Eador:masters of a broken world (70h) - Still plays well, and finally getting up in levels where it's starting to require level II units. The requirement for knowing your capabilities and the opponent's capabilities is still pretty high, unfortunately finding out whether you'll live is a savegame away. Contemplating replaying with autocombat turned on.
Tower of Saviours (50h) -Much better match 3 replacement for Candy Crush. In fact going back to candy crush is laughably random compared to the deep skill and strategy in each move of ToS. Monster choice (especially ally choice) makes a real difference too.
FTL (20h) - Another couple of runs. Still fun but I like the strategy I've built around Engi ships. Others aren't much chop, but would like to open up all of them for completeness.
Shadowrun Returns (13h) - Interesting story, and the writing fits right into the feel of the book / world. Pretty linear, but the story is keeping it going.
League of legends (12h) - LAN stalwart & Cam's goto multiplayer game.
Civ 5 (7h) - Couple of scenarios in ancient aztec lands. Quite interesting take on history, but didn't stay for the endgame.
Terraria (5h) -More multiplayer with Cam.
Rogue Legacy (5h) - Interesting take on the rogue permadeath where keeping the gold for permanent increases after each run, but losing any unspent gold upon entrance to the dungeon again, splits up the pain into more meaningful chunks. Bit contrived though. Would return to it if in the platformer mood though.
Company of Heroes 2 (5h) - Was really looking forward to it, but dropping right out of the radar now. I'm pretty sure I'll go back and at least finish the campaign at some point.
Roller Coaster Tycoon 3 : Platinum (2h) - I had a feeling that the 3D had taken the mystery off Sawyer's classic, but the amount of variety is refreshing. Economic fun.
Star Conflict (2h) - Free2play space dogfighter. Useful, but not noteworthy.
Skyward collapse (2h) - Pushed into the middle ages during the steam sales, but got distracted by the new shinies.
Monaco (1h) - Tried 4 player at LAN and it still was mayhem. Very interested in trying 2 player though as I think that's be the sweet spot. Possibly worth another copy since Sandy has shown interest.
Gnomoria (1h) - poor man's isometric Dwarf Fortress. Without any updates from DF though, any mirage is still worth chasing.
Surgeon Simulator 2013 (1h) - Party games for LAN.
Friday, August 09, 2013
Sunday, June 30, 2013
Won’t you come home?
Won’t you come home?
Luke 9:51-62
Camping
- Looking
forward to adventure
- Some
things don’t make it in
o No TV
o No Computers
o No air conditioning
o
No warm showers
o
No comfortable & familiar beds
- Turning
for home
o
Good to be home
In the gospel reading today, Jesus turns resolutely for
home, For Jerusalem
- Up
to this point his journey has been rather exciting. He’s been baptised, he’s
called his disciples, he’s healed the sick, cured the blind, had a mountain-top
experience with his Father, Moses and Elijah, fed the 5000, told lots of
parables, and, as we heard last week, driving out demons. But now it’s time to
turn home.
- This
isn’t going to be an easy road home. Jesus knows what is to come and Jerusalem
is going to be a different place. There won’t be comfortable sofa to flop into,
but a hard wooden cross. There won’t be friends and family to welcome you back,
but a crowd full of hate, wanting him dead. Still, Jesus turns resolutely and
heads back.
When he started toward Jerusalem, people had mixed reactions
to his journey. Some were eager to join in, others refusing to listen, others
happy to tag along on their own terms.
Jesus has no time for any of them and cuts to the bone.
Some people were all too eager to follow him. There had been
wild sensation about this new teacher who drew large crowds and performed
miracles? Could he be the messiah? We hear of one man stating that he would
follow Jesus wherever he went, but Jesus isn't interested in his promises
because he knew his heart. Jesus responds with a somewhat puzzling
“Foxes have dens and birds have
nests, but the Son of Man has no place to lay his head”
Herod, the regional leader at the time, was also known as
the fox, and Rome’s insignia is the eagle. Foxes and eagles have a place here
that they call their own, but not the Son of Man, not Jesus. The man thought
that Jesus was coming to kick out the Romans and establish his own kingdom
here, but Jesus’ journey was to the cross and victory over sin, death and the
devil.
Focus and listen, really listen.
