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Messages - Kyzrati

Pages: 1 ... 169 170 [171] 172 173
4251
Definitely a bug, thanks for reporting in. This is caused because the game doesn't actually update FOV during Cogmind displacement, so you managed to ram your way all the way outside your own FOV where the game no longer lets you move :'(. I'll have this fixed for the next release!

4252
Support / Re: Cogmind on a 4K monitor
« on: May 21, 2015, 11:30:59 AM »
Whew, I was getting really worried there because I was running out of ideas ::)

Well, at least you can play and it's better than before, though I still have no idea why 36/Cogmind won't load for you. It should, and you should get 50% bigger objects than you have now :/

Because 36 is at the upper limit of what could fit it might be a problem for some reason, but another option is I could give you additional 26/Cogmind and 32/Cogmind fonts and you could probably use those. We should test that out actually, just to see. I'll work on that tomorrow (it's 1:30 AM here now) and upload them here for you to test if you'd like to try for bigger fonts.

4253
Ideas / Re: Key bindings for equipment management
« on: May 21, 2015, 11:25:48 AM »
But then again the combination for item swapping doesn't quite make sense... shouldn't it be ctrl+alt? :)
By logic I believe you're right, but everyone knows ctrl-shift+letter is much easier to do than ctrl-alt+letter ;)

As another suggestion about the problem with having to take the hand off the numpad: would it be possible to offer an option to make ctrl, alt and shift "sticky"? (so you press them once and they stay active until you press the next button)
This is... theoretically possible I believe (without having examined the code). If implemented it would have to be applied to all uses of ctrl, and could be set in the options.

4254
Support / Re: Cogmind on a 4K monitor
« on: May 21, 2015, 11:03:38 AM »
Well, that answers that (or answers something, anyway): According to the engine, the size 36 font is considered too large for your desktop resolution. I just rechecked the values and that's... not true. You have a 3840x2160 resolution, and with a fullscreen display

For now you could use the 24/Cogmind font, and even increase your map size with that one. Unless you find the size 24 font too small.

Another test you could do: Delete your cfg file and restart the game. Now that you have a new font in there, it should automatically use 24/Cogmind and increase your map size. (Also, you could keep a copy of the cfg file elsewhere in case this doesn't work and you want to revert any other options you set.)

But that still doesn't explain why the 36/Cogmind font is not fitting into your resolution. I need too look at this longer I guess.

Sorry about the troubles :/

4255
General & Off-Topic / Re: Introduce Yourself!
« on: May 21, 2015, 10:53:37 AM »
Hi phonic88!

Nice that you jumped in so quickly after learning about Cogmind. It's good that some people just "feel it" :). A majority of our early players have been following development for a while, or even began several years ago with the first prototype.

Wrangling children can be fun when you've got the energy ;)

Good thing for you that Cogmind can be played in short bursts and still offer plenty of concentrated fun. I like that aspect of the design's flexibility. Enjoy!

4256
Support / Re: Cogmind on a 4K monitor
« on: May 21, 2015, 10:48:36 AM »
Whoops, sorry. I'm getting really tired here... Yeah, I meant just /user/cogmind.cfg.

I now wish I had a high-dpi monitor and Win8 system to test what's happening with the font values. I'm surprised the other solution didn't solve this since it seems to be the same issue and it worked for daviwil.

Actually, I have another idea where I may be able to see what's up: Open the game, then attach the contents of "run.log" here (it's in the main directory with COGMIND.exe). That records what fonts are loaded and how/why.

4257
Support / Re: Cogmind on a 4K monitor
« on: May 21, 2015, 10:33:43 AM »
Based on your image there, you did need that other fix so now the pixel detail is correct, but the other issue could be something else: Is the game saving any other options you're changing? Do you see config files in /data/user/ ?

4258
Thanks guys. This is an issue that can only happen in fullscreen mode due to the hack that was used to implement screenshake. Seeing a second image with it happening across the top as well helped confirm that. It'll be an easy fix for the next release (just wipe the entire interface clean after the screenshake ends).

