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Messages - Deliz Seemack

Pages: [1]
1
Ideas / Re: More detailed logs
« on: June 05, 2015, 09:25:19 AM »
I didn't see these options. Thanks.

2
Ideas / More detailed logs
« on: June 04, 2015, 11:06:19 PM »
It would be nice to have more details in the log or maybe a part that gives you more details.

Details that would be interesting include:
  • The amount of damage dealt for each hit
  • The amount of damage received for each hit and on which part it was received

3
Great series! Keep them coming.

I'm watching them so fast, they are only encoded to 360p on youtube when I start them :)

4
General Discussion / Re: Mandatory Music Thread
« on: June 04, 2015, 10:43:55 AM »
I just downloaded the Deus Ex OC Remix and I must say it is pretty good.

5
Ideas / Unremovable *cursed* parts with side effects
« on: June 04, 2015, 08:25:42 AM »
I've not delved deep enough so far to see them. They might exist but if not, it might be interesting to have unremovable cursed parts (similar to what exist in DCSS) with side effects like slowly draining your energy, slowly draining your matter, slowly building up more heat or even slowly damaging your core. This could tie in with prototype concept.

The interesting thing with this mechanic is that it would force you to take damage if you want to remove it by having it destroyed by others.

There could also be some terminals/stations that could remove it for you.

6
Ideas / Wait X turns command/key
« on: June 04, 2015, 08:12:20 AM »
It would be nice to have a command/key to wait X turns where you could input the value for X.

The Stop on Threats Only behavior configuration would still apply.

Use cases for this include waiting for a repair station or a fabricator to complete while knowing exactly how many turns it take.

The Long Wait idea might be related to this.


7
General & Off-Topic / Re: Introduce Yourself!
« on: June 03, 2015, 04:27:20 PM »
Hey there,

Deliz here. I found out about Cogmind somewhere on reddit I think. I build and sell web applications for a living.

I enjoy Dungeon Crawl Stone Soup even if I'm pretty bad at it. I enjoy Dwarf Fortress, modded Minecraft, Crypt of the Necrodancer, Don't Starve, One Way Heroics, most of the XCOM franchise and a bunch of other roguelikes/roguelites/survival/puzzle/strategy/indie/tactical/turn-based/4x games.

Those are the games I have on my Steam Wishlist:
  • Xenonauts
  • Darkest Dungeon
  • Kerbal Space Program
  • Unepic
  • Plague Inc: Evolved
  • Project Zomboid
  • Ori and the Blind Forest
  • NEO Scavenger
  • Transistor
When I'm not playing games, I enjoy inline skating and growing fine herbs.

8
Ideas / Re: Explicit game resolution
« on: June 02, 2015, 10:34:33 PM »
The current method is to begin with the smallest possible map size combined with the largest possible font, then expand the map only if there is room to do so (usually due to widescreen aspect ratios).
It would be nice to explicitly expose this method to not only your native fullscreen resolution but to every reasonable supported fullscreen and windowed resolution. I agree that it might be a source of even more confusion and I do not have an easy solution to reduce this potential confusion for now but I suspect there is one.

I see the need for a larger UI or the perception of smallest for the current UI as a separate issue. It might be related but it is not my concern here. I understand that there is a lot to show and that needs space. If someone starts a thread about it, I might chime in.

9
Ideas / Re: Explicit game resolution
« on: June 02, 2015, 09:41:24 PM »
Here is an idea.

What if explicitly changing the resolution would only find a reasonable combination of font set/size, map width/height and padding to fit that resolution (while still setting the fullscreen or windowed resolution to that value)? Than if someone subsequently change the font set/size it would only change the width/height and padding to still fit best the current resolution. Wouldn't that be simple for everyone including those looking for flexibility and those looking for simplicity/usability?

This solution does not involve scaling.

EDIT: This solution already seems to be somewhat implemented in the current Alpha 1. As I described above, when you are in windowed mode with a small font set/size and a much smaller resolution than your fullscreen resolution and you switch back to fullscreen, the game will automatically change your font set/size to kinda best fit your fullscreen resolution.

10
Steps to reproduce:
  • Launch the game
  • Switch to keyboard mode by pressing F2 (if you are not already in keyboard mode)
  • Find a part on the ground
  • Press X to switch into Examine (Look) Mode
  • Move the cursor over the part
  • Press D to show the part data window
  • Press the UP key twice to browse the part data attributes
  • Press ESC to leave the part data window
  • Observe the location of the cursor. It should be somewhere around where the part data attribute you browsed
Expectations:

After leaving the part data windows, I expect the cursor to be back where it was before, ie on the part that I was inspecting.

