: Latest experimental features.
« Last post by Logiwonk on March 27, 2017, 04:13:17 AM »
Whoever added craftable maple syrup I just want you to know this is my favorite new feature since I last downloaded the exp version!
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Yes, mechanics, also make sure you have the material and tools for installing the bed, and you can't install it into a space which has a aisle, or something else in the way. If you do a search in the install menu and can't find the item you want to install, that means you can't install that item there because it is an invalid location.
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Jeremiah's radio makes a clicking sound as he speaks into it. It's evident that it's working, but nobody seems to answer.

Jamie acquires a new necklace, someone else's dog tags, the scanner, and a helmet. The helmet fits snugly, and the visor tints his his vision slightly as the lights become less harsh. Maria coughs again, and then replies, "Yeah. Let's get out of here. We probably don't want to stick around to see if anyone comes looking for them." She starts up the stairs. "Once everyone's in the speeder, I can take you guys over to her garage."
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I like the cargo pants example, it does highlight the abstraction in the current game - one fix would be to introduced a storage volume penalty that operated in a similar way to clothing encumbrance. E.g. the second set of pants only adds 50% of the storage of the first. 

While CDDA is based in reality, the rule of fun is paramount, realism for realism sake is not desirable, especially if it results in more hassles than payoff. For me the entire goal to nested containers would be to make the inventory list SMALLER and free up hotkeys. And, as you mentioned a really crunchy inventory volume simulator would require a lot of coding for little payoff.

I think it's worth acknowledging that CDDA's inventory space and weight system is a good deal more realistic than the vast majority of games I've played, I think it strikes a good balance between realism and abstraction and any further realism is probably detrimental at this point.l
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Well, first of all, it just doesn't make sense that wearing 4 pairs of cargo pants will let me put a gallon jug of bleach in my pockets (Not 100% to scale, just an example.) With this system, the containers would have their own individual storage value, so you wouldn't be able to, I don't know, carry a tire in your hoodie + long sleeve shirt + whatever other low volume clothes stacked together. Also, it really isn't an oversimplification. It's just the addition of a change to how volume works, as well as a slight change to the inventory screen. And yes, the      de-cluttering, organizing, and grouping is also a benefit of this system.

What I want to do is make the storage system make just a little bit more sense, as well as adding some level of convenience to the whole thing, while implementing it in a way that doesn't require constant micro-management from the player. To make it optional, in a way, we could just have a sort of priority system so that the game decides where the player puts things. If they want to, they can organize and what-not later, or just leave it be. It would only be absolutely necessary if the player had to reorganize something to make room for just one more item.

A few drawbacks I can see could be a rare case of not knowing whether you just don't have enough space for that item, or your inventory isn't organized enough. Another problem could be that this will make the inventory list be a little bit longer, especially for players who like to wear five backpacks, a rucksack and two tool belts. However, it would only be by a little bit, and if you have that much on, your inventory is probably pretty packed.

Unfortunately, I have no idea how to do any of the coding, and I highly doubt anyone would do this, or even pay attention to this. I mean, my accounts only a few weeks old. And I've made like 3 or 4 posts. So I doubt that anyone with the ability to change this (One of the devs) will see this.
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Jamie looks around at the bodies again and walks around to them. He stops at the mercenary he killed first and squats down next to her. Pulling off her dog tags and shoving them into his pocket he holds up the photograph and mutters to himself, "Sorry about yer loss boyo." As he stands up he flicks the picture back down on her and moves on to the mercenary spread out on the ground.

Unclipping the silver necklace he puts it on. "I should probably feel worse about this. Oh well." He also picks up his helmet and puts that on as well, "They didn't really help them out too well, but ya never know."

Waking over to grab the scanner he took before he heads to the stairs following Jeremiah, "Well I suppose there's nothin' else but to see that friend you mentioned Maria."
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The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« Last post by Noctifer on March 27, 2017, 01:14:30 AM »
So I found a command center and I want to use it as a base so I can repair and fix up the RV up front, but the utility lights in the bed area make sleeping hard. Is there a way to turn them off or even destroy them?

Blindfolds can be made with rags to remove the lights.  But I think you could blow up the light with enough grenades or cover them with things like frames with boards on them.


I like indoor plants for this kind of LOS breaking myself, but the vehicles are def the easiest to do.  Maybe put a tent over the light *waggle*

Blindfolds would be your best bet. I am sure the lights can be smashed if you choose to do so,
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The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« Last post by pisskop on March 27, 2017, 12:05:20 AM »
Blindfolds can be made with rags to remove the lights.  But I think you could blow up the light with enough grenades or cover them with things like frames with boards on them.


I like indoor plants for this kind of LOS breaking myself, but the vehicles are def the easiest to do.  Maybe put a tent over the light *waggle*
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The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« Last post by bisousbisous on March 27, 2017, 12:03:29 AM »
So I found a command center and I want to use it as a base so I can repair and fix up the RV up front, but the utility lights in the bed area make sleeping hard. Is there a way to turn them off or even destroy them?
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