4259
Support / Re: Cogmind on a 4K monitor
« on: May 21, 2015, 10:02:42 AM »
It looks like there might be a combination of issues here. First of all, make sure you have the font set to "36/Cogmind" in the options. Then (if that doesn't work completely), see if the dpi fix mentioned in this thread solves the rest. It looks like Windows is scaling the game automatically when the game doesn't expect it.

4260
Ideas / Re: Hotkey to show all visible items
« on: May 21, 2015, 09:50:18 AM »
Haha, awesome, I love me some charts and graphs. (And EVE is fun, too!) Maybe as an intermediary solution I'll just write a program to convert all the sheets to csv and give them to you ;)

4261
Support / Re: Any luck with Wine on OSX?
« on: May 21, 2015, 09:43:01 AM »
From the technical standpoint this is all you have to do. I'm not sure about legal one though.
I see. I'll have to look into it later.

@campfly: If what you refer to is a native Mac version, that would be quite difficult from an engine standpoint due to the large number of interconnected projects and libraries, many containing VS/windows-specific code.

It would be really nice to enable a hassle free solution for Mac users. At the same time, I wonder if it's easy to make literally one distribution that would work nicely across all OSX systems. If not, then it seems like providing clear guidance/support for Mac users to use any of multiple options that work best for them might be the better route. I'm not at all familiar with Mac development so perhaps you guys could suggest whether we could use a single method of distribution that "just works."

4262
Stories / Re: Stealth Run
« on: May 21, 2015, 08:43:17 AM »
Wow, that is a pretty impressive run.


Did you fight a lot or tried to avoid and ran away?
I ran from EVERYTHING. According to my log I apparently killed a few swarmers (fuck swarmers!), but I think that was early on before I got the tech that enabled me to run, e.g. hover mods.
He's not joking. I was looking at those final stats and a "Peak Influence" of 85 is nothing! That number reflects how much attention you drew to yourself by influencing the world around you. It would usually be in the hundreds easily, if not the thousands.

Evolving with no weapon slots is pretty ballsy, but I guess you were planning to go all out stealth, anyway, in which case you only need a couple weapons occasionally.

About stasis beams, they can hold robots in place. Higher strength makes it harder for a robot to overcome the beam and move anyway. More massive robots are more likely to overcome a beam, while light little fliers (like yourself there!) would have a lot more trouble getting away if stuck in one. Strength is just a relative value, 1-3.


Heehee, I can't decide whether to post on reddit or the forums, so why not both? It's odd.
It is odd, though a number of people prefer only one or the other, and here at the forums we have a bit more permanence and control over things. The advantage of Reddit is that more people might just happen by. Also while we're on the topic, something like your run here would be great to drop into /r/roguelikes, which gets a lot of general traffic, to attract more players (maybe not this week, because we already had the major--and wildly successful--launch post, but later).

Excellent job documenting the whole thing :D

Flight is finally viable now compared to the 7DRL when it was worthless, but as you say it takes a bit more micromanagement since going full blast will force you to stop for a bit after reaching cover. Kinda interesting, I've played that way before ;). It was nice reading that you really enjoyed that part! There are some specific prototypes that might make continual fast flight possible, but they're not too common.

4263
Fixed Bugs & Non-Bugs / Re: Repair console repairs the wrong item
« on: May 21, 2015, 06:26:21 AM »
Yeah, you have to unequip things if you want to repair them. One of the consequences of this is that it costs matter to reattach - maybe that's what you were going for?
Very good guess, that might've been what I was thinking, since unlike fabrication you otherwise don't have to expend any matter. There might have been more to it as well...

