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Topics - Sylverone

Pages: [1]
1
Ideas / Inventory: absolute integrity / vulnerabiliy graphs
« on: June 14, 2016, 11:15:28 AM »
I keep running into this, although it's a little detail: the integrity view - 'w' - for the equipment doesn't seem all that useful to me. It doesn't gave a big picture that allows you to determine what is likely to break next (your at-risk equipment), unless you decide to reason it out based on coverage. (Admittedly, a person learns to do this naturally over time.)

The current view could stay if it's really useful to someone, but here's what I'm thinking:
1. Vulnerabiliy graph, the current integrity of each item divided by its coverage, scaled -- this would give a quick glance at which item is likely to break first under normal fire. It could be displayed after pressing 'c' twice.
2. Absolute integrity graph, scaled to the highest (probably replacing the current 'w' view?) -- the issue here is that treads and other strong items would squash the graphs of the remaining items out of view - not ideal maybe, but could be useful otherwise. I think it would be a more consistent and useful behavior than the current view  because a good tread at half health is still likely to outlast a gun or few at full health.

A vulnerability and/or absolute integrity graph would reflect the facts better at a glance.

Uh, and I like data and graphs, I guess?  ;D

2
Ideas / Advanced Volley Breakdown/Analysis
« on: May 07, 2016, 07:46:54 AM »
Just an idea.

A screen or expanded view that can be called up ('Shift-v' or maybe  holding 'v' down) that will give advanced stats for the current volley, such relative heat production, energy and matter consumption, and maybe a breakdown of the factors affecting hit probabilities at the moment, for each weapon. A combination of graphs and information.

It would be a bonus if it could be called up during targeting to show the hit modifiers vs. the current target.

This way a player could look at a single screen and get an idea of "what can I do to improve my accuracy/firepower/resource consumption?"

A further possibility is to show on this screen the modifiers that other bots will experience vs. Cogmind. All of this might help communicate to some newer players the factors that matter in combat, aside from just being sort of nifty.

3
Fixed Bugs & Non-Bugs / Crash on switching target with Tab
« on: January 25, 2016, 05:18:39 AM »
An ARC (sp?) appeared and I targeted it and pressed "d" to examine it, then exited and ctrl-shifted to swap a heat sink for some weapon armor. During that time the ARC deployed and some Pests appeared. I pressed "f" and the target cursor was still on the former location of the ARC, which did not contain any robots. When I pressed Tab to try an switch targets the game crashed with no notifications. It is possible that I pressed Tab and it switched to a non-hostile successfully, and then crashed on a second press, I don't recall for sure.

