Author Topic: Latest experimental features.  (Read 666933 times)

Offline BorkBorkGoesTheCode

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Re: Latest experimental features.
« Reply #1035 on: October 31, 2016, 04:27:23 AM »
[Tank Mod]

Tanks now have camera controls attached to the driver's seat, allowing the driver a near 360 degree field of view.
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Offline mugling

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Re: Latest experimental features.
« Reply #1036 on: October 31, 2016, 12:27:41 PM »
Night vision radius now depends on perception (Coolthulhu)

Holsters now display their capacities and items list which holsters they are compatible with (mugling)

You can assign NPC's as crew members in vehicles (mugling)

Various bugfixes (sethsimon, mutability)

Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1037 on: November 04, 2016, 07:16:36 AM »
Advanced inventory menu can now sort by freshness. By int-ua.

Book menu now contains a lot more info. By codemime.

Mutant NPC spawns in beehives if you have static NPCs on. By me.

And a lot more changes that aren't easily visible to end users, like mutability's ranged formula rewrite.

Offline BorkBorkGoesTheCode

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Re: Latest experimental features.
« Reply #1038 on: November 04, 2016, 09:23:29 AM »
DeadLeaves Fictional Guns is fixed.
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Offline TheFlame52

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Re: Latest experimental features.
« Reply #1039 on: November 12, 2016, 03:58:33 PM »
Someone added a Cable Charger System CBM, which lets you charge your bionic power from a vehicle. That's something I've always wanted but I never really thought about. Goodbye power troubles!
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Offline Firestorm_01

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Re: Latest experimental features.
« Reply #1040 on: November 19, 2016, 02:54:14 PM »
Currently merged hange of hordes attracting signal change
https://github.com/CleverRaven/Cataclysm-DDA/pull/19222

It affects only wander spawn (aka hordes).
What does it changed:
  • Sound for hordes calculated more "naturally". Alsmost like sound actually reach horde;
  • Hordes now able to heard sound not only if player on surface level. Now sound source z-level used.  Also note that sound  from underground will  be heavily reduced. Lower you are - lower the sound;
  • Hordes will NOT react to almost any sound from crazy distance as it was before;
  • Hordes will hear only really lound sounds that loud enoug to leave so called "reality bubble".  So hordes may hear sound only more than 60;
  • Hordes will react to non-silenced gunshot from around 7-8 overmap tiles. So if you deep in wilderness then you may use firerarms safely (almost). Hovewer there is lot more lound sounds than gunshots, so be carefull while exploding mininukes - it will draw horde attention for 13 overmal tiles;
  • Also you may use cars without big risk of attracting hordes;
  • Maximum hearing distance for hordes capped with 13 overmap tiles now. So deep in wilderness you can do anything.

So now if you thought that hordes way to hardcore for you - you may give it to try now. Sounds still will attract hordes, but it should be much more managable now. So gampley with wander spawn should be much more fluid.
« Last Edit: November 19, 2016, 04:37:00 PM by Firestorm_01 »

Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1041 on: November 20, 2016, 12:03:17 AM »
Giant vehicle engine rework just landed.

Adds gears, RPM, efficiency and other such stats to engines.

Currently BREAKS VEHICLES WITH MULTIPLE ENGINES, so if you depend on that feature, you might want to skip few versions and wait until that's fixed.

Offline mugling

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Re: Latest experimental features.
« Reply #1042 on: November 20, 2016, 12:08:25 AM »
Vehicle engines got a big update. Combustion engines now have gears and are damaged when you exceed their safe rpm whereas electric engines have equal efficiency at any speed. Engine selection is now more of a factor in vehicle construction - you can have a slow traction engine, a lightweight 2-stroke engine or a reliable but fuel inefficient wankel engine. More importantly engine and fuel code is moved to JSON. It should be possible to implement a scotch engine powered by whiskey or in the near future a steam engine. Mod authors might be best waiting for the API to become more stable and for any significant bugs to be first identified and resolved.

Total conversion mods are also now possible. We're working on an example and some documentation for this at the moment.

Offline mugling

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Re: Latest experimental features.
« Reply #1043 on: November 20, 2016, 12:09:33 AM »
Currently BREAKS VEHICLES WITH MULTIPLE ENGINES, so if you depend on that feature, you might want to skip few versions and wait until that's fixed.

Clarification: Multiple engines remain supported but only one can be running at once

Offline BorkBorkGoesTheCode

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Re: Latest experimental features.
« Reply #1044 on: November 21, 2016, 11:31:16 PM »
Core:

The military seat was deprecated; now all new military vehicles get a regular seat instead, greatly increasing storage capacity.

Most military vehicles gain camera controls for their drivers; allowing greater visibility in daytime.

Most gas/diesel military vehicles, and most motorcycles get mufflers.

Some vehicles may have military weapon, magazines, and ammo inside them.


Tank mod:

Fixed shell casings.

Added mufflers.

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Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1045 on: December 03, 2016, 09:32:47 PM »
Some reworks in inner workings of cars, by mugling.
This time more buffs than nerfs. Solars recharge faster (maybe too fast), minireactor is currently unbalanced hard and provides nearly free power (mugling wants to cut the efficiency by a factor of 100, I'd argue more than that - that's how OP it is).

Minireactors now only actually work when batteries run dry. That is, having minireactor and solars on is no longer a waste, you can keep the reactor as pure backup.
One small problem: they no longer can recharge batteries on other vehicles.

Offline mugling

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Re: Latest experimental features.
« Reply #1046 on: December 03, 2016, 10:32:47 PM »
A lot of recent work has been focused on closing bugs so hopefully the next series of experimental builds will be more stable. In particular we are also working on improving overall performance.

Offline mugling

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Re: Latest experimental features.
« Reply #1047 on: December 04, 2016, 01:01:22 AM »
A lot of recent work has been focused on closing bugs so hopefully the next series of experimental builds will be more stable. In particular we are also working on improving overall performance.

Quotes like that always come back to haunt you. There's a bug in the current experimental that prevents the game starting if you have global auto pickup rules enabled.

Offline mugling

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Re: Latest experimental features.
« Reply #1048 on: December 04, 2016, 01:17:55 PM »
Now resolved in most recent experimental

Offline stk2008

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Re: Latest experimental features.
« Reply #1049 on: December 04, 2016, 01:28:21 PM »
Awesome work thanks so much for all these fixes and additions amazeing :)