Grid Sage Forums

Grid Sage Forums

  • April 23, 2024, 11:26:47 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Pages: 1 ... 8 9 [10]
 91 
 on: March 25, 2024, 07:37:58 AM 
Started by Kyzrati - Last post by Kyzrati
Well whaddya know, 240318 wasn't the final patch after all :P

Here's another little save-compatible patch, mainly aiming to fix some new issues, but I also happened to have added some new features as well.

Cogmind Beta 13 patch 240325 changelog:

  • NEW: Additional environmental mechanic in Subcaves
  • NEW: 1 new font typeface, 18/VGA_Max, enabling classic IBM font and map ASCII in 1080p and 2160p Non-modal layouts (unlock manually in font config)
  • NEW: Message logs support duplication counter incrementing on multiline messages
  • NEW: Improved consistency of multiline on-map message display in Modal UI layout
  • NEW: Option to require confirmation before attaching propulsion aside from specified type, useful for some achievements (advanced.cfg: focusPropulsionType)
  • MOD: Neutron Missile Launcher range increased, falloff reduced, damage range tightened
  • FIX: Target Drones could still drop parts [Infomantis]
  • FIX: Gallery data exports did not match in-game repairability values for Subdweller parts [Infomantis]
  • FIX: Under certain conditions, possible to create a 0-core save state [Hermelin, Finestep, 3.14, CrossedViper]
  • FIX: Scoresheet cumulative run stat included current run's duration twice (long-term data integrity unaffected) [Darby, Sloweel]
  • FIX: Some numbers in 16/TerminusTall font needed improvement

If you happen to play in ASCII and are a fan of the classic IBM VGA font like I am (as well as the dude who requested this one :P), it's available specifically for the Non-modal layout on 1080p displays. Enable 18/VGA_Max manually in data/fonts/_config.xt for access if you are using this resolution and layout (most monospace fonts are fairly limited in what sizes they can support without looking really weird). It's also found at 2160p, since that's a multiple. Here's a couple screenshots, and it changes both the text and the map to that font, albeit the map portion is slightly stylized to help it stand out more given the extra space (open full size for 1080p):




 92 
 on: March 24, 2024, 02:26:18 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Hm, yeah, quite likely there's an issue with it somehow. That button actually proved a bit problematic and during prerelease versions I fixed it a couple different times under various scenarios, but it seems to be working in all tests so far.

We won't need seeds for something like this since it's just an interface thing, depending purely on the order and method of user input, so theoretically it should be reliably repeatable through the same steps, just have to discover what those are. Knowing the UI layout could perhaps be helpful in that regard, though not guaranteed to be unique to it.

I haven't been able to repeat this particular case yet. We'll have to just wait and see when this pops up again and if there are reliable steps for it.

where maybe something in the actual map interfered
\
No, it wouldn't be related to that, because the map and all other parts of the UI are all completely hidden and cannot be interacted with while in the game menu.

 93 
 on: March 24, 2024, 02:15:23 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Well it's certainly less useful than it used to be, but not completely useless, no. It automatically type sorts your inventory, so if you've reversed the sort yourself (or it became unsorted through some other means, not sure if/what is still capable of doing that anymore), it will be forward sorted again.

It could probably be dropped from the menu itself since it's much less useful than it used to be, but removing options is usually not a great idea to do quickly, just in case, we'll see if the space is needed later and it could perhaps become an advanced.cfg option instead if people still would like to have it for its remaining functionality.

(So you turned it off and noticed no difference, but that's because you didn't happen to test the case where it does have an effect.)

 94 
 on: March 24, 2024, 02:08:53 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yeah this is normal behavior. Mouse hover responses are still active in most cases even if you're mostly interacting with a modal window, and they can pass through windows as well. It's always been like that and you can see many cases of it throughout the interface. You can't actually interact with said things, though, just possibly get additional information to display.

 95 
 on: March 23, 2024, 11:21:22 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Now that items autosort into your inventory, isn't the "inventory autosorting" option now useless?
I turned it off and noticed no differences.
(Option menu, Interface section, lowercase q)

 96 
 on: March 23, 2024, 11:17:37 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Near the start of my first Beta 13 run, i checked the Plasma Cutter description in my gallery because i knew it had changed.
However, the "more" button for both the Plasma Cutter and the improved variant did not work. I don't remember if i checked other items' "more" button, but if i did they didn't work either.
The attached screenshot is of the "more" button not working, as useful as that might be.