Either way, yeah, messing with any machine can be dangerous is some way or another =p

4264
Ideas / Re: Labels toggled by Hotkey stay longer
« on: May 21, 2015, 04:54:25 AM »
Setting that time was originally difficult because I kinda wanted it to be short enough that you could press it and keep moving without worrying about turning it off manually (and you could also see the cool associated fade animation). It would certainly be very easy (like a 5-second fix =p) to just lengthen the duration, but then we lose some flair. I'll think about it...

Edit: Actually, it the duration could also be an option in the options menu you could set to whatever you want...

Thanks for your efforts and being very responsive to the community

I've said this a couple times already, but it works in two directions here: The community supports me, so I support the community ;D

4265
Ideas / Re: Labels toggled by Hotkey stay longer
« on: May 21, 2015, 04:41:34 AM »
I was waiting for someone to suggest this... I, too, sometimes have to press multiple times, but as I recall there was no easy way (in the internal interface code) to do something more intuitive/user-friendly.

Because I know it's annoying in some cases I'll look into solutions again. Thanks!

As a side note, if you are using mouse-keyboard hybrid controls another effective way to quickly inspect parts is to hold Ctrl-Shift while you mouse over them. I sometimes use that instead.

4266
Haha, "on tea break" :D

Okay, yeah, I didn't know if you were aware of that event yet. Apparently you are so I can say that under slightly rare circumstances, they may not actually come and properly finish excavating the area (sometimes they all die!), and you are pretty much doomed. Unless you follow the advice of one of the Derelicts you can meet...

There is a reason there are Mining Lasers at Mine entrances...

4267
Sorry, I should've noticed you did see the log because you said "excavation squad" in the title. That's not the excavation squad. It's a part of the "infestation" they're coming to get rid of.

4268
Not a bug, check your log messages ;). You just have to wait there a bit for some "company." The Mines can be a dangerous place for an inexperienced Cogmind...

If you travel the mines some more, you might meet robots that give you more... hints.

4269
Everything REXPaint / Re: Show off your REXPAINT creations
« on: May 21, 2015, 03:59:30 AM »
"Cogmino," yeah, can't believe it went on so long like that, too. I was too focused on making letters squarish and didn't really pay attention to readability for people who didn't "already know."

I always really liked the style you used to redesign the logo--it reminds me of a frame-stop of the title animation. For a bit I even considered changing the title logo to something like that after seeing how "stylish" it was, but then decided that going with a more flat style for the foreground would work better to keep the letters clear and cohesive.

And your additional background elements/circuitry are really nice, too :)

4270
Ideas / Re: Key bindings for equipment management
« on: May 21, 2015, 03:44:27 AM »
Hm, I'll have to disagree with you in terms of how easy it is, at least from my own perspective and the few who've commented on this system. (But then I don't mind taking my hand off the numpad, or sometimes I'll even just switch to using right control if it's more convenient.)

So far (and during 7DRL) I've heard only positive comments about it... maybe it will help if I explain the concept behind it? The idea is that "ctrl" represents a positive input direction, from inventory > parts > activate (and then deactivate, as a toggle at the end state), and then in reverse you have the "alt" negative input direction, which is parts > inventory > ground.

Does that help at all? At least with the intuition side, not the physical side. There aren't really any other options since we need every single other key for other features =p

Nice to have another fellow keyboard user, by the way :). There are quite a few of us!

4271
Ideas / Re: Swapping out equipment
« on: May 21, 2015, 03:35:24 AM »
It is possible to swap weapons in keyboard mode:

Hold "Ctrl" + "Shift" + (equipped item)
Hold "Ctrl" + "Shift" + (item from inventory)

I couldn't find it in the instructions, but that's worked for me.
It's under the advanced commands, on the parts window (all commands are shown on their relevant windows when the mode is activated).

If you are trying to use keyboard more, make sure you read all the advanced commands! You can do literally everything by keyboard, and it's really fun and fast :D


You can already do swaps by holding shift when you drag the items around. But maybe it really should be the default behavior...