crash.log:
Code: [Select]
Cogmind - Alpha 6

I=0000036 Initializing resources
I=0000148 Initializing Rogue Engine X
I=0000148 |   Starting SDL
I=0000219 |   Importing icon
I=0000277 |   Confirmed resource initialization
I=0000277 |   Loading colors
I=0000277 |   Initializing font type data
I=0000285 |   Mapping standard ASCII values
I=0000285 |   Loading fonts
I=0000307 |   |   [font set: 12/Cogmind]
I=0000335 |   |   ...cogmind6x12_cogmind.png
I=0000346 |   |   ..._default12x12.png
I=0000349 |   |   ...cp437_12x12.png
I=0000350 |   |   [font set: 12/Crisp]
I=0000351 |   |   ...cogmind6x12_crisp.png
I=0000358 |   |   ..._default12x12.png
I=0000361 |   |   ...cp437_12x12.png
I=0000361 |   |   [font set: 12/Terminus]
I=0000362 |   |   ...cogmind6x12_terminus.png
I=0000369 |   |   ..._default12x12.png
I=0000371 |   |   ...cp437_12x12.png
I=0000372 |   |   [font set: 12/Proggy]
I=0000373 |   |   ...cogmind6x12_proggy.png
I=0000380 |   |   ..._default12x12.png
I=0000383 |   |   ...cp437_12x12.png
I=0000383 |   |   [font set: 14/Cogmind]
I=0000385 |   |   ...cogmind7x14_cogmind.png
I=0000394 |   |   ...cogmind14x14.png
I=0000397 |   |   ...cp437_14x14.png
I=0000397 |   |   [font set: 14/Terminus]
I=0000400 |   |   ...cogmind7x14_terminus.png
I=0000409 |   |   ...cogmind14x14.png
I=0000412 |   |   ...cp437_14x14.png
I=0000412 |   |   [font set: 14/X11]
I=0000414 |   |   ...cogmind7x14_X11.png
I=0000423 |   |   ...cogmind14x14.png
I=0000427 |   |   ...cp437_14x14.png
I=0000427 |   |   [font set: 14/X11B]
I=0000429 |   |   ...cogmind7x14_X11B.png
I=0000438 |   |   ...cogmind14x14.png
I=0000442 |   |   ...cp437_14x14.png
I=0000442 |   |   [font set: 14/Dina]
I=0000444 |   |   ...cogmind7x14_dina.png
I=0000454 |   |   ...cogmind14x14.png
I=0000457 |   |   ...cp437_14x14.png
I=0000457 |   |   [font set: 14/Proggy]
I=0000460 |   |   ...cogmind7x14_proggy.png
I=0000469 |   |   ...cogmind14x14.png
I=0000472 |   |   ...cp437_14x14.png
I=0000472 |   |   [font set: 14/ProggyB]
I=0000475 |   |   ...cogmind7x14_proggy_b.png
I=0000484 |   |   ...cogmind14x14.png
I=0000487 |   |   ...cp437_14x14.png
I=0000487 |   |   [font set: 16/Cogmind]
I=0000490 |   |   ...cogmind8x16_cogmind.png
I=0000502 |   |   ...cogmind16x16.png
I=0000506 |   |   ...cp437_16x16.png
I=0000507 |   |   [font set: 16/Wide]
I=0000509 |   |   ...cogmind8x16_wide.png
I=0000521 |   |   ...cogmind16x16.png
I=0000525 |   |   ...cp437_16x16.png
I=0000525 |   |   [font set: 16/Terminus]
I=0000528 |   |   ...cogmind8x16_terminus.png
I=0000540 |   |   ...cogmind16x16.png
I=0000545 |   |   ...cp437_16x16.png
I=0000545 |   |   [font set: 16/Dina]
I=0000547 |   |   ...cogmind8x16_dina.png
I=0000559 |   |   ...cogmind16x16.png
I=0000564 |   |   ...cp437_16x16.png
I=0000564 |   |   [font set: 16/Proggy]
I=0000567 |   |   ...cogmind8x16_proggy.png
I=0000579 |   |   ...cogmind16x16.png
I=0000583 |   |   ...cp437_16x16.png
I=0000583 |   |   [font set: 18/Cogmind]
I=0000587 |   |   ...cogmind9x18_cogmind.png
I=0000602 |   |   ...cogmind18x18.png
I=0000607 |   |   ...cp437_18x18.png
I=0000607 |   |   [font set: 18/Narrow]
I=0000611 |   |   ...cogmind9x18_narrow.png
I=0000626 |   |   ...cogmind18x18.png
I=0000631 |   |   ...cp437_18x18.png
I=0000632 |   |   [font set: 18/Wide]
I=0000635 |   |   ...cogmind9x18_wide.png
I=0000650 |   |   ...cogmind18x18.png
I=0000656 |   |   ...cp437_18x18.png
I=0000656 |   |   [font set: 18/Terminus]
I=0000659 |   |   ...cogmind9x18_terminus.png
I=0000675 |   |   ...cogmind18x18.png
I=0000681 |   |   ...cp437_18x18.png
I=0000681 |   |   [font set: 18/TerminusB]
I=0000684 |   |   ...cogmind9x18_terminus_b.png
I=0000700 |   |   ...cogmind18x18.png
I=0000705 |   |   ...cp437_18x18.png
I=0000705 |   |   [font set: 18/X11]
I=0000709 |   |   ...cogmind9x18_X11.png
I=0000724 |   |   ...cogmind18x18.png
I=0000730 |   |   ...cp437_18x18.png
I=0000730 |   |   [font set: 18/X11B]
I=0000733 |   |   ...cogmind9x18_X11B.png
