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Messages - Kyzrati

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1
Nice job making it back from the caves, though yeah a 4th weapon slot wouldn't make sense for hover--would need to switch to ground prop for that. And by the time you reach Research, intel does become super important.

Definitely salvage greens as much as you need to, they have a lot of useful essentials as you can see :D

Getting jump scared by unexpected convoys is scary xD

2
Diving into the caves was a good idea, and you should generally explore branches you haven't been to when you get the chance so you learn more about what's possible, in other words sure go ahead and check out Warlord--getting close already!

That said... your lack of storage is a big issue here, so too bad you didn't resolve that before leaving Factory (even just take something from Recycler/Hauler).
You won't be able to as easily capitalize on what you'll find out there, but you will indeed be able to get some good stuff. Main issue will be getting back through the caves to the complex afterward. I will say that Warlord is an excellent opportunity to rebuild into something else, as you'll see...

Hover in particular is the toughest play style, so sticking with it will be challenging, but if you try to avoid or outrun everything you can and only engage in necessary fights it can work out (it's a very powerful play style, just requires more expertise to not quickly lose your build in the wrong scenario). Warlord will give you opportunities to switch if you play it right.

3
It exists just fine there, and is still at its original point when you left, but it was at the very edge of the radius and couldn't be pulled. It would come if you took one step closer (or just north). At certain angles at max or close to max range, at least according to what's shown, radius visualizations are not perfectly accurate.

Notice this applies across basically all mechanics and radius visualizations, they are just approximations.

4
That's fine, it's just the way it was built. They'll still announce the test, but it simply can't be carried out if the participants are gone.

5
The sound is playing precisely when the intel is removed from your list, so that's normal, they happen simultaneously. But inactive intel isn't displayed so doesn't need to update as frequently. Can't be updating anything and everything every second :P

6
Ah, quite right, turns out the initial position for comments in that situation was set incorrectly, but the object itself was capable of fixing its own position, so did that and otherwise generally worked fine, except for the moment before it corrects itself.

(Not long comments, just any comment in a position that would put it off the right edge and require leftward orientation.)

7
It's fine, too minor and rare of a combo to matter, but technically while the ruler is mainly meant for measuring, it is allowed to stay open during other types of operations where it may exhibit a strange appearance, and you can even play with it open--that's intentional, if not something people would really want to do. It does of course lead to some visual oddities if you use it for more than just quick measuring.

By the way, do you have a preference between attached and linked videos?
Linked is fine for videos, since they're larger and better served from elsewhere, I imagine (assuming they'll be around, like Imgur). On the server they just take up extra space and aren't probably needed for long anyway, not if they're in this board.

8
Yeah it's a possibility. Could be filed under a large collection of other related updates that could happen, though not sure at this point if those will come to pass. Currently doing feature voting on Patreon and there's a ton of optional work to do...

9
Bugs / Re: [Beta 14] Secret door far away plays sound as if close
« on: October 04, 2024, 03:04:14 AM »
Oh yeah, forgot to mention that on thinking about it earlier I was considering the likelihood that the real issue could be some oddity in the underlying audio library, not likely to be Cogmind itself in this case (doesn't really make sense that it would be based on what I know about it, anyway, or that I wouldn't be able to repeat it with an actual save under what are clearly the same conditions).

Based on past experience, Linux in particular does tend to be more likely to have audio issues, though technically even on Windows some people with unique third-party hardware or software setups have also experienced issues that are only resolved by disabling those features.

10
Yeah it was built such that they will only show the alert for when they have nearby allies that engage in direct combat and are armed, to prevent a lot of otherwise false alarms, although I guess it could be expanded to include ARCs as a special exception as well, since in their case the combat is inevitable via indirect means!

11
Bugs / Re: [Beta 14] Secret door far away plays sound as if close
« on: October 02, 2024, 07:46:54 PM »
Yeah I heard it when I went back and unmuted the video after you implied they come with audio again.

(Didn't hear anything in game with the saves you sent though, regardless of settings.)

12
Bugs / Re: [Beta 14] Camera jumps backwards during edge panning
« on: October 02, 2024, 03:00:44 AM »
I did notice when trying (and failing) to reproduce the bug that diagonal edge panning doesn't work the same on all corners (on my end, at least).
This is true and known, a side effect of cellwise vs pixel calculations and the fact that the cursor is technically snapped to corners of cells, so that will be staying as is.

13
Bugs / Re: [Beta 14] Secret door far away plays sound as if close
« on: October 02, 2024, 02:41:07 AM »
Oh actually, I didn't even notice those videos had audio at all (muted by default), thought they were just visual recordings showing the distance. Opened and glanced at it too quickly on trying to repeat the situation via the saves, since I was working backwards from what you provided.

As in, not at all, or just very quietly?
Not at all, based on the distance.