We hear of 2 others that hear Jesus’ call to follow him, but
ask for a little time first. One wants to bury his father. A reasonable request
even in today’s society. Jesus replies
“let the dead bury their own
dead, but you go and proclaim the Kingdom of God”
The Kingdom Jesus is establishing is not of this world. You
think you need to spend time doing earthly chores, when a far more important a
long-reaching task is being asked of you.
Another wants to say goodbye to his family first. Jesus once
again cuts to the core:
“No-one
puts a hand to the plough and looks back is fit for service in the Kingdom of
God”
The call to follow is NOW, not sometime later. There is work
to be done NOW, not sometime later. You might love your family, they might
really love you, but they can’t save you.
Jesus says “Focus and work. Really
work”
Our journey through life is short and fleeting. We’re on a
camping trip. Sure it’s exciting sometimes, but there comes a turning point
where we need to head for home. Our real home. Jesus' journey didn't end in
Jerusalem, his real journey conquered the grave. He went home to heaven and is
preparing a place for us. He’s there calling us. You can be comfortable here.
Focus and listen, the turning point is now.
Won’t you come home?
Monday, June 24, 2013
GameLog 297-298
Eador:masters of a broken world (22h) - Knife-edge balance between romping a map and being rolled. Everything's just got to go right or you could seriously lose the map or make it take 4 times longer to win. Begs to be save/loaded, but I'm resisting the urge unless there's monsters I haven't seen yet.
Candy Crush Saga (14h) - Brain candy.
7 grand steps (10h) - Intriguing end of ages have kept this from getting a little predicctable. Got Sandy hooked too.
Kerbal space program (6h) - Attempting lunar orbits from the demo.
League of legends (5h) - LAN stalwart.
Terraria (5h) - I have a feeling that Cam's mates at school are now getting into this one, which has lead to more multiplayer requests. I'm finally out of my harcore character phase and have built a softcore to explore the current changes.
Warhammer Quest (1h) - iPhone game that I thought I'd get a little more mileage out of.
VR Demos (1h) - although the use of the Rift hasn't been as much as expected, it's certainly sparked an interesting array of questions.
Candy Crush Saga (14h) - Brain candy.
7 grand steps (10h) - Intriguing end of ages have kept this from getting a little predicctable. Got Sandy hooked too.
Kerbal space program (6h) - Attempting lunar orbits from the demo.
League of legends (5h) - LAN stalwart.
Terraria (5h) - I have a feeling that Cam's mates at school are now getting into this one, which has lead to more multiplayer requests. I'm finally out of my harcore character phase and have built a softcore to explore the current changes.
Warhammer Quest (1h) - iPhone game that I thought I'd get a little more mileage out of.
VR Demos (1h) - although the use of the Rift hasn't been as much as expected, it's certainly sparked an interesting array of questions.
Tuesday, June 11, 2013
GameLog 293-296
Eador:masters of a broken world (40h) - Plays like dominions 3 mixed with Heroes of Might and Magic. Some really interesting overland map decisions with simultaneous turn resolution, coupled with tactical hex based combat. Lots of weighty decisions and a difficulty scale that puts most 4x builders to shame. Lots of 3am's seen due to this one.
Candy Crush Saga (20h) - Light enough the get a couple of games in before work or on the way to bed. I'm not sure what it is, but F2P games like this don't really make me want to spend money. I see the ability to win levels without resorting to paying up for advantages a challenge, and one that makes me dig deeper to accomplish rather than relinquish cash to remove.
7 grand steps (7h) - interesting indie game with solid mechanics and a mechanical arcade machine feel. Works well and engaging enough for me to see the sun rise.
League of legends (5h) - consistent games with cam and still the LAN stalwart.
Skyward collapse (3h) - interesting concept and $5. Just what's needed from an indie title. I think I've glommed onto a winning strategy though, so it mightn't have the legs that I thought it might.
TF2 (2h) - oculus rift testing as well as Steam's trading card beta.
More from the missing 2 weeks?
Candy Crush Saga (20h) - Light enough the get a couple of games in before work or on the way to bed. I'm not sure what it is, but F2P games like this don't really make me want to spend money. I see the ability to win levels without resorting to paying up for advantages a challenge, and one that makes me dig deeper to accomplish rather than relinquish cash to remove.