I=0000748 |   |   ...cogmind18x18.png
I=0000754 |   |   ...cp437_18x18.png
I=0000754 |   |   [font set ignored: 20/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Narrow] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Tall] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Terminus] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/X11] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/All Caps] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Cased] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Crisp] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Terminus] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Proggy] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 28/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 28/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/X11] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/X11B] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/Dina] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/ProggyB] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Cogmind] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Wide] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Dina] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Cogmind] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Crisp] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/CogmindFine] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Narrow] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Wide] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/TerminusF] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/TerminusB] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/X11] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/X11B] (resolution exceeds desktop)
I=0000755 |   |   [font set: 10/All Caps]
I=0000757 |   |   ...cogmind5x10_allcaps.png
I=0000761 |   |   ...cogmind10x10.png
I=0000763 |   |   ...cp437_10x10.png
I=0000763 |   |   [font set: 10/Cased]
I=0000764 |   |   ...cogmind5x10_cased.png
I=0000769 |   |   ...cogmind10x10.png
I=0000771 |   |   ...cp437_10x10.png
I=0000771 |   |   [font set: 8/Mini]
I=0000772 |   |   ...cogmind4x8.png
I=0000774 |   |   ...cogmind8x8.png
I=0000776 |   |   ...cp437_8x8.png
I=0000776 |   \---DONE
I=0001151 |   Setting video mode
I=0001199 |   Initializing audio
I=0002192 |   Creating console
I=0002198 \---DONE
I=0002278 GM::initialize() | Initializing game
I=0002278 |   Creating game consoles
I=0002300 |   CMission() | Creating CMission
I=0002300 |   |   Initializing input domains and commands
I=0002302 |   |   Creating top-level consoles
I=0002302 |   |   ...CCommands
I=0002355 |   |   ...CMap
I=0002356 |   |   ...CHud
I=0002377 |   |   ...CLog
I=0002377 |   |   ...CExtendedLog
I=0002378 |   |   ...CCalcs
I=0002378 |   |   ...CAllies
I=0002378 |   |   ...CIntel
I=0002378 |   |   ...CMulticonsoleButtons
I=0002379 |   |   ...CHack
I=0002379 |   |   ...CStatus
I=0002380 |   |   ...CInfo
I=0002381 |   |   ...CInterfaceMsg
I=0002381 |   |   ...CEffects
I=0002381 |   |   Loading inline colors
I=0002381 |   \---DONE
I=0002381 |   Mapping characters
I=0002382 |   Loading tutorial records
I=0002405 |   GM::loadDataset() | Loading static objects
I=0002405 |   |   Loading Sound Groups...
I=0002405 |   |   [File: data/audio/groups.xd]
I=0002425 |   |   ...29 Sound Groups loaded
I=0002425 |   |   Loading Sounds...
I=0002426 |   |   [File: data/audio/sounds.xd]
I=0002457 |   |   ...486 Sounds loaded
I=0006834 |   |   Loading Combat Particles...
I=0006841 |   |   [File: data/objects/particles_map.xd]
W=0007197 |   |   XColor::set() | Color "?COL" not found
I=0007365 |   |   ...1509 Map Particles loaded
I=0007381 |   |   Loading 2D Particles...
I=0007381 |   |   [File: data/interface/particles_gui.xd]
I=0007961 |   |   ...1867 GUI Particles loaded
I=0008084 |   |   Loading Interface Message Styles...
I=0008084 |   |   [File: data/messages/interface_styles.xt]
I=0008085 |   |   ...4 Interface Message Styles loaded