Yeah, that totally should be a thing. Equip or unequip if the item is dragged onto the window in general or onto an unmatching item, but swap if you drag it on a matching, swappable item.
Make the target item glow in some special way when you drag over it if it would be swapped and replaced by the item you're dragging.
That's an interesting way to look at it. It wasn't the default behavior because I wanted players to be able to just drag items up and down without regard for where they were dropping them, and let the game figure it out. But mouse users do need a slightly quicker more reliable way to swap items like keyboard users have, and as you say, the UI can do the type differentiation for you and even glow a bit to show that a swap will take place.

The only problem I can see is that players don't often realize that you can drop the item anywhere, and try to put it directly into an empty slot--this could mean they might accidentally swap with an item adjacent to an empty slot rather than attaching. But I guess gamers' mouse accuracy is pretty good in most cases...

That change will definitely be going in!


I wish Dwarf Fortress had an interface as sexy as this one :(

Hahaha :)  I hear ya!
Me too! That is such an awesome game, but I couldn't get into it because the interface is such a chore that I always felt like I was wasting too much time.

4272
Ideas / Re: Comparison View - a second data window
« on: May 21, 2015, 03:23:09 AM »
I can right-click items to see their stats, but I don't see a way to easily compare stats.

A comparison view that opens a second data window, by shift-right-clicking a second thing would be nice. (see image)

Yes, it temporarily covers the map screen completely, but that's a sacrifice we are willing to make.
This is UI request with the most votes, for sure; lots of players wanted this immediately. It will be added one way or another, and as Derman says, even if a second window covers the map it doesn't matter.

I've also thought of another more interactive way to do comparisons: actually overlay the differences onto a single item's window, like you have one item open and shift-right-click another and it immediately shows +/- to the different values. I'd have to mock that one up and see if it would really work.


I'd also love it if when hovering the mouse over a stat (like 'coverage', for example), the description window would pop up on it's own and disappear when you move the mouse. As is, you have to click the stat, then hit ESC to close the info pop up. Feels clunky to me.
That's a great idea, I'll make it automatic (with a very slight delay, of course, in case you're just dragging the cursor across the window).

4273
Ideas / Re: Hotkey to show all visible items
« on: May 21, 2015, 03:11:46 AM »
You mean this part? ::)
how bad we are doing

While I'm too busy to even think about looking at them now, it's great to have those score sheets for several reasons:
-One is I'd like to have them automatically imported into a database that others can browse online.
-Another is we'll use the collected data to perhaps tweak the balance.
-And the third is we'll be able to use it for tournaments, so it's nice to see the system working ;D.

All I've done so far is open the folder to see hundreds of games in there and get the idea that some people are playing quite a few runs, often with increasing scores but not always =p.

4274
General & Off-Topic / Re: Forum Feedback
« on: May 21, 2015, 02:30:53 AM »
I have some problems with the quote background. Maybe a bit lighter grey would make it more visible. Or maybe thicker borders would fix it.
You know, I totally agree with that. I was thinking the same thing ;). When I set it up I didn't see/test any quotes, and now that I've started seeing them I find them a bit hard to read myself. I'll fix them up!

The smileys are quite horrible, look badly cropped without an alpha channel and clash with the sleek forum design.

If only you had some sort of awesome pixel artist who excels at drawing tiny Cogmind-themed sprites...

We'll see. :)
Hehe. Now I check my email because Kacper has conveniently emailed me about this issue...

(The emoticons are made for the default SMF dark-on-light style, so they look pretty mediocre, but I didn't want to start off by messing with the defaults in case that would bother anyone who's used to them. We'll see what Kacper wants to do.)

4275
Support / Re: Any luck with Wine on OSX?
« on: May 21, 2015, 02:16:58 AM »
Thank you for the details. So aside from Mac owners being able to do this themselves, this is something I could also theoretically use to package Cogmind and distribute it as a one-step installer for OSX users?

I don't have a Mac, so I would have to set up a reliable OSX VM to take care of it. Sounds like a good possibility, though.

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