7 grand steps (7h) - interesting indie game with solid mechanics and a mechanical arcade machine feel. Works well and engaging enough for me to see the sun rise.
League of legends (5h) - consistent games with cam and still the LAN stalwart.
Skyward collapse (3h) - interesting concept and $5. Just what's needed from an indie title. I think I've glommed onto a winning strategy though, so it mightn't have the legs that I thought it might.
TF2 (2h) - oculus rift testing as well as Steam's trading card beta.
More from the missing 2 weeks?
Wednesday, May 29, 2013
Wednesday, May 15, 2013
GameLog 285-292
Hmm, 2 months last time, 2 & 1/2 months this time. Oh well, stretch the memory muscle.
Fallen Enchantress (35h) - New patch changed the way settlers are produced (locking them back to population again) and it's made a big impact on the way I play mainly due to freeing up the build queue for something other than settlers. Getting to a very nice place now.
Fallen Enchantress: Legendary Heroes (27h) - Beta version is on steam. Big changes to the way you attract heroes, but still feeling like a Beta. Fallen Enchantress came together in leaps and bounds in the last incarnation of the betas, but I'm a little suprised how much they have attempted to rebuild things to give it that 'unfinished' feel again. Still, Steam achievements are a wonderful thing.
ToME (15h) - Couple more Characters into the ToME grinder. Still liking a dwarven alchemist and I'm sure it'd take me a fair way into the game if I cut out the stupid deaths. Due to the scripted outside world I'm finding there's more and more time between interesting choices at the start of the game, yet always a click away from getting in too deep and wiping.
SimCity (10h) - Seems more in-depth of a simulation than before, but still even easier to make massive amounts of cash. Lack of difficulty made this an early shelf.
Candy Crush Saga (10h) - Match-3 with varying maps for difficulty. The facebookiness has been toned down, but still present to get up levels every now & then. Starting to get to the point where you need to be lucky to progress.
League of Legends (8h) - LAN standard, plus a FWOTD every now & then.
Warframe (6h) - Free to play FPS focusing on 3rd person viewpoint and parkour / ninja wall running and blade fighting. LAN group staple at the moment, but I'm still struggling to see how the whole upgrade path works.
Firefall (5h) - Bought into the beta on Greig's recommendation. An interesting over-the-shoulder FPS with dynamic quests. Probably still not as dynamic as I'd like, but better than nothing.
Stardrive (5h) - Indie 4x space game with real time elements. Feels like the interface need s little work to manage exactly what's going on at any point in time. Actually what it needs is an autopause once events occur like a scouted planet etc. Probably an EU3 / CK2 format would work. Also needs more ways to look after planet selection to see if they are taken or in a dangerous position.
Need for speed: Most Wanted (5h) - Present for EA's bungling of SimCity launch. Drives Ok for a racer, and might be worth a spot on the HDD for blowing-off-steam driving. Pity it isn't on steam though.
TrackMania Stadium (4h) - new version of TrackMania. Plays well, but probably much of the same to draw in any new crowd.
Civ4: Colonization (3h) - Found a mod to make it more like the original. Plays well so far.
Minecraft (3h) - Cam & Rachael's go-to game still. Set up a server so they can play with schoolmates.
Mechwarrior online (2h) - Enough time to kick it into gear for some LANs, but it looks like WarFrame has now wrestled the FPS mantle from it's grasp.
Mini Motor Racing EVO (2h) - Simple top-down racer for my birthday to bide me overuntil Company of Heroes 2 is released.
Monaco (1h) - Early Birthday prezzie. Almost bought a 4-pack. Looks like it can handle a couple of runs on the same levels to score-chase.
Neverwinter (1h) - Enough to clear the starting zone. Competing a fair bit for time in the F2P MMO space.
Fallen Enchantress (35h) - New patch changed the way settlers are produced (locking them back to population again) and it's made a big impact on the way I play mainly due to freeing up the build queue for something other than settlers. Getting to a very nice place now.
Fallen Enchantress: Legendary Heroes (27h) - Beta version is on steam. Big changes to the way you attract heroes, but still feeling like a Beta. Fallen Enchantress came together in leaps and bounds in the last incarnation of the betas, but I'm a little suprised how much they have attempted to rebuild things to give it that 'unfinished' feel again. Still, Steam achievements are a wonderful thing.