I=0008085 |   |   Loading Interface Messages...
I=0008085 |   |   [File: data/messages/interface.xt]
I=0008087 |   |   ...98 Interface Messages loaded
I=0008087 |   |   Loading Combat Message Styles...
I=0008087 |   |   [File: data/messages/log_styles.xt]
I=0008088 |   |   ...16 Combat Message Styles loaded
I=0008088 |   |   Loading Combat Messages...
I=0008088 |   |   [File: data/messages/log.xt]
I=0008099 |   |   ...304 Combat Messages loaded
I=0008099 |   |   Loading Special Ability Combat Message Styles...
I=0008099 |   |   [File: data/messages/specialability_styles.xt]
I=0008100 |   |   ...Loading complete
I=0008100 |   |   Loading Explosions...
I=0008100 |   |   [File: data/objects/explosions.xd]
I=0008120 |   |   ...127 Explosions loaded
I=0008121 |   |   Loading Traits...
I=0008121 |   |   [File: data/objects/traits.xd]
I=0008122 |   |   ...33 Traits loaded
I=0008122 |   |   Searching for required traits...
I=0008122 |   |   Loading Materials...
I=0008122 |   |   [File: data/objects/materials.xd]
I=0008123 |   |   ...12 Materials loaded
I=0008123 |   |   Loading Sound Classes...
I=0008123 |   |   [File: data/objects/sound_classes.xd]
I=0008127 |   |   ...8 Sound Classes loaded
I=0008127 |   |   Loading Encounters...
I=0008142 |   |   [File: data/maps/encounters/encounters.xd]
I=0008332 |   |   ...30 Encounters loaded
I=0008332 |   |   Loading Dialogue Entries...
I=0008332 |   |   [File: data/story/dialogue.xd]
I=0008337 |   |   ...5 Dialogue Entries loaded
I=0008337 |   |   Loading Special Abilities...
I=0008337 |   |   [File: data/objects/special_abilities.xd]
I=0008388 |   |   ...116 Special Abilities loaded
I=0008388 |   |   Finding explosion-referenced special abilities
I=0008388 |   |   Loading Props...
I=0008389 |   |   [File: data/objects/props.xd]
I=0008508 |   |   ...214 Props loaded
I=0008508 |   |   Finding special ability effect props...
I=0008509 |   |   Loading Cells...
I=0008509 |   |   [File: data/objects/cells.xd]
I=0008532 |   |   ...197 Cells loaded
I=0008532 |   |   Finding special ability effect cells...
I=0008532 |   |   Loading Items...
I=0008532 |   |   [File: data/objects/items.xd]
I=0009553 |   |   ...663 Items loaded
I=0009553 |   |   Finding special ability effect items...
I=0009554 |   |   Loading Entities...
I=0009554 |   |   [File: data/objects/entities.xd]
I=0009618 |   |   ...124 Entities loaded
I=0009618 |   |   Finding special ability effect entities...
I=0009626 |   |   Loading Profiles...
I=0009626 |   |   [File: data/objects/profiles.xd]
I=0009627 |   |   ...7 Profiles loaded
I=0009627 |   |   Loading Story Entries...
I=0009627 |   |   [File: data/story/cogmind.xd]
I=0009640 |   |   ...119 Story Entries loaded
I=0009643 |   |   Loading Manual Content...
I=0009643 |   |   [File: manual.txt]
I=0009663 |   |   ...21 Manual Content loaded
I=0009778 |   \---DONE
I=0009778 |   Loading game meta data
I=0009800 \---DONE
I=0009801 GM::readyGame() | Preparing game
I=0009801 |   Starting particle engine
I=0009807 |   GM::unserialize() | Loading saved game
I=0009811 |   |   Http::newsCheck() | Checking version and retrieving news
I=0009811 |   |   |   Resolving address...
I=0009826 |   |   |   Unserializing MapLink manager
I=0009836 |   |   |   Connecting...
I=0009839 |   |   |   Unserializing IntelData manager
I=0009839 |   |   |   Unserializing saved Event manager
I=0009839 |   |   |   Unserializing saved Entity manager
I=0009841 |   |   |   Unserializing saved Item manager
I=0009844 |   |   |   Unserializing saved Prop manager
I=0009853 |   |   |   Unserializing saved Faction manager
I=0009855 |   |   |   BS::BattleScape() | Unserializing saved BattleScape
I=0009914 |   |   |   |   Sending content...
I=0009914 |   |   |   |   Waiting for ACK...
I=0009938 |   |   |   \---DONE
I=0009939 |   |   \---DONE
I=0009939 |   \---DONE
I=0009939 |   Initializing consoles
I=0009984 |   Starting REX loop
I=0010096 |   Got 634 bytes: HTTP/1.1 200 OK

