Latest experimental features

Now that I’ve figured out how mod dependancies work, I plan to PR tanks as mod content. Yes, delicious 120mm will be involved. No, it won’t involve the tankbot gun. Thanks to the new flag used by the M134, I can make different versions that can only be used mounted on a vehicle, just on the off chance editing the tankbot gun item breaks stuff.

However, I’m working on a vehicle part PR ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12887 ) before doing so. A couple of the additions I’m making (namely, heavy duty quarterpanels and a seat that’s a better fit for turret positions than the cloth folding seat) started off as things I cooked up while making the tanks.

EDIT: Whee, that vehicle part PR has since been merged. Been busy lately it seems, only just now getting to add a tileset update ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12954 ) to catch up with all the stuff I added the past week or two.

And whee, build 3426 confirmed for unborked, thanks to a PR ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12962 ) that seems to have fixed the loading crash. Thank you to DanmakuDan for that.

We now has a .22 LR revolver. I was really hoping to puzzle out a good example of a full-size plinking revolver more like the type I own, but the majority of in-production ones I could find on manufacturer’s sites were more compact. :V

Huehuehue. <3

Also, I findly found the PR that mainlined cheesemaking for me. Nice, but would it have killed him/her/hir to have mentioned it somewhere so I’d have at least a chance of hearing about it? o3o

Rivet just merged my melee combat rebalance.
Expect way less crits on strong characters and big nerf to high dexterity. Torso encumbrance is now way less crippling, especially on early characters, because it is now only percentage based (ie. 20 encumbrance lowers your hit rolls by 20%). Before, it was both percentage and flat and this flat rate killed early accuracy.

oldlaptop’s alcohol stove is in. It’s smaller and lighter than hotplate, but more expensive to use. Also, you can now dilute pure ethanol into vodka.

Seems Rivet is on a merging spree.

Also, I derped and named the latest tileset update’s branch Series 6 originally because I lost count. Is actually 7. >.<

I split a bunch of off topic comments off into their own threads, this thread is for announcements about new features in the experimental release.

To be clear, commentary about those features is also off-topic, comment about them elsewhere, this thread is intended to be a source of updates about new features, if people have to read through three pages of random conversations the thread becomes pointless.

Future off-topic comments will likely be deleted with no notice, because thread splitting takes too much time.

Kevin’s layering PR is in.

New layering penalty rules are as follows:

[ul][li]Layering penalty of an item is its encumbrance or 10, whichever is lower. 0 encumbrance items cause 1 layering penalty.[/li]
[li]Highest layering penalty of each layer is ignored[/li]
[li]Layering penalty of a body part is the sum of layering penalties of all its layers[/li][/ul]

For example, wearing winter boots (penalty 10) with two pairs of wool socks (5 enc each) and two pairs of regular socks (1 enc each) causes penalty of 7.
Boots are ignored (only item in layer) and socks would cause 5+5+1+1-5=7. That -5 is because one pair of wool socks is ignored.
Refitting everything would lower the penalty to 2+2+1+1-2 = 4.

Hmm. So if it’s on topic (I hope), Series 2 of the tank mod is also in. Everything but the mapgen is now a thing.

DavidKeaton’s huge AIM update is in, including the ability to finally ‘move all items’ from all 9 squares around you with a single keypress.

Posting here mostly because I think it could both use more exposure and maybe make some folks here try more coding:

MSYS2-only building on Windows:

https://etherpad.mozilla.org/QsktItkkSE - currently PRed at https://github.com/CleverRaven/Cataclysm-DDA/pull/13186

Note: I’m not a Windows user nor a Forum-dweller. But given most people play CDDA on Windows having more people from that ‘camp’ involved in ‘the kitchen’ shouldn’t hurt…

No post here for the sounds PR?

Sheesh, keep yer pants on, it was really late when that landed.
Ahem You may recall the ambient sounds mod that there was a lot of excitement about a while back (if not see http://smf.cataclysmdda.com/index.php?topic=10390 ). Thanks to vulkans for writing the code in the first place, Chezzo for cleaning up the code enough to PR, BevapDin for doing a lot more code cleanup after the PR, and a number of other people for reviewing the code (I hardly had anything to do with this one), the code is now merged into the experimental builds!
We don’t have a soundset shipping with the experimental builds, but Chezzo has a WIP soundset using free replacements for the copyright-encumbered sounds vulkans was using, and I’m hoping we can sort out bundling those together sometime soon.
Until then I’ll see about taking what we have and sticking it on a ftp server where people can download it, I’ll post the link on the ambient sounds thread once I have it sorted out, or someone might beat me to it.

Interesting to see that, yes. For now will still be waiting on that update to Blazemod…

…why the hell did no one TELL me that Blazemod update is now whining about merge conflicts?

I just figured that when adding a PR to a repo that generally you’re supposed to manage the things yourself. shrug
I suspect that’s not what you had in mind for that question though.

Also, to try and stay on point, I can’t wait for that street sweeper PR to make it in. That’ll be awesome :).

I should’ve been checking it more often, yeah.

I’m not gonna enjoy trying to re-PR it for Blaze, I’d have to unfuck the format AGAIN.

And to remain on topic, opinions on my medieval content PR are always appreciated. Any links to PRs that will make my later desire to implement shields will also make me a happydragon. o3o

I noticed that i can switch tires without a jack… just need enough str.
And the game tells me how much materials are missing when i try repairing something… not just which.

You fools, now you are all doomed. Street sweepers can pick up items.

Sorry, this is the first time I’ve managed to contribute to such a large project so I’m happy to see it happened.

Also I dare you all to see what happens if you change the scoop’s cargo storage size to around 100000, so that you can pick up all of the corpses and then go around scooping up all of the zombie corpses that you can and then go to find a necromancer.

That’ll be the best, definitely, you know, when your car is suddenly filled with zombies. It’ll be grate. Just grate.

Forgot to mention this when it landed, monster <-> player vision is now fully symmetric, so turrets should not be able to shoot you without you seeing them (unless it’s dark and you’re carrying a light, or you’re boomered, or blind, etc).
As a side effect of this change, zombies now navigate differently. They will frequently not take a step directly toward you, instead stumbling to one side or the other.
Also this should have minor performance benefits, but I haven’t checked how much.