Cataclysm: Metal Gear Solid

Wait. So does moving diagonally take more time? Would it take more time for a spider to reach you from 10 tiles SW, than from 10 tiles S? Because if so, that would require the game to be warped around you, kind of in a fish eye view.

@Everyone: Please do not resort to personal attacks. It does no good and brings any bit of civil argument to a halt.

Now, regarding the circular lighting. It does actually show the same linear distance. The diagonal distance of a tile is approximately 1.4 tiles at a 45 degree angle. This makes the 7 diagonal tiles of visibility okay since 7*1.4 = 9.8 tiles of visibility. Close enough to accurate for me. It does suck a little that since there is currently no increased movement cost for moving diagonally there is a minor increased risk from anything that comes at you diagonally. Might be good to add a direction specific modifier to movement costs.

For moving from point to point take half the cost of the current position and add it to half the destination cost and multiply that by the movement modifier.
EG: for moving from a Point A (let’s say 100 movement cost) to another Point B (we’ll give it 200 movement cost for ease of calculating) along a diagonal route (1.4 movement cost modifier) we’d evaluate (Acost + Bcost) * 0.5 * Modifier = (100 + 200) * 0.5 * 1.4 = 150 * 1.4 = 210 total cost. This cost is a bit exaggerated by Point B having such a high movement cost, but it serves its purpose. For the same terrain type this would cause no actual difference in the movement cost aside from the movement modifier while for other cases allowing both origin and destination tiles to have some effect on movement. If we were to just take the destination (B)'s cost at full value multiplied into the movement modifier it would come out to 280 total cost. So, this will give us some additional costs from diagonal movement with smooth-ish transitions between areas of normal movement and difficult movement.

TL;DR – Above are some small changes that I think would benefit everyone: Diagonal movement costs to go with the circularized lighting, and smooth transitions between areas of low movement cost to high movement cost.

Easier solution would be to increase the radius, so it’s 10 tiles diagonally. The flashlight is ridiculously weak anyway.
Or a less easy solution would be to distort everything in a circle with the player being the center of it.

[quote=“Máté, post:303, topic:528”]Easier solution would be to increase the radius, so it’s 10 tiles diagonally. The flashlight is ridiculously weak anyway.
Or a less easy solution would be to distort everything in a circle with the player being the center of it.[/quote]

What is your Windows version? Do both MFC and SDL binary work on your computer? Have you noticed any speed increase in the latest build? Did you see any bugs? Can you hear MP3 music? Did game crash at any time? Any glitches? Can you cross over border to another over-map and do you get message “CROSSING REGION BORDER”?

No personal attacks. Stop fighting over stupid things. Seriously. Posts have been edited and deleted. Keep it civil.

Dang. Was planning on doing a long test run but the SDL tab out/in crash got me. Any leads on that yet?

You mean ALT-TAB, when switching between windows? Does it happen in both versions 48 and 49? It doesn’t happen on my computer so I don’t know what is the problem. What about MFC binary, why don’t play that in the meantime?

Just switching to another window for a while, yeah. Sure I can play with the MFC one but… SDL’s so sleek! :stuck_out_tongue:

Does it happen in both versions 48 and 49?

Yes.

Can I make a request? Horses.

That is all.

Lazycat: It has happened, again, that across to a “new” map deletes the previous explored map.

Attachment save file: http://www.mediafire.com/download/tue5tbs9lasoqvs/save.rar

[quote=“nadia911, post:312, topic:528”]Lazycat: It has happened, again, that across to a “new” map deletes the previous explored map.

Attachment save file: http://www.mediafire.com/download/tue5tbs9lasoqvs/save.rar[/quote]

It doesn’t delete it, just shows only your current map. If you go back to old map you will see it in the same state as when you left it.

Didn’t you say the problem was the game was crashing when you tried to cross the border, and you never saw message: “CROSSING REGION BORDER”? So now you can, and it doesn’t crash any more? Did you manage to tame any wild animals? How’s “real-time” targeting now when you are, I guess, experienced with it?

Have you seen winter in this mod? Did anyone?

Playing a lasting character right now. Pretty slow going so it’ll take a while to get through a year. Actually whipped myself up a soundtrack based on XCOM Apocalypse. (In case anyone’s interested.) Gotta have something more somber when fighting zombies.

Found some oddities with the aiming system.
Trying to reload while aiming simply seems to skip a turn (without giving a accuracy bonus).
Firing at a square you can’t see (a smoker obstructed my view) will cancel you out of aiming.

Also, guns feel very overpowered. Clearing a town is real easy to do with just a handgun now that I’ve pretty much mastered aiming. Perhaps it would be time to look over some natural armor values or revamping critical shots? Detailed aiming (Head/Torso/Limbs or some such) along with weak spots? I’ll see if I can come up with something better.

Oh, and plus one vote for horses/riding.