ToME (15h) - Couple more Characters into the ToME grinder. Still liking a dwarven alchemist and I'm sure it'd take me a fair way into the game if I cut out the stupid deaths. Due to the scripted outside world I'm finding there's more and more time between interesting choices at the start of the game, yet always a click away from getting in too deep and wiping.
SimCity (10h) - Seems more in-depth of a simulation than before, but still even easier to make massive amounts of cash. Lack of difficulty made this an early shelf.
Candy Crush Saga (10h) - Match-3 with varying maps for difficulty. The facebookiness has been toned down, but still present to get up levels every now & then. Starting to get to the point where you need to be lucky to progress.
League of Legends (8h) - LAN standard, plus a FWOTD every now & then.
Warframe (6h) - Free to play FPS focusing on 3rd person viewpoint and parkour / ninja wall running and blade fighting. LAN group staple at the moment, but I'm still struggling to see how the whole upgrade path works.
Firefall (5h) - Bought into the beta on Greig's recommendation. An interesting over-the-shoulder FPS with dynamic quests. Probably still not as dynamic as I'd like, but better than nothing.
Stardrive (5h) - Indie 4x space game with real time elements. Feels like the interface need s little work to manage exactly what's going on at any point in time. Actually what it needs is an autopause once events occur like a scouted planet etc. Probably an EU3 / CK2 format would work. Also needs more ways to look after planet selection to see if they are taken or in a dangerous position.
Need for speed: Most Wanted (5h) - Present for EA's bungling of SimCity launch. Drives Ok for a racer, and might be worth a spot on the HDD for blowing-off-steam driving. Pity it isn't on steam though.
TrackMania Stadium (4h) - new version of TrackMania. Plays well, but probably much of the same to draw in any new crowd.
Civ4: Colonization (3h) - Found a mod to make it more like the original. Plays well so far.
Minecraft (3h) - Cam & Rachael's go-to game still. Set up a server so they can play with schoolmates.
Mechwarrior online (2h) - Enough time to kick it into gear for some LANs, but it looks like WarFrame has now wrestled the FPS mantle from it's grasp.
Mini Motor Racing EVO (2h) - Simple top-down racer for my birthday to bide me overuntil Company of Heroes 2 is released.
Monaco (1h) - Early Birthday prezzie. Almost bought a 4-pack. Looks like it can handle a couple of runs on the same levels to score-chase.
Neverwinter (1h) - Enough to clear the starting zone. Competing a fair bit for time in the F2P MMO space.
Sunday, April 07, 2013
Google Earth data for QLD
One of the jobs this week was to let Google Earth download and operate through a rather restrictive firewall so that the company could make use of additional data provided by the QLD Government. It sounded like they got the link from some bulk email, so I thought it wouldn't be that hard to track down once I got home. 15 minutes later and I still didn't have the link. I found heaps of references to the data being available, but none had the actual link to the data itself (or any indication where it was). Luckily I knew it was in the mining and natural resources website, so a limited search in there for 'Google Earth' finally got what I was looking for (EDIT: Google is playing ball a little more now. Lots of salient links filtering to the top including the actual press release that had the link included).
This data is awesome. Truly awesome. To top it off there's flood levels and images from Bundaberg 2013 floods and other flooding events to dig into. There'd been a bit of debate as to the water flow over Bundy north, and the images included give a great amount of detail as to where the water was going and how fast it it was flowing. I'd heard from another colleague that there may even be maps with water depth & water velocity floating around somewhere, but I haven't found them yet.
Unfortunately the KML link that is given by the main website doesn't stay around when you reopen Google Earth, even when you're signed in. I tried a couple of ways to make it stick, but without swapping over to the enterprise version of Google Earth there doesn't seem to be a way to automatically point to multiple mapping engines.
While sifting through some documentation there was also an indication that there were other services on offer, including QTOPO and MINING. A topographic map of Queensland that's scaleable? YES PLEASE~! I found a kml file for the topographic map, but it takes ages for the topographic maps to load and they seem to be almost unreadable. What's worse is moving the zoom in or out to read the map more often than not forces a full reload of the image. The Mining data is even worse. Locked up by a password :/. I did find some tantalizing images of what might be in there though.