See this quick gif/video for a demonstration: https://gfycat.com/TanAffectionateIsabellinewheatear

11
Fixed Bugs & Non-Bugs / Crash: Used a datajack on a non-combat robot
« on: June 02, 2015, 06:18:20 PM »
I've just crashed after using a datajack on a non-combat robot.
  • I melee the robot to activate the datajack
  • I selected the parse option
  • It worked and showed me some info about the robot
  • I pushed the X key on my keyboard thinking that would exit that window (the parse information window)
  • The game crashed
I'm including the crash.log file as well.

12
Ideas / Re: Explicit game resolution
« on: June 02, 2015, 05:34:54 PM »
I had some trouble with the setting earlier today, actually, in this regard. After going from fullscreen to windowed and a font size smaller, I was not able to select font size 18 upon resuming fullscreen.

One thing to note is that you can manually set the map height and width in the config file. This is not ideal, of course.

I just had the same problem. If you set your Map Width/Height to lower value and restart the game, that will unlock larger font Set/Size.

This kind of confusion is another reason why there should be something simpler for all those settings.

13
Ideas / Explicit game resolution
« on: June 02, 2015, 05:04:57 PM »
It would be nice to be able to set an explicit game screen resolution. There are a few good use cases for this. One is for game capture for streaming or video on demand. If you want optimal conditions, you need to be able to select the game resolution.

On the implementation side of things, I think I do understand the use of the Font Set/Size and the Map Width/Height options. I've tried making my windowed game screen 1280x720 to match the standard 720p resolution but I wasn't able to. The best I came up with was using the 12/Crisp font with a map width of 70 and a map height of 50. I got 1200x720 with these settings. When I go fullscreen with these settings, the game changes the font set/size to 18/Cogmind to match my 1920x1200 native resolution I guess.

If I could set the map width to 72, I could maybe get closer to 1280x720 at the cost of some usability but I don't think that would be a good solution.

Maybe you could add a simple setting for screen resolution that would exactly set the game to use that resolution and automatically use some good values for Font Set/Size + Map Width/Height based on the selection screen resolution. Than you could have those Font Set/Size + Map Width/Height be some kind of advanced settings that power gamers could tweak on their own. I don't know.

People are used to be able to set their game screen resolution for both fullscreen and windowed. Game capture is good use case for this but I'm pretty sure I can come up with many more.

14
I've had the same problem.

Here are some of the screenshot from my Keyboard configs on Windows 7.


Text Services and Input Languages


Advanced Key Settings


Problematic Key Sequence


Key Sequence which solved my problem


15
My bad again, this seems to be a duplicate of this one.

16
My bad. I didn't know there was a sub forum for the confirmed bugs.

17
Steps to reproduce:
  • Launch the game
  • Obtain enough storage units to have a minimum of 10 parts in your inventory
  • Obtain at least 10 parts in your inventory
  • Press Shift-Ctrl and the letter of an equipped part of the same type as your part in your inventory slot 0 (Zero)
  • Press Shift-Ctrl-0 (Zero)
  • Observe that nothing happens
Expectations:

When swapping parts, I expect to be able to swap with a part which is in my inventory slot 0.

18
Steps to reproduce:
  • Launch the game
  • Switch to keyboard mode by pressing F2 (if you are not already in keyboard mode)
  • Push Alt-Tab
  • Try to move your mouse cursor
  • Your mouse cursor should be stuck in the top left corner
Expectations:

After using Alt-Tab from the game, I expect that I can move my mouse normally outside the game.

19
Only 2 friends needed. No more friend needed.

I've got a good trading reputation which you can check on my flair profile https://www.reddit.com/r/sgsflair/comments/33eku7/flair_profile_uremyroy/ , on my steam profile http://steamcommunity.com/id/delizseemack and on my steamrep profile http://steamrep.com/profiles/76561197988168183 .

When steam keys are released (if they are), you get one as well.

I'll be using Paypal or Bitcoin for payment. You choose which payment platform suits you the best between these 2.

EDIT: I've found my friends. In theory, we should be full for this trade. Sorry if you missed it.

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