Server: nginx/1.8.0

Date: Mon, 25 Jan 2016 08:22:48 GMT

Content-Type: text/html

Transfer-Encoding: chunked

Connection: keep-alive



1d9

version_Alpha 6:Welcome to Cogmind ALPHA ACCESS!

Many thanks for your continued support of Cogmind! See the forum announcements for the full release notes and changelog.

Hopefully you won't encounter any bugs, but if you do feel free to report them on the forums.

Visit the forums with any questions or to share your experiences with others. You'll find a growing number of excellent strategy guides to help both new and experienced players.

Most importantly, have fun!


I=0010097 |   POST succeeded
I=0010097 |   Closing socket...
I=0010097 \---DONE
I=0852830 BS::initialize() | Initializing BattleScape
W=0853032 |   BS::initialize() | Map design for MIN_00.xd does not specify an exit (or enough exits) for MAT, choosing randomly
W=0853046 |   BS::initialize() | Map design for MIN_00.xd does not specify an exit (or enough exits) for MAT, choosing randomly
W=0853046 |   BS::initialize() | Map design for MIN_00.xd does not specify an access loc usable for player entrance, choosing randomly
I=0853046 |   ...entrance/exits located
I=0853048 |   ...generating debris
I=0853054 |   Loading Factions...
I=0853054 |   ...10 Factions loaded
I=0853054 |   ...player created/transferred
I=0853054 |   Generating content...
I=0853054 |   ...prefabs placed
I=0853062 |   ...random objects placed
I=0853062 |   ...generated manual hacking codes
I=0853062 |   ...allies created/transferred
I=0853063 \---DONE
I=0858891 GM::serialize() | Saving game
I=0858891 |   Serializing MapLink manager
I=0858891 |   Serializing IntelData manager
I=0858891 |   Serializing Event manager
I=0858891 |   Serializing Entity manager
I=0858892 |   Serializing Item manager
I=0858893 |   Serializing Prop manager
I=0858893 |   Serializing Faction manager
I=0858894 |   BS::BattleScape() | Serializing BattleScape
I=0858973 |   \---DONE
I=0858973 |   Saving game meta data
I=0858978 \---DONE
I=8426322 BS::initialize() | Initializing BattleScape
N=8426361 |   DF::generate() | Generation failed: TUNNELER_STARTS
N=8426378 |   DF::generate() | Generation failed: PATHING (no-access tunnelers)
N=8426392 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426407 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426424 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426438 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426453 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426468 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426483 |   DF::generate() | Generation failed: PATHING (access tunnelers)
I=8426511 |   ...entrance/exits located
I=8426514 |   ...generating debris
I=8426524 |   Loading Factions...
I=8426524 |   ...10 Factions loaded
I=8426525 |   ...player created/transferred
I=8426525 |   Generating content...
I=8426525 |   ...prefabs placed
N=8426536 |   ...failed to place 1 interactive machines in HALLs
N=8426536 |   ...failed to place 5 interactive machines in JUNCTIONs
N=8426540 |   ...dug cubbies for 1 interactive machines that failed in HALLs
N=8426540 |   ...dug cubbies for 1 interactive machines that failed in JUNCTIONs
I=8426556 |   ...random objects placed
I=8426556 |   ...generated manual hacking codes
I=8426556 |   ...allies created/transferred
I=8426558 \---DONE
I=8432416 GM::serialize() | Saving game
I=8432416 |   Serializing MapLink manager
I=8432417 |   Serializing IntelData manager
I=8432417 |   Serializing Event manager
I=8432417 |   Serializing Entity manager
I=8432419 |   Serializing Item manager
I=8432425 |   Serializing Prop manager
I=8432431 |   Serializing Faction manager
I=8432432 |   BS::BattleScape() | Serializing BattleScape
I=8432565 |   \---DONE
I=8432565 |   Saving game meta data
I=8432570 \---DONE
W=8789859 EntityAI::takeTurn() | Didn't choose an action
****************************************************
*** A Programm Fault occured:
*** Error code C0000005: ACCESS VIOLATION
****************************************************
***   Address: 0043A73A
***     Flags: 00000000
****************************************************
*** CallStack:
****************************************************