Another discovery was an old kml file that builds an information panel of all globe services rather than a direct link to load the QLD Govt engine. This panel can be saved to your "My Places" folder so it's available each time. Unfortunately there's no link to the main data, but it is manually fixable since the kml file is essentially XML / html. If you're game, look at the properties of the link once added to "My Places" and change this line:
This data is awesome. Truly awesome. To top it off there's flood levels and images from Bundaberg 2013 floods and other flooding events to dig into. There'd been a bit of debate as to the water flow over Bundy north, and the images included give a great amount of detail as to where the water was going and how fast it it was flowing. I'd heard from another colleague that there may even be maps with water depth & water velocity floating around somewhere, but I haven't found them yet.
Unfortunately the KML link that is given by the main website doesn't stay around when you reopen Google Earth, even when you're signed in. I tried a couple of ways to make it stick, but without swapping over to the enterprise version of Google Earth there doesn't seem to be a way to automatically point to multiple mapping engines.
While sifting through some documentation there was also an indication that there were other services on offer, including QTOPO and MINING. A topographic map of Queensland that's scaleable? YES PLEASE~! I found a kml file for the topographic map, but it takes ages for the topographic maps to load and they seem to be almost unreadable. What's worse is moving the zoom in or out to read the map more often than not forces a full reload of the image. The Mining data is even worse. Locked up by a password :/. I did find some tantalizing images of what might be in there though.
Another discovery was an old kml file that builds an information panel of all globe services rather than a direct link to load the QLD Govt engine. This panel can be saved to your "My Places" folder so it's available each time. Unfortunately there's no link to the main data, but it is manually fixable since the kml file is essentially XML / html. If you're game, look at the properties of the link once added to "My Places" and change this line:
<li>QLDGLOBE - http://globe.information.qld.gov.au/QLDGLOBE</li>To this line:
<li><a href="http://globe.information.qld.gov.au/GoogleInstall/QLDglobe.kml">QLDGLOBE</a> - http://globe.information.qld.gov.au/QLDGLOBE</li>All in all, a good afternoon poring over maps and layering more and more info onto them. Don't tell Sandy she also married a map nut ;).
Saturday, March 16, 2013
Kite jumping & land skiing
All the wild weather over the past few weeks have at least made a couple of great days for flying the kite:
PC Down
I came home Tuesday to a sorry tale of a beeping PC preventing Cam from enjoying the afternoon. It managed to start immediately for me, but after about an hour it blue screened and rebooted. One long continuous beep, several flashing HDD lights, then another long beep. Thinking it might be heat related I left it until after tea, but was still met by the death beep.
Tried the usual trick of reseating RAM & graphics card, but still the long beep kept coming up. Finally it looked like I found the culprit; the upgraded CPU cooling fan was no longer turning. It would make sense that the lack of RPMs reported by the CPU fan would give an alarm, but I thought it was a little drastic to disallow POST.
Over the next few days I tried to pin down a local replacement. Apparently 90mm fans are a little hard to come by compared to 80 or 120, but eventually I got one home today (5 days after it went down). A quick change of the latches to lock it to the Cooler Master Hyper TX3 radiator and I was good to go.
Almost.
Still beeping? Visions of a cooked CPU flooded my mind, along with the ramifications of being without a PC for an even longer period. I went back into diagnosis mode and hoped that memory or GPU had gone out in sympathy with the HSF. Changed out the memory and finally got the machine to POST to another beep code. Cool, memory it is.
Cleaned the contacts and inserted one of the G-Skill 4Gb memory sticks back in.
Success! No more POST errors.
Cleaned the other and replaced it too.
Success!
Looks like it was just a corroded contact, a popular outcome from living 50m from the beach. I'd thought I'd tested for that at the start, but it might have needed a good scrub and slot swap to kick it back into gear.
My suspicionss were also confirmed about the HSF not stopping the POST all on its own. I would expect a CPU heat sensor to finally halt progress after it had a chance to do work on boot, but not stop an attempt to start. How would they know that you weren't using a passive block, or water cooling with its own power system? Other pieces of the puzzle now fit too. The radiator was very hot to touch when the PC finally succumbed on Tuesday, and there had been a fan rattle for the past month or so that definitely sounded like the manual spinning of the defunct coolermaster fan. It would seem that the heat pump and radiator were enough to keep my PC going without the fan? Good news indeed. With the new fan it might even be worth overclocking before something else falls off.
