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Posted by red_kangaroo, Feb 20 at 5:23 am
vasiliy wrote
p.s.: will it work if i bump k8I to "666.x"? everybody knows that there is "0." before it, so it can be simply omited. so vanilla is "v60" now.

For one thing I develop, I did it the other way around. I went from v91 to v1.0.0 Very clear, not confusing at all!
Posted by red_kangaroo, Feb 20 at 5:21 am
fejoa wrote
We could have regressive versioning, starting at 1.0 and then counting backwards... "0.99, 0.98, 0.97...". That would really confuse them.

Makes you wonder what happens at version zero?

Or when we collide with 0.59 from the other direction... Anyway, I like that!
Posted by red_kangaroo, Feb 20 at 3:55 am
Given that we currently have mostly fixes for the next release, I don't think I really like the idea of bumping it up to 1.x

But waiting for IVAN 1.0 is hilarious. Maybe in 60 years?
Posted by red_kangaroo, Feb 19 at 9:38 am
By the by, is it possible to have the latest IVAN in WebAssembly, too, or is there too much difference in codebase?
Posted by red_kangaroo, Feb 19 at 9:34 am
fejoa wrote
I should mention that with the volley of updates in the pipeline I'm hoping to get us to a 0.60 release soon.

Yay!

Unfortunately (fortunately?), I have never even touched a Mac.
Posted by red_kangaroo, Feb 19 at 2:45 am
I am pretty sure the effects are correct as is. Mustard gas is imitating the effect of breathing in a combat gas - it will slowly dissolve your innards/skin. Mustard gas is NOT a one-time hit, it remains in your lungs and on your skin.

Also, it is not really an immediate unavoidable death trap. The damage is low enough that you can survive it by sipping a single bottle of healing potion, or if you have something like 13+ Endurance just by tanking it. Of course, you cannot get hurt by other sources in the meantime. Basically, landmines are the immediate unavoidable death trap.
Posted by red_kangaroo, Feb 18 at 2:42 am
vasiliy wrote
dunno… i think blood is too much. maybe just add "liquid ectoplasm" instead? we already have luquid mustard gas and such… i thought about it, but… just forgot, lol.

I've actually been thinking whether anything would break if I just made ectoplasm into liquid. It is the goop that ghosts leave on stuff, after all.

vasiliy wrote
also, liquid ectoplasm could be botteled, as other liquids. and have some effects on drinking. maybe confusion and ethereal moving for a short time?

Ectoplasm should already give you short ethereal moving.

vasiliy wrote
p.s.: github broke their layout once again some time ago, so it is PITA to watch for your changes. and they're not in mainline yet, so "git pull" doesn't work too. it would be great if you'll post notes here too, it's not a demand, of course, i just believe that it would be easier for us to talk about them this way.

Can you access this pull request? It should list all features I stole from k8IVAN and other assorted tweaks. I can also note my changes here, but the PR is more reliable.

vasiliy wrote
i don't see this as a competition anyway. k8I is experimental branch, vanilla is "conservative" branch, and i am happy that some of my changes were taken to vanilla.

With my limited dev time and C++ knowledge, I would lose that competition anyway.

vasiliy wrote
i even started to write more detailed commit messages, so it would be easier for you to follow. my commit messages still sux, but i hope they sux slightly less now.

Thanks, that helps.

vasiliy wrote
SPOILER ALERT. Click here to see text.
actually, i don't even believe that the kid was kidnapped in the first place. killing the heir could have some… undesirable consequences; but some diplomacy solved the problem… which i created again.

SPOILER ALERT. Click here to see text.
Hehehe.


vasiliy wrote
@red_kangaroo, btw, i've seen siren stat change. how could you?! it's racist!

Yeah... Believe me, I have been thinking about that too when I was making that change. I just want them to be somehow distinguishable and scaling their primary way of attack seems like a good thing. I should probably replace their config values with something less volatile...

vasiliy wrote
btw. there is command console in this version of k8I. run with "--console" arg to access it (either with the usual tilda, or with F12). it has interesting command: "MaterialInfo" (commands are case-insensitive, and the usual tab autocompletion works). the main feature of the command is soften/harden sequence: press tab for the second arg to see help. it's not as good as standalone utility, but still useful.

I want this in vanilla and I don't want to port it myself.

vasiliy wrote
@rk: ah, and i have a request. if you find some free time and inspiration, could you please create some simple levels for random encounters? nothing complex, just some ground levels i could test random encounters with. i barely know what to write in level scripts, so if you could give me some fun test maps, it would be great. not a demand, of course, just maybe you happen to have some ideas and some free time…

I will see what I can do.
Posted by red_kangaroo, Feb 17 at 5:14 pm
BTW, I also noticed that ectoplasm is a gas, not a liquid. So skeleton puppies now drool blood instead.
Posted by red_kangaroo, Feb 14 at 5:50 pm
Here is a dev build with your save. It seems to be loading fine, but let us know if you encounter further problems!

EDIT: OK, too big. I had to delete the Sound folder. If you'd like sounds, you can copy it back in from 0.59
Attached files
ivan.7z (3.6 MB)
Posted by red_kangaroo, Feb 14 at 4:02 am
vasiliy wrote
@red_kangaroo, here it is in `void recipedata::Load(inputfile& SaveFile)`.

Thank you very much!