  Fault Occured At $ADDRESS:0043A73A
         with CC 4D 54 81 3C CE 18 00 38 20 22 0C 15 C0 67 00 80 E1 08 02

***  0 called from $ADDRESS:0053C271
         with 44 D5 18 00 42 00 42 0F 00 00 00 00 0C 5A 54 81 68 DC 18 00

***  1 called from $ADDRESS:005DBF2F
         with BC DB 18 00 01 00 0F 00 E8 F2 16 02 F0 7A 0A 02 01 00 00 00

***  2 called from $ADDRESS:00423F95
         with BC DB 18 00 B8 58 54 81 01 00 0F 00 59 03 FF FF B4 02 00 00

***  3 called from $ADDRESS:00664659
         with BC DB 18 00 C3 AF 67 00 F0 7A 0A 02 88 EC 09 02 80 DB 18 00

***  4 called from $ADDRESS:00423F95
         with BC DB 18 00 84 DB 18 00 1A 1C 41 00 88 EC 09 02 BC DB 18 00

***  5 called from $ADDRESS:0042686C
         with BC DB 18 00 B8 5F 54 81 00 70 1C 75 7B E1 6D F4 88 EC 09 02

***  6 called from $ADDRESS:00421FC2
         with 02 00 00 00 02 00 01 00 0F 00 00 00 09 00 00 00 00 10 00 00

***  7 called from $ADDRESS:004205D8
         with C9 FE 18 00 90 1D 14 02 05 00 00 00 50 E1 08 02 90 1D 14 02

***  8 called from $ADDRESS:0066B2A9
         with 01 00 00 00 90 FE 18 00 00 00 40 00 43 4F 47 4D 49 4E 44 00

***  9 called from $ADDRESS:006AA6A5
         with 01 00 00 00 90 FE 18 00 A1 FE 18 00 00 00 00 00 01 00 00 00

*** 10 called from $ADDRESS:006AA75E
         with 00 00 40 00 00 00 00 00 9E 2E 26 00 01 00 00 00 78 7C 54 81

*** 11 called from $ADDRESS:006A9BBD
         with 00 E0 FD 7E

*** 12 called from $ADDRESS:768E338A
         with 00 E0 FD 7E E9 95 9E 77 00 00 00 00 00 00 00 00 00 E0 FD 7E

*** 13 called from $ADDRESS:777A9882
         with 00 9D 6A 00 00 E0 FD 7E 00 00 00 00 00 00 00 00

*** 14 called from $ADDRESS:777A9855
         with

*** 15 called from $ADDRESS:00000000
************************************************************

4
Fixed Bugs & Non-Bugs / Are there duplicate Components?
« on: June 13, 2015, 03:35:00 AM »
I just noticed the Autogun and the Hvy. Assault Rifle are exactly the same except the Autogun uses 1 more matter per shot. Are there any other items like that? Does it matter?

5
Ideas / Attachment hotkeys?
« on: June 13, 2015, 03:26:23 AM »
Just throwing this out there. Do you folks think that being able to set some sort of inventory hotkeys to quickly swap equipment would be useful enough to bother adding?

For example, I'm walking around with a large storage unit, and I have a few weapons, my heatsink, and weapon shielding; but on the other hand my datajack, sensor array, and signal analyzer (or hacking suite). Would it be useful to be able to set a hotkey for one loadout and another hotkey for the second, so that you could perform all of the swaps faster? Obviously it would break once those items left your inventory, although it could be made to work in a logical way somehow. I'm unsure about this idea since I haven't reached the higher levels yet, so I don't know how hectic it gets there.

