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Messages - Cogsnack

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1
General Discussion / Was just wondering...
« on: February 07, 2018, 10:29:20 AM »
...if I'm the only one that has this association ;)

2
Ideas / Dismissive Right-Clickery
« on: February 05, 2018, 06:00:19 AM »
A minor point but it would be nice if the component comparison build-out responded to right-click dismissal, same as the window from whence it sprouts.

3
Ideas / Re: Safe Wait
« on: February 04, 2018, 05:33:29 PM »
Okay, thank you. I was "Unaware"  :D

4
Bugs / Re: FOV Could Use Improvement
« on: February 04, 2018, 05:29:08 PM »
Shouldn't it though? They're not in line-of-fire (at least for center-to-center traces) but ought still be visible. Raycasts from center of viewer cell clearly intersect at least one wall edge without passing through any obstruction. When you stand next to a wall your vision along it does not suddenly stop because you can't see inside it.

I will try to find closer examples for which to send a savegame, like in the earlier images.

5
Ideas / Safe Wait
« on: February 04, 2018, 05:10:47 PM »
Mouse wheel rolling with Alt held: Time forwarding only happens if no hostiles in view.

Benefit: Player can rapidly pass turns while waiting to power up or regen something and not have to worry about accidentally wasting action opportunities if/when a hostile shows up.

6
Ideas / Phantom Power Draining Utils
« on: February 04, 2018, 09:28:13 AM »
Regenerative plating consumes energy and produces heat when at full integrity. Should it?

7
Bugs / Re: FOV Could Use Improvement
« on: February 04, 2018, 09:13:38 AM »
A couple more examples, but at further distance. I've attached a savegame that corresponds with the second image. If you load it up and walk straight east you'll see the walls at the indicated locations appear.

8
Bugs / Re: FOV Could Use Improvement
« on: February 04, 2018, 06:55:00 AM »
I don't have a reliable seed as those shots may have come from earlier runs, but I do know they are Beta 4 and/or 5. Will send seed in future encounters. Using uninitialized array elements during FOV calc would be one suspect.

9
Bugs / Re: FOV Could Use Improvement
« on: February 04, 2018, 06:38:21 AM »
Yes current algorithm works fine in most cases. Every so often I encounter this issue however. So far noticed in SE and NE quadrants. After encountering I investigate and walls seem to be normal, so I don't know why it happens.

Note: Additional requirement for solution above is that diagonal cell does not block line of sight.

10
Bugs / FOV Could Use Improvement
« on: February 04, 2018, 06:19:48 AM »
You should always be able to see down the length of a straight wall when standing next to it. Try it IRL. Make fully occupied cells (like ones with walls) more permissive. Reason is you only need to see an edge or corner of such cells to identify them.

A solution: If cell is fully occupied and diagonal cell closer to viewer is in FOV then permit (handle for each quadrant).

11
Announcements / Re: SITREP Saturday #11: Feature Request
« on: January 19, 2018, 08:05:18 PM »
Ah, I see what you mean. I was envisioning the whole shooting match in 8x16 but it would be tiny, unless you put a x2 on it but that would cost many rows. I'm currently using 20/Terminus @ 1920x1200.

12
Announcements / Re: SITREP Saturday #11: Feature Request
« on: January 19, 2018, 05:40:58 PM »
Is there a way to define custom font maps? I'm talkin' bout that classic 8x16 IBM VGA8 from the MS-DOS days.

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