|
Post by Aves Dominari on Oct 22, 2012 13:39:55 GMT -5
*Upgrade to the Graveyard site, with improved Skeleton spawning. I heard some of you want reinforcements, so you might find something relevant to your interests in there *New Thieve's Den, filled with the scum of humanity ready to stab you in the back and steal your weapons *Slight recolors for several units
|
|
|
Post by Aves Dominari on Oct 22, 2012 13:44:01 GMT -5
Ah, damnit. I forgot to stop forcing the Thieve's Den to spawn. Use this version instead.
|
|
|
Post by Aves Dominari on Oct 23, 2012 0:03:12 GMT -5
With the latest release, I think I'm going to make a few final adjustments and convert to 8.1 before tentatively calling Aggression a finished work.
|
|
|
Post by Kyzrati on Oct 23, 2012 0:21:59 GMT -5
Cool, then we'll make sure it's thoroughly tested for quality and bugs--I'm sure the current early adopters who've joined the forum can help with that. (Today I found that in updating Cataclysm+, you hadn't tested the new content and it actually failed to startup since you had mistyped "Medi-Kit". It's now fixed in v3.) Once it's ready I'll do a post about it on the blog. I would still suggest holding off until 8.2 for the "magnum opus" you mentioned, since it will include my own mod that showcases a lot of new stuff, especially special abilities (still haven't started on it, but will soon). You could always spend time planning it, though--being a magnum opus, planning is essential Or maybe do another small mod of a different style to continue playing with ideas? So far you're doing great things with the system--I like the counter attack mechanic.
|
|
|
Post by Aves Dominari on Oct 23, 2012 0:52:31 GMT -5
I have to say, that was sloppy of me. I didn't even bother testing the storage crates? But I'll do the same thing I did with Aggression while waiting for 8.0; once I declare Aggression complete I'll make a new text document and start working on the details. Once 8.2 rolls around I'll copy my work into the relevant places, fix up any minor differences between the versions, and just keep on rolling from there. And a blog post would make me so happy :3 If you really think that this little project is worth showcasing there, that would blow my mind ;D
|
|
|
Post by Kyzrati on Oct 23, 2012 1:18:02 GMT -5
Definitely worth it! The few people who've played so far have enjoyed it. I've enjoyed it, and I haven't even played the newest version yet. 8.1 was pretty bad about changing the files, and 8.2 shouldn't have that problem at all. There's a good chance it won't require a single file change. I usually just add stuff with new releases, not make sweeping changes to existing elements. 8.2 will mostly just offer you new ideas and things to work with, so that's the only reason to be on the lookout. I have to say, that was sloppy of me. I didn't even bother testing the storage crates? Always test right before release, even if you think (or even know) you've tested before! Also about testing: X@COM only stops for fatal errors, so your mod may actually have other errors/problems that only show up in the log, and it's a good idea to check the log for those (search for "E="). There are a couple error messages in the map generation system itself which aren't that serious and can be tough to avoid completely (really I should switch those to warnings, if I haven't already...), but there may be others occurring due to your mod. Ex: Aggression often tries to spawn one or two entities (peasants I believe) in areas where it's impossible, so it gives up on them. Didn't look into what's going on there, but check the log and it'll give you a line number.
|
|
|
Post by Aves Dominari on Oct 23, 2012 1:24:55 GMT -5
Oh, that kind of thing. I know for a fact that the knight will often be impossible to place, and for the longest time I had no idea why flintlock!cutthroat wasn't spawning (hint: I was trying to spawn him in a bookcase). I'll run through games and check the errorlog often to be certain it's all in order.
|
|
|
Post by Kyzrati on Oct 23, 2012 9:48:26 GMT -5
Yeah, it's usually during generation that you'll have the highest chance of seeing an error message that has to do with your mod in particular. So really you can just generate a bunch of levels quickly with F10 and look at the log. If something funky happens during the actual game, then you've found something that *I* need to fix.
|
|
|
Post by Aves Dominari on Oct 23, 2012 12:22:01 GMT -5
Hey, looks like I was trying to spawn a Thief in a table. I've fixed that and made the Peasant spawning parameters a bit more lenient; after a few dozen resets I have no errors. So here we have it, what I'm calling the 0.9 release. The last step is to just play it for a while and make sure that everything is in working order.
|
|
|
Post by Kyzrati on Oct 23, 2012 19:41:30 GMT -5
Okay, if that's the case then I'll play again soon, too. So you updated to 8.1 with no issues?
|
|
|
Post by Aves Dominari on Oct 23, 2012 19:44:55 GMT -5
It was annoying getting through the dozens of tiny changes you made, but I just forced my way through the errors until it started running normally again ;p
|
|
|
Post by Kyzrati on Oct 23, 2012 19:54:36 GMT -5
Well, more power to you then. Like I said I could do it for you (and probably faster), but you do benefit by knowing exactly what kind of changes are going in, and learning more about how the data works.
|
|
|
Post by Aves Dominari on Oct 23, 2012 20:00:03 GMT -5
I'd never bum it all off on you ;p It really wasn't that bad.
|
|
|
Post by Aves Dominari on Oct 23, 2012 21:28:06 GMT -5
*Skeletons stopped spawning; they should start doing so again. *Fuming Vials are no longer volatile explosives; they instead explode on contact.
|
|
|
Post by Aves Dominari on Oct 23, 2012 21:33:22 GMT -5
*Thieve's Den is no longer a forced spawn (for real this time) *Most speech now only happens if the speaker is within a reasonable distance
|
|