6
General Discussion / Alpha1b fanfare!
« on: June 12, 2015, 11:31:50 PM »
I thought I'd start a thread for commentary on the new build, even if it is meant to be a "minor release". (Announced here.) First I'd like to say that I was impressed with the number of changes and fixes. I seems like an impressive amount considering the amount of time.

  • The motion trails are nice, and I've had them on and cranked up to max since downloading.  ;)
  • The events/status indicators for machines are very nice.
  • The previous-target-flashing-on-mouse-initiated-volley-targeting is nice also.

I'd like to ask what this means:
Quote
MOD: Indirect item/robot schematic hacks limited by normal distribution rules
It may be due to a lack of familiarity on my part, but I don't immediately grasp how the "bell-curve" might be inserted into the indirect hacking process. Does it take the old difficulty settings of different schematics and remap them to the bell curve, so the difficult ones are now *very* difficult. Ie, schematics beyond your current hacking ability more rapidly become impractical to attain?

In summation, like others I am impressed with the level of focus (not getting distracted from your "big picture" for the game) and organization with which you work, and I get the impression you would make a good mentor (or whoever/whatever taught you if you aren't the teaching type) in some respects such as design and efficiency in development. If you have any suggestions for how/where to learn these skills, I think people might be interested. Maybe you've written about it before?

Also, the degree of responsiveness to and respect for your budding community stands out.

So, congrats on your successes so far. ;)

7
Ideas / Improved running
« on: June 11, 2015, 08:42:55 AM »
While I haven't played either in some time, I recall that both DCSS and Incursion handled running pretty well. Rather than just running until hitting a wall or other obstruction (or spotting hostiles/taking damage), it is nice when a run command stops upon reaching a corner (if running next to wall). In one of those two games or both, running down a single-tile hallway will actually have your character automatically turn the corners and everything until reaching an open space or branch. However, Cogmind has fairly short hallways of that kind, so unless a branch adds winding halls, that latter feature would be overkill.

8
Ideas / In Calc log, distinguish terrain hits from the combat hits.
« on: June 11, 2015, 08:32:20 AM »
Assault Rifle (69%) Hit (terrain) <-- This would suffice.

After all, in many cases a terrain hit would be called a miss. This would also make things clearer when you are aiming past something hoping to catch it in line of fire.

9
Not much of an event but I thought it was a little cool as an emergent event, actually. Presumably its move turn came before mine?

11
With Auto-sort Inventory turned on and 12 inventory slots, when I right-click any item in my inventory, its item category goes to the top as intended. However, the inventory also auto-scrolls to the bottom, putting the very top item out of view. This means that each time I want to compare items in inventory I must examine one, then scroll up, then examine another, scroll up... or at least it would if I had a larger inventory.

It's slightly annoying, so I'll just leave it off for now, since I can always hit "t", scroll to the group in question, and compare them without any issues.

12
Ideas / Taking in-game notes + labeling locations and units
« on: June 06, 2015, 06:18:08 PM »
Note-taking: It seems to me that many games that would benefit from it don't allow the player a way to make notes of important information that they may wish to remember, which means you must use Notepad or something (or a real notepad), requiring extra effort. Some roguelikes have a way to add a note to the log, and I think I know of at least one that will let you see a list of all the notes you've made (either DCSS or ToME, maybe). So, either add it to the log and have a way to call it up, or use a special window.

Location labels/markers: Locations the player considers significant can be displayed on the map (displayed and hidden via intel panel). Maybe also allow a short text input that could display upon mousing over the icon. This text could also be added to the log:
Code: [Select]
Location marker created.
Location marker created with text: "1,000 Pests - stay away!"

Unit labels:So, when a labeled unit comes into view, it will flash a special color or symbol or have a glow or scan effect around it for a moment. A slight glow or flashing icon could follow them as they moved around, so you could tell them out of a crowd. Text could be useful for this, too:
Code: [Select]
Identity memorized.
Identity memorized with text: "The hauler that took me legs!"
This would reduce the need for players to manually check the ID of robots to find a specific one, if that feature is implemented. Possibly terminals could also create some labels, if this creates any good development ideas.

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