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91
Feedback/Suggestions/Problems / Re: Shadows misbehaving on Windows 10
« Last post by Vagabond on November 07, 2018, 08:27:02 PM »
I'd like to add this to the changelog/buglist included with the Outpost 2 download.

I set Outpost 2 to compatibility mode, XP SP2 and ran on a WIN 10 machine. I was unable to reproduce the bug.

steev, I'm able to run Outpost 2 on Windows 10 without using compatibility mode at all. What other features give you trouble if you are not setting compatibility mode?

Thanks,
Brett

EDIT:

Just realized you were playing Colony Game Rising from the Ashes. Glad to see the new content is getting used!
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Feedback/Suggestions/Problems / Re: Shadows misbehaving on Windows 10
« Last post by leeor_net on November 07, 2018, 01:00:17 PM »
It's not lag, it's dirty rectangles not being refreshed properly and being cleared because of the motion of the dailight (as the daylight moves across tiles they get redrawn). Not sure why this happens on modern flavors of windows but if I had to guess I'd say it's due to 'clever' programming on the part of the devs and taking advantage of undocumented features in DirectX or features that it relied on not working in modern versions of DirectX (changes that break existing behavior that weren't an issue before).

It's an issue that's been around for awhile though not one that I think we actually have a real solution for yet (or possibly ever).

As a side note, I don't have this issue on my machine but I haven't tested it since I upgradged to a 1080 monitor.
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All things listed are important for their own specific reason. I could perhaps look into reducing the list down to a more reasonable number of flashing objects... perhaps:

1. I could give specific enemies a unique color on tilesets that they are hard to see on. So, if Yellow is hard to see on a Light Yellow background, maybe have archers a dark yellow color to make them stand out better. I made these critters flash originally because players kept reporting getting attacked when they couldn't see any foe within FOV.

2. I could reduce the frequency of flashing for less important objects. Runic objects are important, but aren't critical for most moment to moment decisions (unlike enemies), so maybe reduce the frequency of their flashes by 50%. Have them flash on occasion... to make more of a sparkle effect, to remind you they are there.

3. The other objects listed need to flash, to indicate their importance. People have complained about missing staircases (descending runic gates) so I need to keep them flashing. Portals will be of great importance next month when I work on creating side-levels with them (sore of like how oblivion gates worked in Oblivion) and currently are where enemies spawn. Runestone is by far the most important object in the level. The last three are important for player choices; risk v reward mechanism.

=====

The interactive tutorial is on by default. Unless you are not using the default profile that comes with each release, the tutorial should be active when you boot up the game. The option to disable it is there for players who've done the tutorial at least once, and don't care to do it again.
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Feedback/Suggestions/Problems / Re: Shadows misbehaving on Windows 10
« Last post by Hooman on November 07, 2018, 10:22:35 AM »
Ahh, the building placement highlight is a bit messed up. It looks like it's leaving a temporary trail.

That may be worth looking into.

Looks to be temporary, though probably more than simple lag. Maybe there is some caching structure which isn't being properly cleared or reset in certain conditions.
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Game Discussion General / Re: Empires of Eradia: The Cataclysm of Chaos - Alpha V20HH
« Last post by Hooman on November 07, 2018, 10:10:42 AM »
You just listed 7 flashing items. That sounds like way too many. Be careful your game doesn't end up looking like a porn advert.

Quote
Well, that is why I suggest doing the interactive tutorial. It has almost fully phased out the old textual tutorial (which is found in the escape menu if someone ever wants to read it) and helps to teach most players the basics of gameplay so that they can play the game successfully. After implementing the interactive tutorial, the number of complaints from brand new players about not knowing what is going on, has greatly been reduced. So, I suggest you do the interactive tutorial; if it is not active, go to Options at the Main Menu, and activate it (I made it an option to disable it for returning players that didn't want to redo the tutorial). Mouse information appears on a line above your health bar, by the way.

This leaves me feeling like I need to read a tutorial just to figure out how to load up the interactive tutorial.  :(
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Feedback/Suggestions/Problems / Shadows misbehaving on Windows 10
« Last post by steev on November 06, 2018, 10:24:29 PM »
Been so long since i was last here, i had to remake my account!

Anyways, I'm playing Outpost 2 on Win 10. The shadows have always acted a bit funny. Did a forum search but nothing came up related to it. I have compatiblity mode set to XP SP2 which solves every other issue but this one. 

Any ideas? Here's a video showing it off.


97
Most things in the game map that do flash, are very important for the player to take note of. Such as:

1) Enemies flash, so you don't forget about them when you go to move, so you don't die unnecessarily, which always feels unfair.
2) Runic Objects (Enchanter, Pool, Forge) flash so that if you are looking for one to do upgrading, elixir refilling, or crafting, then you don't miss them. Also, they flash on the map out of FOV, so you know where to go after you've passed one.
3) Portals flash, to make you aware of them, so that you don't stay too close to them. That's where the enemies come from.
4) Stairs flash, to help the player find the way out of the sea of ASCII characters.
5) The Runestone flashes, as it is a combination of the Enchanter, Pool and Forge, rolled into one and attuning to it acts as your respawn point.
6) Biome-Specific Lootables and Chaos Strongboxes have the potential of having really great loot inside, and thus the player will want to notice them.
7) Treasure Fiends drop a lot of loot, if you can kill them, making them something the player will want to focus on.