Later, when i attempted to reproduce the bug, the gallery "more" button was working. I don't know what caused it to not work that one time.
But after seeing the bothacking window bug i encountered, i'm wondering if this wouldn't be a bug of the same type, where maybe something in the actual map interfered, so here's where i was when i encountered this bug :
I don't have a screenshot, but it was in -10/Materials, in one of the first rooms (if not the first) after entering the area. The room had only one door, located up relative to the room.
I don't think there were any items on my map yet.

Seed : "FluxMiningMachine"
Non-modal UI

I already tried to reproduce the bug by having the more button in the gallery be located above where Cogmind would be, but that did not make the bug occur.

 97 
 on: March 23, 2024, 11:04:03 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
After datajacking a bot, i noticed that when hovering my mouse above items on the map, their names displayed. The movement pathing also did, but i'm not sure if that's normal.
In the attached screenshot, i moved my mouse above a storage unit located behind the bothacking window, whose name is displayed to the bottom-right of the window.
Non-modal UI.

I finally started playing Beta 13 (i hadn't played Beta 12), already found three bugs, and my first run isn't even complete yet. And at least one of the bugs is definitely a bug and not something normal.

 98 
 on: March 17, 2024, 11:14:17 PM 
Started by Baxter - Last post by Kyzrati
FC is definitely a good way to start. Just avoid those Research branches if you take it, you'll be making it to the surface in no time :)

 99 
 on: March 17, 2024, 10:19:56 PM 
Started by Kyzrati - Last post by Kyzrati
We have a new Beta 13 patch, this time with Modal layout QoL enhancements, and some more fixes for new issues.

If you recall, back when I planned to release the new layout feature for Beta 13, I wasn't sure if it would be feasible to also release so-called "Phase 4," the even more extreme Modal layout. While I did manage to squeeze it in under the deadline, there wasn't as much time to finalize the best possible version of it, specifically with regard to the top-center "multiconsole" area.

This past week after finishing a bunch of other Cogmind-related work, I've been able to give that area some more love and it's now gotten a redesign more suited to that layout, rather than being hacked together from what was there before :P

As a minor patch, existing Beta 13 saves/runs in progress are fully compatible.

Cogmind Beta 13 patch 240318 changelog:

  • NEW: 6 new font options at size 16, Terminus/X11 variants and a blocky font, mainly to increase options on Steam Deck (now at 16 styles)
  • NEW: In Modal UI layout, activating combat log a second time (F8, or LMB on button) opens new modal window (also toggled via keyboard scroll commands -/=)
  • NEW: Contextual tutorial message about machine/terrain Armor on failing to cause damage
  • NEW: Scoresheet "Steam" entry in Options section records separate value if using Steam Deck
  • MOD: Neutron Missile Launcher damage reduced, consistency increased
  • MOD: Convoy path prediction overlay changed from yellow to red
  • MOD: Removed lower combat log detail settings, simplified to High and Max
  • MOD: HOSTILES button moved to bottom right edge of message log window
  • MOD: Allies/Intel/Extended log window order adjusted in top-center console, corresponding F5/F6/F7 hotkeys updated to match new order
  • MOD: In Modal UI layout, Allies and Intel window access appear as full-size buttons
  • MOD: Visual style of mode swap indicator for Extended Log vs Combat Log changed in Modal UI layout
  • MOD: In Modal UI layout, once Allies/Intel modal window closed, top-center console setting automatically restored to Extended Log or Combat Log
  • MOD: Advanced option autoOpenNewIntel explicitly not applicable under Modal UI layout
  • FIX: Opening the new More prompt while examining an item attached to another robot could cause unexpected results [Infomantis]
  • FIX: Sabotage intel marker for convoy interceptions may be placed inaccurately under certain conditions [ktur]
  • FIX: Automated shifting of map view when following drone that spots hostiles or other events did not position correctly [lyra]
  • FIX: Crash on distant overloaded Fabricator destroying self via chain reaction in nearby robot power source while simultaneously short circuiting [arkn]
  • FIX: [Pay2Buy mode] Recycling Units could still drop backup parts on destruction [Infomantis]
  • FIX: Pressing ESC erased active item labels and reset filter without restoring other input functions to overlapping controls until normal expiry (again)
  • FIX: Alternative JSON/protobuffer scoresheet data format always reported zero for Corruption Blocked
  • FIX: RMB to close full log while cursor over map area may also count as map input
  • FIX: Some cases of UI state change might leave a button highlighted after cursor left its area