Regarding the first swarmer one though, that's interesting though perhaps a result of the very limited channels allocated for playing any door-related sounds, though there are technically more than one. Overall seems odd, though not really something worth investigating if I can't reproduce these here (still can't) for a quick solution.

14
Yeah I had just edited my reply to point that out :P (only just started testing it a couple minutes after replying)

15
Ah interesting, the fact that you were able to get the DRS Ranger "analysis" that way (which doesn't exist), means the class-based system is probably not checking whether there is one available before offering it. My guess is this is because Beta 14 introduced them as the first such case where you have a whole new class where only some of the relevant variants in their "progression" actually have an analysis. The original system was not built to support that sort of content.

(And actually on testing it I noticed that even though it appears in your list as Ranger (Tier 6), the actual terminal reports that it gave you Tier 3 again... In fact, turns out a single hack actually manages to give both at once.)

16
Bugs / Re: [Beta 14] Camera jumps backwards during edge panning
« on: October 01, 2024, 09:16:47 PM »
Not sure, I can't repeat anything like this so all I could suggest is:

1) there is some other combination of things in your configuration that lead to it (not super likely, but never can be sure)
2) as you mention maybe there is some type of build-up or previous behavior that's needed to reliably get that sort of result--though I haven't seen anything yet via testing, certainly if there were steps known to repeat it I could look for solutions
3) a hardware issue which is not uncommon with mouse devices and their various settings and that's harder if not impossible to address.

17
Bugs / Re: [Beta 14] Secret door far away plays sound as if close
« on: October 01, 2024, 09:06:04 PM »
I've used your particular config settings and can't repeat the situation described. Using those saves nothing is heard. Given your position, the distance involved, and the maximum propagation for that particular sound, I don't think you should hear anything from the distance in that save, regardless of setting.

far too loudly for something that didn't make a sound when opening a few tiles farther away.
Though keep in mind that is also the effect of using minimumPropVolume in the first place, though perhaps not relevant here as I don't think it should really play at all, at least not in the scenario shown.

18
Confirmed Bugs / Re: [Beta 14] Surgeon "repairs" broken "friendly" bots.
« on: October 01, 2024, 08:39:55 PM »
True, they're technically allowed to do that. Guess I'll block broken robots from their possible repair targets since it doesn't do much! (would be pretty neat if they could restore functionality instead, but don't want to imply that's possible in the game)

19
There's no button there because the DRS Ranger does not have an analysis at all. How did you get it?

20
"that creepy Humpback in the museum" hahaha

Junkernaut! brilliant

And I like the idea of a Hardlight Projector.

21
Fixed Bugs & Non-Bugs / Re: Spawned too close to enemies on main floor
« on: October 01, 2024, 05:14:33 AM »
As mentioned earlier in the thread, Behemoths are not a part of the normal spawn restriction. Or at least they weren't. I have changed that to also prevent even Behemoths from being stationed nearby as of the upcoming Beta 15 (talked about it again in a stream a couple weeks ago, it required special code different from the normal restrictions).

22
It's official, I've revisited this from a different angle (i.e. forgoing any sort of elegant solution...), and have used some brute force hacking to get it to stop doing that, specifically common via spamming queries or retrieving lengthy manifest data. Should be resolved as of Beta 15.

23
If specifically using the new fully modal interface layout and transitioning to a new map while there are messages visible over the top-left corner of the map, the bottom bar may remain visible and is always red as if it was in the middle of / did not complete fading. See attached image.

It will show there permanently if continuing to play, though restarting the game will of course reset the UI and make it go away. Technically loading a save at the moment there are still messages visible can cause the same effect.

I initially encountered this in my first Beta 13 playtests, and others have seen it since, but there's no way to reliably repeat this (or even frequently repeat it--never pops up while I'm looking for it) and I can't otherwise see how it results from the current architecture, so unless someone can find a truly reliable way to cause it, or any more clues that point to more likely related conditions, I guess it'll just be a thing that can happen...

24
Ideas / Re: Spoiler: auto pause waiting for hack
« on: September 26, 2024, 07:15:45 PM »
I don't plan small features out further than the immediate release (only major ones that determine the entire direction/content of a version), though in this particular case it has been near the top of my Beta 15 list assuming it doesn't get delayed.

25
General Discussion / Re: Experimental Keyboard Layouts and Command Rebinding
« on: September 26, 2024, 07:12:37 PM »
Coming to Beta 15: Rebinding for the running modifier key (currently 'r' by default) will be possible via a new advanced.cfg option, runCommandModKey, making it possible to reassign that more freely alongside other custom command rebinding.

(Also coming to Beta 15, though not unique to rebinding in particular: The running modifier key also enables vi/arrows to jump the examine cursor, a feature that thos two movement schemes can't normally take advantage of since Shift isn't available like it is with the numpad.)

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