Poll

Should Hooman hack the Guard Post so it can't be disabled due to damage?

Yes
22 (66.7%)
No
11 (33.3%)

Total Members Voted: 29

Author Topic: Guard Post Patch?  (Read 6165 times)

Offline vennom

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Guard Post Patch?
« Reply #25 on: December 08, 2008, 11:03:57 AM »
ill try doing that also lol o.O will be funny =P (btw, theres something hooman cant do =P?)

Offline Sirbomber

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Guard Post Patch?
« Reply #26 on: December 08, 2008, 08:45:13 PM »
No; stop saying that.  Hooman is infallible.  The ground upon which He walks is holy.  Do not look at Him for you are unworthy to gaze upon your master and your visage is displeasing to His sight.

Wait, I think I started talking about myself somewhere...  :P  
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Offline Hooman

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Guard Post Patch?
« Reply #27 on: December 09, 2008, 12:05:59 AM »
I'm not sure there is enough support to throw this into an update. As it changes gameplay I wouldn't want to simply take a majority vote on it.

Although, I have given thought to putting in some kind of helper code to do this for people making their own levels. Basically, have this as an option for the level designer, rather than globally for the whole game.

Besides, it might be worth testing before considering (or reconsidering) this option.
See what effect this really has on gameplay.
 

Offline Sirbomber

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Guard Post Patch?
« Reply #28 on: December 09, 2008, 07:43:20 AM »
Would it be possible to include it as part of a mod?  That way you wouldn't have to code individual levels for it and if people didn't like it they wouldn't have to use it; likewise, the people who do like it can use it on any level.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Hooman

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Guard Post Patch?
« Reply #29 on: December 09, 2008, 11:45:19 PM »
Hmm, yes, I suppose. Although, that would create issues with multiplayer that would need to be addressed.
 

Offline Sirbomber

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Guard Post Patch?
« Reply #30 on: December 10, 2008, 08:18:55 AM »
How so? Just slap a different version number on the modded version so people can't play with unmodded OP2's.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline CK9

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Guard Post Patch?
« Reply #31 on: December 10, 2008, 12:29:42 PM »
I think hooman was talking about the version # difference.  Afterall, some people here are too lazy to have more than one copy of OP2 on their computer (I had 5 last I counted, lol)
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yup, I have too many screen names

Offline Hidiot

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« Reply #32 on: December 10, 2008, 01:21:47 PM »
I only have 5 too.

And yeah, a little something that breaks the checksum will be enough to differentiate.
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Offline Hooman

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« Reply #33 on: December 11, 2008, 04:17:57 PM »
Well, this is what I mean. It needs to be addressed by methods such as these. I think a checksum difference is too obscure though. That would be a pain to figure out when it happens. A version number difference would be more obvious. It's still a little on the obscure side though. Sooner or later someone is going to forget they have the patch applied.
 

Offline Sirbomber

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Guard Post Patch?
« Reply #34 on: December 11, 2008, 04:57:31 PM »
Quote
A version number difference would be more obvious.
Especially when they get ejected for having the wrong game version.  Then it will be REALLY obvious!
This is why mods need to be manually loaded.  That way you can't "forget" having it on.
That, and the new modloader system is a pain.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline zigzagjoe

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Guard Post Patch?
« Reply #35 on: December 24, 2008, 09:08:10 PM »
i has completed the mod dll for this change. waiting on hooman for approval, etc. (tested working, ofc)

Offline Freeza-CII

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« Reply #36 on: December 24, 2008, 10:46:20 PM »
It should be capable of being disabled. it is a structure and should suffer the same effect of a structure. If this has any thing to do with sticky foams out ranging with splash damage make pgs more long range it would make more since that they would be since they have a better amperage from the colony.

Offline Hooman

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« Reply #37 on: December 24, 2008, 11:43:33 PM »
Having it conditionally increase range for GPs is probably a harder patch. I suggested the non-disabling GPs because I knew it'd be an easy thing to do.

Interesting approach that ZZJ took. Not quite what I would have done, as the new code runs for all units rather than just GPs, but aside from some small concern I pointed out and is probably already fixed, it looks like it should work.
 

Offline zigzagjoe

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Guard Post Patch?
« Reply #38 on: December 25, 2008, 10:21:55 AM »
Yeah, increased range would make more sense in my opinion (higher up -> usually equals longer range) nevermind heavy armour, and is a typical feature of fixed armaments. But, as hooman says, implementing that would be difficult. Maybe, could piggyback on the tube connection stuff (50% more damage when tubed)? Depends on how it is implemented, though. Doubt it is all that feasible...but I will look into it because i get to spend a day at the aunt's, lol.

Anyways, the GP patch is completed, tested working, and the concerns hooman noted are taken care of. Get it here. Do note, playing someone without this will cause desyncs ...!

It works by patching into Unit:(Building).IsEnabled() function, right before where it tests for damage being greater than 3/4 of the building's HP - inserts a few lines to get the unit's type and if it is a GP sets the damage to zero. Otherwise, normal functionality. Source code is on hooman's SVN.

Offline Hooman

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Guard Post Patch?
« Reply #39 on: December 27, 2008, 12:05:49 AM »
So I was talking to ZZJ and looking at some code, when I noticed something kind of funny. GPs *do* get increased range, but only when connected by tubes to a CC, and the increase is capped at 7.

Now, certain weapons like the Thor's Hammer already have a range of 7, so GPs don't get any increase there. Also, certain other weapons (Acid, EMP) can be upgraded to a range of 7, so again, GPs don't get any increased range there, at least not late in the game.

Of course, it turns out the code isn't too hard to patch to increase the cap to say, 8. In that case, tubbing a GP will always allow it to have increased range.

It also wouldn't be too hard to give an additional 2 tile range or something either, but possibly cap it sooner for longer range weapons. (Say, max of 7 or 8 still, but otherwise 2 farther than normal).
« Last Edit: December 27, 2008, 12:11:12 AM by Hooman »