It doesn't delete it, just shows only your current map. If you go back to old map you will see it in the same state as when you left it.

Yes, you can fix it?

Didn't you say the problem was the game was crashing when you tried to cross the border, and you never saw message: "CROSSING REGION BORDER"?

That problem has not happened again, now I can change map without crash.

Did you manage to tame any wild animals?

I have not tried yet

How's "real-time" targeting now when you are, I guess, experienced with it?

Well, maybe something easy to be able to predict the movement of the objectives, with my Nail Gun I cleaned two villages

Have you seen winter in this mod?

No, just the rain, the “5” seems somewhat intrusive to the visual…

There is no link there. Those musicians making music for the main build in another thread should really do the same thing and use this mod to try out their compositions, most of them fail in their primary goal to be fitting for a game. It shouldn’t be a melody with beginning and end, it should be a “theme” repeatable in a loop. It should be simple, with subtle variations, rather than with distinct and different parts and abrupt changes.

Found some oddities with the aiming system. Trying to reload while aiming simply seems to skip a turn (without giving a accuracy bonus). Firing at a square you can't see (a smoker obstructed my view) will cancel you out of aiming.

You can’t reload while aiming, the ‘f’ key and other non-function keys while aiming will be disabled.

Firing outside of visible area doesn’t cancel aiming. Only firing your last bullet or pressing ESC key will cancel it.

Also, guns feel very overpowered. Clearing a town is real easy to do with just a handgun now that I've pretty much mastered aiming.

Easier than in vanilla build? I thought “moving targets” can only make it harder. Anyway, did you manage to link kills up to x10?

Oh, and plus one vote for horses/riding.

Perhaps if there was more people playing and helping me test it, but if most people still play vanilla build after all the things I made for this mod I don’t think horses or anything else would really matter. Can you explain to me why in the world is anyone still playing the main build? I don’t understand.

If you have something to do on the map you left, simply go back to that map. What’s the problem? Why would you want to look at a different map other than the one you are on?

No, just the rain, the "5" seems somewhat intrusive to the visual...

I agree, but if you could get used to acid rain puddles then this is the same thing, snow and rain puddles. The reason it’s there is to be consistent with how acid rain was all along, and it has purpose to make driving harder during snowy and rainy weather.

Fixed. Hardly a polished replacement. Just for flavor.

Easier than in vanilla build? I thought "moving targets" can only make it harder. Anyway, did you manage to link kills up to x10?
Much easier. What I mean when I say I've mastered the system is that I pop criticals and headshots left and right with no or low (improvement is pretty quick anyway) character skill. Range barely seems to matter. Be it shotgun, rifle or handgun. I fire until an enemy gets too close and then I run until I'm safe again. Repeat until clear. No x10 yet but I'm sure I'll get there.
Perhaps if there was more people playing and helping me test it, but if most people still play vanilla build after all the things I made for this mod I don't think horses or anything else would really matter. Can you explain to me why in the world is anyone still playing the main build? I don't understand.
My guess is that this thread has gotten a pretty bad rap after all the bickering and whatnot. Folks probably haven't played MGS at all, or little enough to not get into it. Main branch is starting to grow pretty fast and people stick with what they like. I know gtaguy popped in and out of here simply because I told them you've noted having ideas or interest regarding riding in this thread. They had their own riding suggestion/discussion thread going.

Anyway, I think a horse would be a good (fun and unsafe enough) substitute until your character learns to tinker with vehicles. Could I really one of the only few players and bug reporters? Going by the thread, yes. Sort of awesome but at the same time it sucks bigtime.

If you have something to do on the map you left, simply go back to that map. What’s the problem? Why would you want to look at a different map other than the one you are on?[/quote]

I rather like looking over where I’ve been, planning out a multi-day raid, rooting through my notes for whatever it was that I found a while ago but can now actually use… I may not know whether I have something I need to do on that other map until I look at the map for it–and then there’s the question of the best way to approach it.

[quote=“LazyCat, post:317, topic:528”]

No, just the rain, the “5” seems somewhat intrusive to the visual…

I agree, but if you could get used to acid rain puddles then this is the same thing, snow and rain puddles. The reason it’s there is to be consistent with how acid rain was all along, and it has purpose to make driving harder during snowy and rainy weather.[/quote]

I’d like to have snowballs/snow construction/ice, FWIW.

As for why I didn’t jump over to MGS: stuff like the square font, fiddly chargen (having to modify Old Snake and then save, rather than starting from blank slate), options-cutting, that sort of thing. From my perspective, some things LazyCat does are net downgrades & some are net upgrades. The latter haven’t yet outweighed the former.

This too:

My guess is that this thread has gotten a pretty bad rap after all the bickering and whatnot.

Add horses, remove swamps, add a music less download, and add fishing.

Then I will play this forever.

Bonus points if you add beekeeping in some form.