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Messages - ShadowRun

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16
Bugs / Re: Metal Figurine disappearing
« on: February 03, 2016, 10:29:40 am »
NPCs that will take your abandoned/carelessly stored stuff.
Fantastic! Dungeon Master II: Legend Of Skullkeep had two enemy types that would steal your stuff and hoard it in their own lair (a gnarly dwarf and some bearded lumberjacks). It was a good mechanic. But I haven't seen it in recent games. It meant you couldn't just wander around naively thinking you're the only (re)active agent of change in the game world - there were other creatures changing stuff too.

So as far as Suggestions go, this gets my vote.

P.S. if I Lock the room which my stuff is stashed in, is it still "careless"? :p

17
Bugs / Re: Metal Figurine disappearing
« on: February 02, 2016, 10:28:50 am »
Also,  looted containers that appear unlooted after area transition,  are they in any way related to this issue?
This is how you can identify such bugged containers.
So that means as long as re-entering a map shows a looted container as empty in its Tab-tip, that container is (certain to be and to continue to be) safe to dump your stuff into (just like the "Stash" in Diablo). Is that correct? If so, good to know.

18
General / Re: Modding Support - When?
« on: January 31, 2016, 05:49:20 pm »
We can be confident the GUI will be using patterns such as MVC because Spaghetti code is not cost-effective. It would be enough to just expose that API and keep everything behind it a black box. That way compliant modules could plug into that API such as a class that dumps rendered maps to file rather than the current one which displays them on screen.

Likewise there will be a bunch of resource files (likely in XML) that must conform to a format (a schema). They get loaded in across another API. Plenty of games have utilised an "override" path allowing a customised datafile subset to be overlaid ontop of the official set. As long as this API were released (essentially all the XML schemata for these datafiles) the rest of the game engine could remain a black box. Modders could add an entry to NPC.xml with a custom GUID; some entries to dialogue.xml with what (s)he says; etc. etc. and not (need to) know how the engine's secret sauce operates - it is enough to know merely how to alter its ingredients list without breaking the mixing bowl.

19
Discussions / Re: Any games similar to Underrail I could check out?
« on: January 31, 2016, 06:48:16 am »
Personally, out of all nine posts, I found that one the most eye-catching. But that's just me.

20
Me too!

I don't know if this still works:
Upon further play, I have found that if you quickly press enter after ending dialogue, you can initiate combat.

21
Discussions / Re: Drones or Cans?
« on: January 30, 2016, 11:03:51 pm »
And presenting alternatives that are internally consistent, engaging and credible makes the whole experience more immersive. The player can appreciate opposing perspectives, or they can be close-minded and reject certain ideologies outright, or they can love everything about a particular outlook that harmonises with their own paradigm. A lot of thought and preparation has gone into this - and it shows in depth.

22
General / Re: Modding Support - When?
« on: January 30, 2016, 10:50:57 pm »
By the way, modders have already made some tools; general-purpose Underrail unpacker/packer and .udlg extractor/injector. Standard XNA tools can be used to modify all the graphical assets.
Aww man... - this is what I get for taking an hour to write my posts. As is often the case, epeli conveyed what I'd been thinking.

23
General / Re: Modding Support - When?
« on: January 30, 2016, 10:42:22 pm »
As a keen modder for Homeworld, back in the day, I have to agree with the tool advocate(s). It's what keeps the longevity. Once everyone has finished the core storyline and a few alternative endings, they hanker for more. If mods are available, they'll play them and then get inspired to make their own mod. If mod support is not available, they'll switch to another game, and uninstall Underrail six months later with fond memories. Sad but true.

The problem with releasing any kind of game creation tools that are not intended for community is that they are very unpolished.

...

Even more, since whole internal development team is Serbian, I would not be surprised if creation tools are in Serbian and not in English.

...

If any kind of licensing format is used, usually that means that such conversion/packing tools are also licensed and can not be given for free.
The thing is that security through obscurity does not work. If it's worthwhile persisting and reverse engineering, it will be done. We already know that the compression tools are free. As for the other objections, if Stygian put the development tools up on Sourceforge or Github, the modders themselves would discover, understand and fix bugs, polish the interface, provide necessary translations - anything to make our lives easier when we're tinkering and crafting our own dungeons and denizens.

In fact, modders and community support will even reduce dev effort by doing their work for them, for free when possible, just out of sheer appreciation of the game:
A lot of the dialogue and text in the game have some pretty serious grammatical and spelling errors. Things like "your" instead of "you're," or just some run-on or unclear sentences. (...) this type of thing does go a long way to break illusion and immersion.

(...) What I would suggest then, is that you open the dialog up at some point to a few members of the community that can help clean up some of the dialog after you've written it. And I'm sure you could find a few willing to help.
Indeed, many people have expressed concern over this and offered to help, but so far all we've got is a sticky in the bug forum to report typos & grammar errors. It works but is an annoyingly cumbersome method, considering that there are literally thousands of typos spread all over the place. Having access to plaintext dialog files would be so much better, even if they contain scripts and whatnot. But I guess that's not gonna happen.
If the dialogue files were also up in github, the community could simply submit commits that fix those and when a new build is about to go out, Styg could pull and review the changes to make sure they are all alright.