Of more concern than the PC itself was the agitation that it caused me to not have a primary PC. Even though I had a sufficient laptop to do 90% of the games I'd likely play, that I have an iPhone and iPad for more casual retreats, that the game I've been waiting for still hasn't been delivered, and would have just as likely lounged in front of the TV for the same amount of time as I did, it still irks me when it's out of action.
This isn't the first time. There have been other occasions like this and it's the same feeling. Like something is missing, or wrong with the world, and I can't settle down and enjoy other pursuits. Typically this ends in a rather expensive bill and shipment of a shiny new PC. Thinking back it's not usually driven by an urgent need to play newly released game X, but to fill that PC shaped hole in my life and make the world right.
I lasted 5 days this time. Maybe I'm not as addicted as I have been ...
Tried the usual trick of reseating RAM & graphics card, but still the long beep kept coming up. Finally it looked like I found the culprit; the upgraded CPU cooling fan was no longer turning. It would make sense that the lack of RPMs reported by the CPU fan would give an alarm, but I thought it was a little drastic to disallow POST.
Over the next few days I tried to pin down a local replacement. Apparently 90mm fans are a little hard to come by compared to 80 or 120, but eventually I got one home today (5 days after it went down). A quick change of the latches to lock it to the Cooler Master Hyper TX3 radiator and I was good to go.
Almost.
Still beeping? Visions of a cooked CPU flooded my mind, along with the ramifications of being without a PC for an even longer period. I went back into diagnosis mode and hoped that memory or GPU had gone out in sympathy with the HSF. Changed out the memory and finally got the machine to POST to another beep code. Cool, memory it is.
Cleaned the contacts and inserted one of the G-Skill 4Gb memory sticks back in.
Success! No more POST errors.
Cleaned the other and replaced it too.
Success!
Looks like it was just a corroded contact, a popular outcome from living 50m from the beach. I'd thought I'd tested for that at the start, but it might have needed a good scrub and slot swap to kick it back into gear.
My suspicionss were also confirmed about the HSF not stopping the POST all on its own. I would expect a CPU heat sensor to finally halt progress after it had a chance to do work on boot, but not stop an attempt to start. How would they know that you weren't using a passive block, or water cooling with its own power system? Other pieces of the puzzle now fit too. The radiator was very hot to touch when the PC finally succumbed on Tuesday, and there had been a fan rattle for the past month or so that definitely sounded like the manual spinning of the defunct coolermaster fan. It would seem that the heat pump and radiator were enough to keep my PC going without the fan? Good news indeed. With the new fan it might even be worth overclocking before something else falls off.
Of more concern than the PC itself was the agitation that it caused me to not have a primary PC. Even though I had a sufficient laptop to do 90% of the games I'd likely play, that I have an iPhone and iPad for more casual retreats, that the game I've been waiting for still hasn't been delivered, and would have just as likely lounged in front of the TV for the same amount of time as I did, it still irks me when it's out of action.
This isn't the first time. There have been other occasions like this and it's the same feeling. Like something is missing, or wrong with the world, and I can't settle down and enjoy other pursuits. Typically this ends in a rather expensive bill and shipment of a shiny new PC. Thinking back it's not usually driven by an urgent need to play newly released game X, but to fill that PC shaped hole in my life and make the world right.
I lasted 5 days this time. Maybe I'm not as addicted as I have been ...
Saturday, March 02, 2013
Notoriously Tomed 0.0.2
After a long deliberation about where to go next with Notorious, a few Roguelike Radios have peaked my interest enough to return to ToME as a dev environment for at least building out a single player experience, possibly more with web server integration.
First off, review the old code and see if it works on the new ToME 1.0.0 engine. Moving the code over was easy enough, but it immediately fails with a lua file error. Looks like all new spells from the summoner code I pinched now have particly effect associated with them. Finding and copying the code is simple enough. Great! It works!
Next is reviewing the development path laid out from a year ago. Even though the design has changed a bit, the next couple of steps still seem to be the same as they were back then. I should Google doc it to make the tracking a little easier.
