Author Topic: Latest experimental features.  (Read 635588 times)

Offline Dyne

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Re: Latest experimental features.
« Reply #30 on: May 04, 2014, 05:15:14 AM »
Love the new construction possibilities, helps water management a lot.
Also makes farms an even more feasible base location, due to the water pumps.
Also great we can use simple tin cans for water boiling.

Foraging shrubs can now get you random junk, including minor water containers,
also eggs and mushrooms- so open air survival is easier and more varied.

Offline Zireael

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Re: Latest experimental features.
« Reply #31 on: May 04, 2014, 01:08:37 PM »
Wuzzy's color messages code just went in.

Offline Wuzzy

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Re: Latest experimental features.
« Reply #32 on: May 04, 2014, 02:57:05 PM »
Yeah, that’s right. I explain what’s about that stuff with the colored messages.
First, here’s a screenshot:
https://i.imgur.com/HfawNIj.png

Short description: Messages have now different colors. Green (roughly) means good events, red for bad events, yellow for warnings, white for neutral messages (nothing good or bad actually happened), pink for events with are partly good and bad towards the player and blue are informational messages (eg. “press X do do Y”).

Note this does not cover effects now, I’ll come to it later.

Here’s the pull request with long description:
https://github.com/CleverRaven/Cataclysm-DDA/pull/7471
« Last Edit: May 04, 2014, 05:02:18 PM by Wuzzy »

Offline borrisb

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Re: Latest experimental features.
« Reply #33 on: May 05, 2014, 03:34:58 AM »
(relatively new here, please go easy on me. played a handful of 0.9 games that were really short, and then a really, really long 0.9 game that took me well beyond the 0.A release. Skipped the 0.A stable and went straight to building from source on my mac (build instructions worked like a charm). Please forgive me, or feel free to delete this if I state something that actually isn't new, as I might have just recently noticed it in my ignorance.)

* Using symbols and color codes (like "s:b;") for my map messages is much easier on the eyes than a bunch of flashing yellow Ns.

* Moose are quite aggressive. They scare me more than zombears now.

* The zwolves and zombears have been breaking down my boarded up doors and windows way more frequently than they did in 0.9. I am spending time building real base defenses.

* I enjoy the the semicolon toggle for the construction menu, although I'm not sure how to tell if it is working (as most things are still grayed out for my new character on all both toggles.)

* Not sure when beer making got in, but I just noticed it, and I'm looking forward to using the yeast I just found in game.

[Edit one more, this is one of my favorites, even though this isn't a voting thread.]

* Noticed the color coding for books indicating what can be learned from it (white for nothing, blue for potential recipes and skill increase, yellow if there is no skill increase but there is a recipe to be found). The graying out of the individual recipes that have already been learned from a particular book is a nice touch.
« Last Edit: May 05, 2014, 03:38:27 AM by borrisb »

Offline Ishindri

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Re: Latest experimental features.
« Reply #34 on: May 08, 2014, 12:20:23 AM »
* Using symbols and color codes (like "s:b;") for my map messages is much easier on the eyes than a bunch of flashing yellow Ns.

To expand on this, prefixing your map notes with a letter followed by a semicolon now allows you to color map notes, like so:

Code: [Select]
B - Blue
b - Light blue
C - Cyan
G - Green
g - Light green
P - Pink
R - Red
r - Light red
W - White

Very nifty!

Offline borrisb

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Re: Latest experimental features.
« Reply #35 on: May 11, 2014, 03:57:23 AM »
Not sure when this got in, but I noticed when creating a character, on the same page where I (randomly) name my character, I can hit a key to choose my starting position.

Right now I can choose "House" or "Shelter." Starting in a house has been... umm... troublesome... but fun.

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #36 on: May 12, 2014, 05:23:45 PM »
John Candlebury contributed a modified laptop that let's you remotely hack robots.

New enemy:
(click to show/hide)

Vache contributed a system for loading arbitrary multi-tile building specials from JSON.  I expect things to get really interesting in that area now.

BevapDin did some work on trap detection, part of which is making trap detection persistent.  Once you spot that landmine, you never forget it's there.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
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The the giant wasp is slammed through the zombie brute!

Offline CIB

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Re: Latest experimental features.
« Reply #37 on: May 13, 2014, 11:07:18 AM »
BevapDin did some work on trap detection, part of which is making trap detection persistent.  Once you spot that landmine, you never forget it's there.

... and that's how it's supposed to always have worked. Good thing we got BevapDin.

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #38 on: May 13, 2014, 04:59:58 PM »
Once you spot that landmine, you never forget it's there.
... and that's how it's supposed to always have worked. Good thing we got BevapDin.
Do you mean in an ideal sense or what the code was trying to do?  AFAIK the code never even tried to do it, it was just deterministic about the threshold, so for example you could spot a minefield, then get hit with glare and the minefield would vanish.
If you mean in an ideal sense, yea I guess, but you could say the same about every reality-based feature in the game.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline vache

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Re: Latest experimental features.
« Reply #39 on: May 13, 2014, 05:27:17 PM »
Sounds like something that it makes sense for the forgetful trait to affect.  Not sure how to pull that off easily though.

Offline Pthalocy

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Re: Latest experimental features.
« Reply #40 on: May 14, 2014, 11:10:39 AM »
Vache that is both evil and kind of has me agreeing.
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Offline Zaweri Runewright

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Re: Latest experimental features.
« Reply #41 on: May 14, 2014, 02:20:14 PM »
Of course, Pthalomund. You are evil. We all knew it before you realized.
[/joke]
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Offline saltmummy626

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Re: Latest experimental features.
« Reply #42 on: May 16, 2014, 11:59:23 PM »
I noticed a craft requiring a grenade launcher buttstock. maybe you can take apart guns now?
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Offline FunsizeNinja123

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Re: Latest experimental features.
« Reply #43 on: May 17, 2014, 01:01:02 AM »
I noticed a craft requiring a grenade launcher buttstock. maybe you can take apart guns now?

no, you have to find the buttstock.
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Offline bubbadoo14

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Re: Latest experimental features.
« Reply #44 on: May 17, 2014, 03:34:27 AM »
Today I found this illusion from the schizophrenia trait...

I greatly approve of this.