Author Topic: Coolthulhu's patches  (Read 3527 times)

Online RipRoarinBoogerPenis

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Re: Coolthulhu's patches
« Reply #15 on: July 27, 2017, 05:51:36 AM »
any chance to make a mod/patch for normal experimental branch that fixes accuracy?
Nope. One of the reasons coolthulhu's patched version exists is because Kevin won't allow these fixes to happen in the mainline.

The patch/mod doesn't have to be included in main line, just hosted somewhere for download until they get their shit straight.

Offline Coolthulhu

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Re: Coolthulhu's patches
« Reply #16 on: July 27, 2017, 11:38:50 AM »
Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?
Secondly, will this have any issues if i install it on an existing save?
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?

Yes
No
He wants the implementation to be done his way and considers that more important than what players want.

Offline saltmummy626

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Re: Coolthulhu's patches
« Reply #17 on: July 27, 2017, 02:40:09 PM »
The patch/mod doesn't have to be included in main line, just hosted somewhere for download until they get their shit straight.
No one is going to "get their shit straight" because Kevin:
wants the implementation to be done his way and considers that more important than what players want.

In other words, no fun allowed.
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Offline Wyzack

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Re: Coolthulhu's patches
« Reply #18 on: July 27, 2017, 03:26:00 PM »
Has he given any reasoning as to why? I am not looking to stir up drama that has since settled or anything but as-is most guns are pseudo melee weapons until you get your skill to outrageous levels, like 13-14. It is nonsensical and not fun

Offline Kevin Granade

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Re: Coolthulhu's patches
« Reply #19 on: July 27, 2017, 05:27:04 PM »
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?
Because it's not a balance change, its a set of changes that overhauled (and broke) a lot of ranged code internally that happened to also be bundled with a lot of balance changes.  Since it was implemented and merged without the balance tests I requested, it was not feasible to revert the breakage without also reverting the balance changes.  Im currently working on adding the balance tests, and that will serve as a way to keep ranged balance from regressing in the future.
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Offline Wyzack

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Re: Coolthulhu's patches
« Reply #20 on: July 27, 2017, 05:37:59 PM »
That makes sense. Either way I am glad this is available as a patch. Kinda sucks that people get so steamed up about this stuff

Offline Noctifer

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Re: Coolthulhu's patches
« Reply #21 on: August 06, 2017, 01:55:21 AM »
Post to bump in the section. Keep up the good work!
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Offline Litppunk

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Re: Coolthulhu's patches
« Reply #22 on: August 06, 2017, 02:13:07 AM »
Note to self get this patch anytime mainline is not perfect.
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Offline Szara

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Re: Coolthulhu's patches
« Reply #23 on: August 08, 2017, 05:57:12 PM »
Iä! Iä! Coolthulhu fhtagn!

Especially in the light of the idea that someone who can craft complicated clothing from scrap materials is also unable to actually craft it to fit themselves as they do so.

(I've been informed that this idea was scraped anyway. Huzzah!)
« Last Edit: August 08, 2017, 08:58:38 PM by Szara »
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Offline F.Society

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Re: Coolthulhu's patches
« Reply #24 on: August 08, 2017, 07:10:04 PM »
Pardon my stupid,
But is there a tutorial for applying your patches manually?

On a mobile device downloading from the github  so I haven't seen what the:
"/cataclysmdda-cth-lin-curses32-151.tar.gz"

Holds in terms of files.
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Offline Noctifer

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Re: Coolthulhu's patches
« Reply #25 on: August 08, 2017, 07:17:08 PM »
You just download this. This is the full game with the patches already "installed" (I am not sure if that is that correct word in this case).
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Offline F.Society

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Re: Coolthulhu's patches
« Reply #26 on: August 08, 2017, 07:39:29 PM »
Ahhh, I just wasn't sure if there where ways to overwrite different files to apply it to say the Android port. Cause Android being based on Linux I presume would be have similar structure.
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Offline DeWolf

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Re: Coolthulhu's patches
« Reply #27 on: August 08, 2017, 07:46:29 PM »
Ok so what effective version of either the stable builds or experimental builds do these patches represent?

Offline Vollinger

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Re: Coolthulhu's patches
« Reply #28 on: August 08, 2017, 08:32:07 PM »
really like the battery charger, any plans to make the lil rechargeable batteries usable in tools with the battery compartment mod or making the ol non-brightnights batteries rechargeable?

Ok so what effective version of either the stable builds or experimental builds do these patches represent?
i think it's this branch, right now that's like a four days old version of the main git repo
https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental

Offline DeWolf

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Re: Coolthulhu's patches
« Reply #29 on: August 08, 2017, 08:38:45 PM »
really like the battery charger, any plans to make the lil rechargeable batteries usable in tools with the battery compartment mod or making the ol non-brightnights batteries rechargeable?

Ok so what effective version of either the stable builds or experimental builds do these patches represent?
i think it's this branch, right now that's like a four days old version of the main git repo
https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental
Thank you also I think the actual purpose of a ups is that it IS the battery for all your ups stuff.