I'd left the code with lighting issues. What I'd like is that any arbitrary minion or hero can be linked to and highlight the map regardless of where they are. Turns out that it was only a case of changing game.level.map:applyExtraLite to game.level.map:applyLite. The first code looked only for entities within field of view, whereas the 2nd applies the light regardless. Nice & neat.
Next is to turn the heroes onto the other side. They still should be visible if they are carrying gems. Looks like the faction setting allows membership, so removing it from player affiliation makes it work.
Next is to place the heroes at a distance. The target code doesn't seem to work very well, and I'm thinking it's due to the realtime nature of the game not having the targeting in the same turn as the summon. Might be worth more investigation later as some talents might need a target. Arbitrarily placing the point 5 tiles below and to the left is pretty easy though. When approaching them the temporary war hounds go after them pretty well.
Rather than the warhounds chasing down heroes then returning to me, lets see if they can be anchored to the point where they spawned to give them a 'home base'. Hmm, seems easy, but having great difficulty locking down a suitable structure. It looks like there's late binding (or no binding?) on variables as well as the ability to pass completely different structures to the same variable. This is making for some imploding bugs later on, and isn't boding well for robust code down the track. Might need to see if there's a way to make Lua a little more tightly bound.
After a look into Lua's tables, the way they have been used in ToME started to make a little more sense. There is some scary bits:
What .. the .. ?
.. Actually reading it again it's not as bad as I thought. They are using a,b & c as the keys, whereas I thought it was saying that "apple" is defined both inside and outside of the array.
Back to coding with a little more enthusiasm and after about 1 & 1/2 hours of digging into and around the problem, the solution was identical to what I had originally intended, I'd just applied it to the wrong summoning code :/.
Oh well, it still feels like time well spent getting to know the system. 4 hours all up to move the goalposts a little closer and get it to a more comfortable release point:
Notorious 0.0.2
First off, review the old code and see if it works on the new ToME 1.0.0 engine. Moving the code over was easy enough, but it immediately fails with a lua file error. Looks like all new spells from the summoner code I pinched now have particly effect associated with them. Finding and copying the code is simple enough. Great! It works!
Next is reviewing the development path laid out from a year ago. Even though the design has changed a bit, the next couple of steps still seem to be the same as they were back then. I should Google doc it to make the tracking a little easier.
I'd left the code with lighting issues. What I'd like is that any arbitrary minion or hero can be linked to and highlight the map regardless of where they are. Turns out that it was only a case of changing game.level.map:applyExtraLite to game.level.map:applyLite. The first code looked only for entities within field of view, whereas the 2nd applies the light regardless. Nice & neat.
Next is to turn the heroes onto the other side. They still should be visible if they are carrying gems. Looks like the faction setting allows membership, so removing it from player affiliation makes it work.
Next is to place the heroes at a distance. The target code doesn't seem to work very well, and I'm thinking it's due to the realtime nature of the game not having the targeting in the same turn as the summon. Might be worth more investigation later as some talents might need a target. Arbitrarily placing the point 5 tiles below and to the left is pretty easy though. When approaching them the temporary war hounds go after them pretty well.
Rather than the warhounds chasing down heroes then returning to me, lets see if they can be anchored to the point where they spawned to give them a 'home base'. Hmm, seems easy, but having great difficulty locking down a suitable structure. It looks like there's late binding (or no binding?) on variables as well as the ability to pass completely different structures to the same variable. This is making for some imploding bugs later on, and isn't boding well for robust code down the track. Might need to see if there's a way to make Lua a little more tightly bound.
After a look into Lua's tables, the way they have been used in ToME started to make a little more sense. There is some scary bits:
> t = { apple=5 } > a = "apple" > b = "apple" > c = "app".."le" > print(t.apple, t[a], t[b], t[c]) -- all the same value because there is only one "apple"! 5 5 5 5
What .. the .. ?
.. Actually reading it again it's not as bad as I thought. They are using a,b & c as the keys, whereas I thought it was saying that "apple" is defined both inside and outside of the array.
Back to coding with a little more enthusiasm and after about 1 & 1/2 hours of digging into and around the problem, the solution was identical to what I had originally intended, I'd just applied it to the wrong summoning code :/.
Oh well, it still feels like time well spent getting to know the system. 4 hours all up to move the goalposts a little closer and get it to a more comfortable release point:
Notorious 0.0.2
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