And sometimes, effort for releasing tools is not worth it. For example small minority advocates for modding tools, they get released after some investment by game team (and not working on something else) and then nobody does anything decent with those tools. These things are known to happen.
Just a little additionnal insight :
Giving tools to the public can be seen as giving away your tech, too.
Styg made this engine from scratch, i'd understand if he doesn't want it to be stolen and used by others,
As far as these arguments go, just consider what would have happened if Warcraft III modding had been deemed "not worth it" - there would be no DOTA mod developed. Look what that has done for the game engine and the community. Still thriving a decade after every other game of its generation bit the dust.

What would have happened if Halflife modding had been deemed "not worth it" - there would be no Counterstrike mod developed. Look what that has done for the game engine and the community. Still thriving fifteen years after every other game of its generation bit the dust.

Would it really be so bad if, for example, Styg's engine becomes famous as being the ideal fast and easy map-creation tool for tabletop roleplay and wargaming? If it got such a reputation for its free tools, then that is vast exposure to its target market:- how many of them do you think would be delighted to while away their late night hours crawling through the Underrail passageways that made all this possible, and checking out the vast library of community generated content?

Rather than asking if Stygian can afford the risk of exposing their dev and modding tools to the public, I think the question is more, whether they are able to afford not to.

24
Would you be happy with Initiating fights through dialogue:
Really simple, but I feel like if you initiate combat through dialogue (click the option that says "fight" in green), you should get the first turn just as if you initiated it outside of dialogue.

Because if so, it's on Styg's list.

25
Discussions / Re: Any games similar to Underrail I could check out?
« on: January 30, 2016, 09:50:56 am »
Sorry to revitilize and old subject, but these are my niche of favorite games

Arcanum: http://en.wikipedia.org/wiki/Arcanum:_Of_Steamworks_and_Magick_Obscura
No one gonna mention Arcanum: Of Steamworks and magic obscura?
You mean, no-one except for LuckyRX7 a year ago? How did you miss that??

Then just isometric rpg's without the stealth

Baldur's Gate
Baldur's Gate definitely has stealth. So much so that you can pickpocket Drizzt for his enchanted scimitar. For a Dual-Classed Fighter/Druid with 4 stars in Long Swords, that's the best scimitar available. Even for a fantasy setting, it's incredible that anyone could pickpocket anything from Drizzt, let alone his prized weaponry he's holding in his very hands.

26
General / Re: Psycho bug NPS help
« on: January 30, 2016, 09:32:54 am »
For whatever reason some ascii characters make all your text disappear after them.
I think you meant "some non-ASCII characters", surely? The ASCII set contains 33 non-printables and 95 printables (62 alphanumerics and minimal punctuation). All those 95 should have no problem on SMF.

As far as I've found, it's the unicode / UTF characters outside the ASCII range that cause SMF to truncate the post: likely because unicode characters contain null bytes, and in string libraries that aren't unicode aware, such a null byte indicates the end of a null-terminated-string. So vowels with accents over them, fancy apostrophes, slopey speech marks, etc. all the fancy non-ASCII symbols are telling the string library "I'm the last character in this string".

It would be very nice if the Preview render alerted the editor to the fact!

27
Bugs / Re: Report spelling/grammar errors
« on: January 28, 2016, 03:14:57 am »
"most optimal" in their dialogues. This is tautology.
Very rarely, I read people in real life who have mistakenly written "most all". A claim could apply to:
  • none: the entirety is inconsistent with the claim
  • almost none: the vast majority is inconsistent with the claim
  • most: the majority is consistent with the claim
  • almost all: the vast majority is consistent with the claim
  • all: the entirety is consistent with the claim
but hybridising two of these to say "most all" is meaningless. "All" surpasses "most".

So "most optimal" would be better written as one of:
  • mostly optimal
  • almost optimal
  • optimal

28
ruins whole battle and requires restart, adding to player frustrations.
A workaround might be to run UnderRail within a virtual machine (Sun's VirtualBox is free and UnderRail can play on Linux which is also free). As the battle progresses, tell VirtualBox to take a live snapshot of the machine state. If allegiances go awry, tell VirtualBox to dump the current state and resume the latest live snapshot. Once you are satisfied with the encounter, save the game from within UnderRail and delete all the live snapshots.

Some might say it's a little heavy-handed...
... but if it's effective at allowing the customer to enjoy the (rest of the) content they paid for, then it's an option. It depends on what priorities you define. You will not be assessed on your performance at the end of the year.

29
General / Re: Old Music
« on: January 24, 2016, 06:57:35 am »
Thanks Tygrende@! Good to have heard a taster. I think those tracks would do well as a OST "B Side" tape.

So epeli@ do I understand it correctly that the original alpha music was the tracks you list under "Old drones"; the released music was the tracks you list under "New music"; and at the time people requested your patch, the late-alpha had partially transitioned some of its map zones' music from the "Old drones" entry to the "New music" entry?

Good job on putting together a patch for that particular userbase though. I guess an enthusiast would be able to pick up the torch and patch the Old Drones files into the current release version (I am guessing it is more involved than simply locating and renaming a bunch of files/resources).

30
Suggestions / Re: Ironman Mode/Achievement
« on: January 24, 2016, 06:45:08 am »
Ah yes - "Hardcore" mode in Diablo. Good good.

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