The biggest changes are noticeable in the Modal layout, in which the top menu bar better reflects the behavior in this particular mode, with ALLIES and INTEL opening as modal windows (so they get full-size buttons), and L/C being used to set which type of log appears below that area when action is playing out:



To accommodate this change, all layouts have undergone a few modifications as well, including moving the transient HOSTILES button over to the regular message log side (this makes room for another likely button to appear next to ZOOM in a future version), and reordering the top-center console buttons in general (LAIC -> AILC), meaning their F-key hotkeys have also been shifted to maintain the same order, if you're using those.

An important focus of this patch was to give users of the new Modal layout mouse access to the extended combat log history, which is now achieved by clicking on the combat log button a second time to open that in modal form as well, where it can then be scrolled via the scroll wheel normally as with the other layouts.



As usual, keyboard access (-/=) automatically opens this history as well.

Note that the lower-detail combat log settings having been removed, and renaming of the highest detail from "Full" to "Max" will mean that any folks originally using the latter will want to head into the options menu to set it again.

There are still a handful of small visual issues with the new Beta 13 interface that I haven't been able to track down or reproduce through explicit testing (including for example the possibility of the Modal layout's message log final underline not disappearing properly), but they're on the list for more observation...

The Past

After all the Beta 13 post-release work settled down, I finally had the opportunity to put together a stat analysis of player data from the previous release (Beta 12), now that the leaderboards have been reset. I posted that here.



Not long after that, while the spreadsheets were hot I couldn't help also taking a preliminary look at player preferences regarding our major new interface features in Beta 13 (map zooming and upscaled UI layouts). I posted usage graphs and analysis of the figures here.



The Present

Cogmind has been technically compatible with the Steam Deck more or less since it came out, though it was marked as "Unsupported" on Steam until just this week when I contacted Valve and had them do an official review in order to change that. The new UI layout options plus zooming should make that a much better experience than it might've been before Beta 13. (Based on feedback so far that is the case.)

As part of today's patch I also added six more font options at size 16, which is the size used by the Steam Deck and some people may prefer one of the newer ones (not sure if they're better or not, since I don't have a Deck to test on and see what they look like on the actual device). Example 16/X11Caps screenshot combining map zooming with the Modal UI layout and under the Steam Deck's resolution (open full size to see proper resolution--1280x800):



Of course anyone on a smaller 720~800px display can also use these new fonts, though it's too bad the Deck has such a low resolution and isn't at least just 10 pixels taller, which would put it in range of a nice font/tile size increase across the board!

Anyway, we'll see what folks end up using, and also get a glimpse at just how many are doing that since this patch adds stats for Deck use to the scoreesheet records.

The Future

In the near-term I'll be sifting through this year's 7DRLs, now that the jam is over and there's also been a little time for devs to release post-jam fixes. I'll be sharing what I find on my Twitch channel.

And aside from that, with our final Beta 13 patch now out, it's time to dust off the dozens of fresh items and robots I built last year to populate one of the new maps which sits empty and eagerly awaiting its new inhabitants :)

 100 
 on: March 17, 2024, 09:27:12 PM 
Started by Baxter - Last post by Baxter
Thank you, both, for the comments. I’d admittedly forgotten about the FC warning, and I didn’t realize the consequences were so dire. Even so, I’d put myself in a position where I had to go to the branch or be destroyed—which happened shortly after. Lesson learned!

Thanks, lyrabold, for the tip about the drone bays. Sounds like fun!

For the most part, I’ve been aligning with FarCom for the beginner-friendly sensors. But having played for a bit now, I’ll try experimenting a little more.

Really appreciate the tips and feedback!

Pages: 1 ... 8 9 [10]