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Messages - Phssthpok

Pages: [1]
1
Everything REXPaint / Re: Web-based REX viewer
« on: June 10, 2015, 08:54:09 PM »
Yeah, this will view Cogmind art files.

But I'm not sure how to handle Cogmind font files, which are not laid out in normal ASCII order. I hard-coded some mappings for obvious things like letters and punctuation, but there are still a lot of unreachable or duplicate tiles.

2
Everything REXPaint / Re: Web-based REX viewer
« on: June 06, 2015, 10:16:38 PM »
Yeah, that sounds equivalent to the linear interpolation I'm using:

Code: [Select]
bgColor + (fontColor / 255) * (fgColor - bgColor)

3
Everything REXPaint / Re: Web-based REX viewer
« on: June 06, 2015, 09:36:37 AM »
I think I have colors painting properly now. Is it correct to treat the final color as a linear interpolation between the bg color and the fg color, determined by the brightness of the font pixel?

It still doesn't handle font files with over 256 chars, so it's hard to find a good grayscale font to inspect visually.

4
Everything REXPaint / Re: Web-based REX viewer
« on: June 06, 2015, 06:53:23 AM »
I thought it might be useful for importing item screenshots to the wiki. Are you ok with that in terms of copyright? It's easy to limit to items that other people have already spoiled.

I had done some similar work for Dwarf Fortress tilesets (http://jjclark1982.github.io/df-tileset-previewer/), so this was mostly a matter of parsing the binary format. But at this point I might as well get backgrounds working too.

5
Everything REXPaint / Web-based REX viewer
« on: June 06, 2015, 06:26:18 AM »
I'm working on a web-based REX viewer. It's still pretty rough, but it gets the right tiles in the right location with the right foreground color. Give it a try:

http://jjclark1982.github.io/rex-viewer/

6
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 10:04:47 PM »
Perhaps the propulsion subtype pages could use an alternate title format to get around that? Something like "Propulsion/Flight," "Propulsion/Hover," etc. This method could be extended to other non-propulsion types as well, though they don't really need it like propulsion does, and would feel more redundant as a result.

This works pretty well. Each databox can link to Slot/Type, and unambiguous type pages can redirect to their simple name.

Then 100% of part type pages can have tables organizing all their parts, and we can transclude the tables on the slot page for convenience, while still having a single authoritative location for editing them, like so: Propulsion

7
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 08:31:05 AM »
Quote
Propulsion I would think could be grouped by their subtype, unless you prefer the idea of having them all in a single chart, which is kinda neat, too, though it goes sort of against the method that types are handled for utilities/weapons.

This is difficult because of the overlap between part names and type names. Most type pages can be created under the exact name that appears in the databox, and most part pages can consist of little other than their databox (which could be useful later for transcluded part databoxes).

So, potential naming schemes for the type pages could be "Flight Units" (succinct, but requires some template logic) or "Flight Unit Parts" (ugly when applied to other types such as "Ballistic Gun Parts"). I'll take a swing at propulsion-only template logic for the former.

8
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 01:52:31 AM »
It's hard to know where to draw the line when trying to spoiler parts of a single-item page. It might be feasible to make a databox only show the basic info. But I still think the main page for an item should be the authoritative location for as much info as possible.

Maybe higher-level pages such as categories and some guides could be made "safe". Seeing the names of high-rating robots and parts doesn't tell you much about lore or mechanics. Strategy discussion on the Brawler class page doesn't tell you the specific loadout of a B-36 Bruiser.

So, if it were easy to include a truncated version of a databox on another page (possibly as a popup when hovering), we could start making spoiler-free pages that didn't encourage you to click all the way through to the spoilery pages.

This will probably require custom CSS.

9
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 12:59:14 AM »
Thanks, Kyzrati.

What do you think of the taxonomy so far? There's plenty of the game I haven't seen yet, so I don't know  how accurate it is to treat all items as parts, and all "power" items as engines. There are a lot of ambiguous names in propulsion, so I've avoided grouping them by type. And there are so many weapons that I've grouped them at a smaller granularity than in the manual.

Can you predict any pain points with the wiki taxonomy, without spoiling anything?

10
General Discussion / Call for wiki contributors
« on: June 03, 2015, 11:10:38 PM »
The Cogmind wiki is now mature enough to make casual contributions easy. If you see an interesting item or robot, please add it to the wiki.

To add an item: go to Template:Part or Template:Robot and copy the example code, then paste it into a new page for the item you are adding, and fill in the fields.

I have seen a lot of parts that I haven't had time to create pages for yet, if anybody would like to go through my album of parts or biomatter's album of parts and create wiki pages, that would be a great service to the community. If you have a similar collection of screenshots, I can add them to this album. Eventually we would like to collect images as well as stats, and it may be easier to do that with screenshots than by trying to make the wiki display ASCII art properly.

11
Strategies / Re: Matter Storage Units
« on: May 31, 2015, 12:13:23 AM »
How do you manually unload a matter storage unit?

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