Cataclysm: Metal Gear Solid

[quote=“Slax, post:280, topic:528”]Ran into a bit of an oddity on the main branch so I’m guessing it’s the same with MGS. Peeked around a corner, saw a turret, got shot.
Now, I imagine that just peeking out would provide more than adequate cover but I guess not. Or at least that you visibility would be minimal. Peeking out and taking a shot on the other hand would be something completely different. Trying that though just won’t let you fire at all, grumble grumble…[/quote]

Ok. I’ll check that. By the way, in recent versions you can get closer to monsters before they will notice you. They will ignore you even if they could see you (say, they are not looking in your direction), but if you attract their attention or come too close the radar goes red and they will be after you.

Do feel free to add bladder/bowel control if you feel so inclined. Bet a Johnny character template is going to show up, eh?

Yeah, I haven’t thought of that. But I doubt anyone would play that character. Maybe if you could control more than one character. In any case I bet everyone would look at their crap to see what came out of them.

Hey, who wouldn’t want the Lucky Butt trait?
Vastly increased chances of survival vs. LOTS OF POOPING, FOREVER.

I just tested that turret issue, Slax, and I’m pretty sure it’s because line of sight is asymmetrical. e.g., if you’re standing in one of the side windows of the evac shelter, you can’t see things which are adjacent to the corner of the evac shelter - but they can see you. So, it wouldn’t have happened because you peeked, per se; it would’ve happened because you spent time in a square where the turret could see you and you couldn’t see it.

Asymmetrical LoS is something that would be worth fixing, if someone can figure out how to do it.

So you’re telling me the turret could see me before I peeked out? Makes sense. The reason I peeked around the corner was because a lot of shooting was going on but I wasn’t getting hit. Hm.
What about the firing while peeking thing, Soron? You can aim your gun but if you try to fire, nothing happens.

You can aim your gun? That shouldn’t be happening, as far as I’m aware - peeking appears to be implemented as just looking around, but from a different square.

[quote=“LazyCat, post:256, topic:528”]Before starting the game you can use ‘<’ to go back through tabs and modify the character as you wish.[/quote]And then save the modified character as a template, yes?

Well, I’m a complete freaking moron… I wish I could have figured that out earlier…

I apologize for my stupidity, forget I ever said anything :stuck_out_tongue:

Yes. Let me know if you see any bugs.

The thing about rounded light is that it’s not a circle in terms of the game, it doesn’t have the same tile amount of view distance in the corners as in the sides.

DOWNLOAD (04. June): MGSmod rev.49b

TESTING: “animal tamer”

  • feed pets, train them, love them

  • feeding restores your pet’s HP

  • pet’s kills increase their skills

  • feed pets with dog or cat food

  • wild animals are harder to tame

  • vehicle spped up/down sound effects

  • fixed extra kills by car flinging

  • fixed NPC hints messages to show up

  • no music interupts on z-level change

You can tame cats and dogs by just feeding them cat or dog food. To tame wild animals you need survival and barter skills, then you have to get their health low, or find wounded animal, then feed them cat/dog food and if your skills are high enough there is a chance they will be tamed, but without “training whistle” it will be hard to protected them. However, if you keep them alive and train them well, their skills will increase with every kill they make and then you will no longer need to protected them as much, they will be protecting you.

Try new version and tell me how it goes. If you are using the same game folder make sure to delete old save files before starting to play new version.

QuadCore 9550, 4GB Ram, Nvidia 8800GT & WIN 7 64Bits

Hold on, did you say you tested with version 44? 48 and newer ones should be much faster.

One question: Why has reduced the options menu? Military Hour? Drop empty containers?

I’m minimalist, I don’t like things that are unnecessary. Drop empty containers is perhaps useful, but it’s kind of a cheat. Do you have a good reason to want those options?

Keeping them around as ini only options could do the trick.
Or, have it be a query. Should cover the drop cost, hm? Might get old real fast though.

I was thinking, this being MGS and all, shouldn’t we have non-lethal takedowns? Various tranquilizer options at least. Might seem a bit goofy since they’re zombies, but who’s to say Snake isn’t goofy?

There is already enough content to play the game for more than a week and still not to see everything, if even only a half of it. Wouldn’t be better to polish what’s in the game first and sort all the bugs out?

Can you cross border of the big overmap? Do you get message “CROSSING REGION BORDER”?

Hold on, did you say you tested with version 44? 48 and newer ones should be much faster.

No, just a little faster, now try 0.49

Do you have a good reason to want those options?

I prefer military time…

Thanks for the new version.

One of the most useful things you can do with it is to push monsters away when they are blocking a door, so you can close the door an buy some time. Don’t forget you can also kick/push while targeting, which will leave the aim where it was, but it will increase recoil.

Is it possible to switch back to the full radius lights?

Square radius is no any kind of “full radius”, it’s poor and ugly approximation. Rounded lights are millions of times better in every possible way. Have you even played this mod at all? Do you know why would you want something like “square radius” in the first place? Why?

Square radius is no any kind of “full radius”, it’s poor and ugly approximation. Rounded lights are millions of times better in every possible way. Have you even played this mod at all? Do you know why would you want something like “square radius” in the first place? Why?[/quote]

How many tiles can you see to the left, right up and down? Now how many tiles you can see to the NW, SW, SE, and NE? See? It’s on a grid, therefore if you round it you cut the sight radius.

Distance is not measured in tiles.

Now how many tiles you can see to the NW, SW, SE, and NE? See?

In this mod terrain is drawn correctly at equal distance (radius) from the character.

It's on a grid, therefore if you round it you cut the sight radius.

Squares do not and can not define any kind of radius. Radius is constant value by definition and therefore can only describe circles and spheres. It’s the meaning of the word, which makes your statement a contradiction and logical fallacy. Square is just the worst approximation of a circle.

And you haven’t said any actual reason what about it makes you want square lights. What were you trying to say, it is more correct to draw circles as squares? It’s more natural? It looks better? What?

It does look better, this is what I mean in the game distance is measured in tiles. Nothing can move 1/2, 1/3, or 0.321431234324 tiles only, just exactly 1 tile.
I painted it, so maybe it’s more clear this way:

“Game distance is measured in tiles” is in no way description of appearance. It is wrong assumption based on nothing that holds no any reason as to why would you prefer worse approximation over better. The task is to draw a light circle, and square can not ever be better circle than circle itself.

Nothing can move 1/2, 1/3, or 0.321431234324 tiles only, just exactly 1 tile. I painted it, so maybe it's more clear this way:

Nothing moves? That has nothing to do with light circles, it has to do with MOVEMENT.

Distance is not measured in tiles. Measure it in millimetres or pixels and you will see it’s the same distance. Distance can also be measured as velocity x time, the movement you are talking about. So instead of thinking how to ruin the game to achieve some quasi consistency for no good reason you could be thinking how to improve it. And to solve your paradox the time it takes to move diagonally could be increased, or everything could move in pixel resolution. But this is abstract game and that’s unnecessary. In any case the problem you got there is is about movement, making light circles look like squares does not solve anything, it only makes the game more ugly.