Edit: Useless post was useless. Move Along.
Thanks, but I meant using an older build of cdda, because the newest ones from the past day or two have been of suspect integrity. Theyre fixing it right now, mugling and rivet
it occurs to ask if you deleted the old version before adding the new. ive added new folders into the mod, and not all the files will be erased or overwritten so they need to be deleted.
i downloaded and tested my dropbox, but since i play with it i was fairly sure it would work. once dropbox unbggers itself i xan update to see if new versions edit out some code or whonot
afa: your world.
it may be borked. they added autosave to the latest expies, but not in the god way. it autisaves on closing the window, which prevents scumming, but also revents bugtesting.
theyve also added it to worldgenā¦
Autsave is actually pretty old. I have a 4000 series copy that has it. It was the recent revision of autosave that borked it if anything.
So yes. It appears theyve made linting mandatory. So Ive got to fix that.
sorry for the inconvenience, it means that all the code has to follow a rigid structure now, with hp listed on the line after the line for species which is after the line for faction which is ā¦
this means that Ive got to reorganize the raws. Thank you for the bug reports. Now that theyve fixed jenkins and Ive got time to sit down Ill try to get it done.
idgi
Ive updated to the latest and my version runs fine.
Here it is again, this is my version im literally playing on the latest experimental version right now with.
I may not be supporting any further github updates to this, as per this PR.
That means that the only way the mod will be updated is here. Youāll have to download it from this thread and add it manually. This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.
[quote=āpisskop, post:347, topic:11323ā]I may not be supporting any further github updates to this, as per this PR.
That means that the only way the mod will be updated is here. Youāll have to download it from this thread and add it manually. This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.[/quote]
ā¦
Wow, so thatās where all the neat odds and ends wildlife went. Iāve been lurking for a while, but I havenāt kept that close attention on the github before recently.
I actually came here to say I liked what you were doing with your mod, and to keep up the good work. Seeing this is pretty sad, I frankly donāt at all blame you.
Sorry to hear that, Pisskop. It saddens me to see people like you, and Muggling, fighting each other. I think I understand your points on that PR, also some Muggling points. I have great respect for all devās and modders, though I can see that some attrition is expected to happen.
I hope you donāt ever lose your will to contribute to the game.
Thatās fine. Iāll continue to support your mod here.
[quote=āpisskop, post:347, topic:11323ā]I may not be supporting any further github updates to this, as per this PR.
That means that the only way the mod will be updated is here. Youāll have to download it from this thread and add it manually. This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.[/quote]
Is this effective immediately? Do I need to delete and replace the PK file in the official download with this one right away in order for everything to work properly? Iām experiencing some crashes at the moment, not sure if caused by this modā¦
Also, is the Doom stuff still included in the base mod?
Well, weāre still talking, but it could be. The forum version has always been ahead of the git. by the time the git sees it, most of the basic testing and balance is already done. Its mostly functional when I upload it here, but its mostly balanced there.
-> I give into you, Doom Underlayer suit and Doom exoskeletal powered armor!
These are added to all spawns where the green armor can spawn, and provide various benefits (i hope) over using the default stuff. note that the powered armor is technically an artifact that activates on wearing, and that the powered version and unpowered version are two different artifacts with different powers (activated one is better). The underlay is a bodysuit that protects from radiation. Like a wetsuit, if you will. But spacier.
This update also includes Doomguy starting scenerio Its been tested to work, so far as spawns go. You may actually get a static npc to spawn with you if you have them on, but you start with a full set of doom armor, 40 shells, 30 .45 bullets, a knife, a holster and drop leg pouches, a flashlight, a medkit, berserker stims, and 2 guns for the ammo to fit into.
You can start in any one of the doom structures, but by default its the prison of the Hell Citadel. You may have to regen the world a few times if it doesnt spark.
The doomguy start is called āthe last marineā and the profession can be taken alone without the doom_X start, but cost 10 points for the guns and skills (2 guns, 1 shotgun, 1 dodge, 1 firstaid) and traits (psycho, Terrifying).
Speaking of, Ive buffed the number of allowed hell_X structures in an effort to make them spawn. How occurrences work is, it seems, that each max occurrence allows a āchanceā for the item to spawn. Each guaranteed is, well, guaranteed to produce one.
ohh, i realized ive ignored most your questions.
no, i dont think im causing you crashes. others have reported ārandomā crashes and dont use the mod. but if you get evidence that either version is tell me. no matter what else i want the mod to work.
You would delete the old and place the new.
you would not have to start a new world, since this version has all the coregame version does; and more.
the coregame version would still be maintained, just not updated (by me, except to bugfix)
I am getting a debug error from the forum download version. Something to do with pk_recipe.json and getting a [ instead of a {. The game world wonāt load, and returns to the main menu screen. Version included with DDA is working.
Thats going to boil me.
Ive deleted my old update, from 3-4 days ago, and will clone up in a clean one. For all I know the linter runs over windows versions? Or now works?
:}
So I found the problem in the new linter. theres a git to document a change that affected this in the works now, so its identifiable.
Ill be cutting off older experimentals here; at least until I get together a better naming convention for it.
give this a ring and tell me if errors? By_products had its syntax changed on us
But, if you dont mind waiting until a little later Ill have more updates to pass around.
- In addition to fixing that syntax revision, Ive bugfixed some doomlab stuff, including making the finale accessible to you no matter what direction the labs spawn from. Ive fixed some stuff that shouldnt be, like showers where sinks should be and pinball machines in the bathroom, and Ive made it possible for most of the mid tier doomies to spawn right out of the worldgen, but tell me if too hard because I still have an obligation to make sure any character can survive if they start next to a doom structure. At least to run away
So here is what Im considering a new version
-
This patch features a new profession, riot pointman. Riot pointman gets a tactical shield and a bomblet launching arbiter.
-
This features a new item, tactical shield. You wear it like a shield (on one hand) and it is fairly encumbering. It will block attacks for you like a shield of the mods.
When activated, it will be drawn up to the body and cover everything but the top of the head and the feet. The shield isnt perfect, but if youre looking to barrel through zombies this is how to do it.
-This adds churches, small cemeteries, and large cemeteries to acceptable start locations.
-This adds the āfled the riotsā start condition. This is a surrounded start in a variety of public buildings. -
This adds a stamina potion to the doomguy start.
I will work on consolidating my mapgens down, adding doom weapons, and waiting for finally feedback about the bomblets. If you dont score a direct hit you probably wont kill anything, but Ive found direct hits to stun for long periods of time and/or kill. I may drop the dispersion down more.
So, Im now going to work out how to name these and readmes. Thats another reason this is a major update; weāll call it v1.0.
Ooh. Iām holding off upgrading to the newer experimental versions until the quirks and bugs Iāve heard about get sorted down (Vehicle volume, etc), but the idea of a surrounded start to balance out a milsurp shop start or gunshop start is pretty appealing.
Here is what I have been working on:
That is 100% awesome o.o
He - she - they are completely ready to murder
Ive got this, so anytime you want you can doodal with if youd like. maybe download from it, maybe do some things in it?
idk.