Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V12
« Last post by leeor_net on August 15, 2018, 05:54:33 PM »
... really?

Try this link.
12
Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V12
« Last post by lordpalandus on August 15, 2018, 10:12:48 AM »
Good to know, but it doesn't solve my problem. The link has downloads that uses the .ttf format; I need a glyph table that uses the .png format. Also the .ttf files do not have all the symbols I need, that are offered in the .png files...

EDIT: I looked up online what are some common monospaced fonts and then checked if I had any of those font pngs that came with libtcod. Apparently Consolas is a monospaced font and it has a png for it. I swapped it out with the Arial I had been using... it improves readability significantly... but... the spacing issue is still there. So, I'm thinking there is something else going on behind the scenes, with the libtcod library that is modifying the spaces as the monospace font didn't solve the issue. I'll likely keep the new font as it is easier for me to read everything but will have to keep searching to find out what the issue is with spacing.

EDIT2: Looks like it is an inherent problem with the libtcod library. This guy (who I've also seen on the roguelikedev subreddit) explains the problem in good detail = https://www.gridsagegames.com/blog/2014/09/fonts-in-roguelikes/  (starts talking about the libtcod issue at the header "Grid-Based Display"

EDIT3: Alpha V12 is now released. First post updated.
13
Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by leeor_net on August 14, 2018, 11:29:53 PM »
As far as I can tell, it is a limitation with the libtcod library. You need to use, what I think is a sprite sheet, with all the various characters and symbols off a font file (included file is the font size 12 file). Why it has such large spaces in some words, and other times have like no spaces, I'm not entirely sure why that is.

It's called a 'glpyh set' or 'glyph table' and the issue is a problem caused by using a variable-spaced font (like Arial) in a scheme that requires a mono-spaced font (like Courier New). Basically, the library is expecting a monospaced font and so ignores any notion of 'kerning' which is how variable spaced fonts can adjust each character's distance from the other to produce legible words.

Use a monospaced font instead. It will eliminate the problem you're seeing. Not all monospaced fonts are serif'd. A good resource: https://www.1001fonts.com/monospaced-fonts.html
14
Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by lordpalandus on August 14, 2018, 09:59:08 PM »
I've progressed immensely with Alpha V12, and it is nearly ready for release. I'll be releasing Alpha V12, as both the uncompiled build and the binary build here on OPU, and I will be releasing it on the roguelike dev subreddit, to get feedback from there. I have a few story changes to make, which I'll address tomorrow. I've made sure that the game compiles (and it does) on this laptop and I've tested the binary built, and it works. So, I'll finish up the story changes and then release Alpha V12. I'll also give a brief explanation of why it took over a month to get Alpha V12 out, when I had been doing weekly builds.
15
Outpost 2 Update / Updated Video Codec (2018 Edition)
« Last post by Drakmar on August 13, 2018, 02:16:02 PM »
I've had a bit of time this week to work on a few stuff (actually had a day off from work, which has been nice), and decided to take a look at the video codec issue again. I've managed to convert them to the H264 codec, which does slim down the videos a bit further and puts them back on a mainstream codec. Naturally, the audio codec has remained at its default due to Outpost 2's built-in requirements (16-bit Signed PCM).

Now, the really interesting bit here is that when I switched over to Windows to play the game, Outpost 2 can't decode the videos, even though the host system can play them fine (audio plays fine though). Digging deeper, I discovered why. The built-in player is actually using the (ancient) "Video for Windows" component, which is why I haven't managed to switch over to a codec that doesn't require us to install something extra. That said, it's still an improvement over FFDShow, and there is a Video for Windows version of the H264 codec, so I figured I'd share with all of you anyway.

I do want to point out that during my attempts to grab a fresh copy of the videos from the download page, I noticed that the link is actually broken. It points to outpost2.com instead of outpost2.net. Simple enough to fix, but casual people interesting in starting out may not think to do that.

H264 Encoded Videos Download: https://sam-node.com/nexus/index.php/s/T4MDTCjQmbizRgL/download
VfW H264 Codec: https://sourceforge.net/projects/x264vfw/

Edit: I've also gone ahead and updated the Wiki with this new information.
16
Outpost 2 Divided Destiny / Re: WTB 3 Bar common/rare.
« Last post by Hooman on August 10, 2018, 04:40:14 PM »
Quote
why don't people create a map that gives us a 3 bar common and 3 bar rare
Does "people" include you?  ;)

Let me know if you're interested in getting started.
17
Outpost 2 Divided Destiny / Re: WTB 3 Bar common/rare.
« Last post by lordpalandus on August 10, 2018, 12:51:51 PM »
For both colony games that ship with the game, I always move my base elsewhere. Eden Colony has poor resources in the NW(starting area), but there is a variety of two to three bars on the other side of the map, with a whole lot more defensibility as well (makes it great for defending against enemy waves) in the grey area. Similarly, for Plymouth Colony, as the volcano will wreck most of your base on Normal+, I move my base down to the grey area to the SW with a volcanic area on the edge.

If you stay in the starter locations, these are typically very hard to defend against enemy waves and have poor resources anyway.
18
Outpost 2 Divided Destiny / WTB 3 Bar common/rare.
« Last post by Sorcer on August 10, 2018, 11:10:34 AM »
Ok so one thing I've noticed in all the colony games is that no matter what you ALWAYS get no more than a 2 bar common and usually only a 1 bar rare near your base, why don't people create a map that gives us a 3 bar common and 3 bar rare it's ridiculous. Additionally there's a colony game for i believe eden where there is literally no rare that is possible to acquire due to a volcano. it's literally ridiculous.
19
Outpost 2 Divided Destiny / Re: Has Colony Game difficulty changed?
« Last post by Crow! on August 09, 2018, 09:00:07 AM »
Idling structures reduces the damage they take from all sources.  It's mentioned in the game's electronic manual but not its physical one.

Quote
You may choose to deactivate, or Idle, any Active or Disabled structure, generally for the purpose of freeing up resources for use at other structures. (Another reason to Idle a structure is that Idled structures take less damage from disasters and attacks.) All Power, Scientists, and Workers are released...
20
Outpost 2 Divided Destiny / Re: Has Colony Game difficulty changed?
« Last post by Highlander on August 08, 2018, 11:42:59 PM »
Probably you could survive the scenario if you avoided military research and only relied on self destructing scouts, though you'd need 2-4 VF's to have a high enough scout production. I haen't tried this approach though, so I dont know how well it would actually work. I'd also regard it as somewhat cheating, since you are manipulating the game to some extent (Im sure self destructing scouts was not an intended way of passing the scenarion :P )

The other method which you (Crow!) mention, (which will also work on most maps where enemy units enter the map if I remember correctly) is to self destruct your military units and rebuild your forces once the next enemy attack wave enters the map. This keeps enemy attacking units to a minimum, and if you place your VF's strategically on the map, you will have enough time to build defenses and intercept enemy units. But again, this is manipulating the game a bit..


The only way I have succeeded with this scenario on hard is to stall weapon research as long as possible, while building up my base and population. Then, when the first microwave attack begins, blow those lynxes up with scouts and jump start weapons research.
The enemy will enter the map on 6 different locations after that - two groups with 4x Vehicle Factories on each side will probably be able to produce enough units to keep up with the attacks.
EMP + ESG  Tigers is my main choice in weaponry -> set up bottlenecks at locations attacks pass through and the EMP/ESG combo will clear out most of the enemy units. As a backup you might want to keep 1 spaceport armed with an EMP missile + a few supernova or microwave lynx.
Pages: 1 [2] 3 4 ... 10