The most important objects flashes prismatically; all 7 colors of the rainbow. So these are biome-specific lootables, Chaos Strongboxes, Treasure Fiends, Primal Chaos Portals, Descending Runic Gates, and the Runestone. Otherwise flashing is there to help a player notice them on varying biomes with different floor colors; ie an Archer is normally Yellow, so that is going to be hard to see on a Light Yellow floor color of the Desolate Ruins biome... so by making it flash, you actually notice them.

Well, that is why I suggest doing the interactive tutorial. It has almost fully phased out the old textual tutorial (which is found in the escape menu if someone ever wants to read it) and helps to teach most players the basics of gameplay so that they can play the game successfully. After implementing the interactive tutorial, the number of complaints from brand new players about not knowing what is going on, has greatly been reduced. So, I suggest you do the interactive tutorial; if it is not active, go to Options at the Main Menu, and activate it (I made it an option to disable it for returning players that didn't want to redo the tutorial). Mouse information appears on a line above your health bar, by the way.

Well, if you ever went to save the game manually, you'd have to press escape (ESC) to do it. If you simply closed the application, forcefully, then it wouldn't save. Unless you had been playing for at least 5 minutes, in which it would have autosaved, or if you had switched floors, then it would also autosave.

Sometimes a simple character can convey a lot of information, but it generally requires the user to play that game a fair bit to be able to recognize quickly what the symbol means. I've tried to work on this system further by color-coded various objects as well, so even if you don't recognize the character, the color of the character is consistent. As an example, all melee horde are blue, all ranged horde are yellow, and all spellcaster horde are red. All melee primals are green, all ranged primals are orange, and all spellcaster primals are purple. Specific walls are always the same color so a person should be able to recognize an illusionary wall from a solid wall.

I understand that narration in games and graphical tiles can greatly improve the UI and the ability for a user to recognize key objects, but right now I'm working with what I have, and trying to do the best I can do with my limited set of tools and abilities.

EDIT: Forgot to upload the second Hotfix here. Updated main post!
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Outpost 2 Update / Re: Updates for Outpost 2 1.3.8
« Last post by Hooman on November 06, 2018, 06:11:18 AM »
I'm looking forward to these NetHelper updates.

Does the NetHelper still depend on forked copies of the dependencies, or have the updates allowed it to use the original source repositories?

It sounds like NetHelper is in a good stable release state, so I'd recommend packaging the updates for the next release. At the very least, it would be ready for anyone testing the next release. If there are logging updates, we could always repackage a newer version at a later time.



As for the color thing, there is something to be said about working on silly little side projects just to keep your skills sharp, or perhaps develop new skills. In particular, the ForcedExports project (which needs to be renamed still), could use some updates. That project was useful for developing new user interface components. Perhaps a player color selection mod would be a good excuse to work on it.
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Game Discussion General / Re: Empires of Eradia: The Cataclysm of Chaos - Alpha V20H
« Last post by Hooman on November 06, 2018, 05:54:08 AM »
The flashing is kind of nice, particularly if there is a key objective you must reach, though I would caution about over doing it. Making every object in the game flash is probably going too far. Flashing should be reserved for very important objects, or things that absolutely need attention.

I didn't notice any mouse hover tips, though part of that is being a text game, I didn't think to use the mouse.

Not sure if I noticed the escape menu or not. A legend of symbols would definitely be helpful. I suppose that's one of the problems with text games. A simple character doesn't convey as much information as a fully graphical image could.
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Outpost 2 Update / Re: Updates for Outpost 2 1.3.8
« Last post by Vagabond on November 05, 2018, 04:12:30 PM »
I've finished my planned updates on NetHelper.

NetHelper 1.5.3
- Updated to newer versions of libnatpmp and miniupnp.
  - Cuts down cleanup/destruction on application closing from 3 mins to 8 secs.
- Changed dependency references from precompiled library files to Git submodules.
- Removed dependencies on msvcr100.dll and msvcp100.dll by statically compiling.
- Set release compilation optimization properties closer to MSVC default settings.
- Removed deprecated POSIX networking functions.
- Update code to remove benign variable type conversion warning in Patcher.

We need to decide what area gets attention next. I could work towards creating a unified logging function through op2ext next. Or I could compile the final release version of NetHelper and integrate it into SVN. If we want to work on a unified logger, it might make sense to wait for finalizing the NetHelper release if we want it to start emitting logged messages.

If anyone wants to test NetHelper in its current form, message me and I'll compile it. Didn't get the impression in the other forum page people were interested in testing right now.

---
Edit

Nova86's suggestion on colony game color selection is interesting and I wouldn't mind it being implemented. Like Hooman said, I don't know that it would be a priority to work on though.

-Brett
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