Jump to content

The Gronk

  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by The Gronk

  1. "Originality is only undiscovered plagiarism" "Stealing from one source is plagiarism, stealing from several sources is research" - Writers proverbs 🙂
  2. You are indeed correct, I should have specified vertebrates as there are a few non-simian zombies in the game such as bears and vultures. Perhaps you're thinking of the XCOM series? The early remakes had fungal zombies, as did halo with the flood infected marines. You've got me curious as to the first instance of zombies being a fungal infestation although it's too late to do any research now. I wouldn't worry about copyright at all when it comes to this. I'm pretty sure the original version of fungal zombies will probably be in some obscure sci-fi book from the seventies or perhaps some crazy 2000AD comic from the eighties. [disappears to confirm an ancient and dusty memory] Dammit, the "Yellow musk creeper" and "Yellow musk zombie" from the first edition D&D "Fiend Folio" are a plant-based zombies instead of fungus based... pretty damn close though. [closes ancient tome and slides it back amongst its brethren] Anyone else have an early example of fungal based zombies?
  3. Before the AI update to the current system a half-block had half the HP of a full block. The new pathfinding system required a half-block to have the same HP as a full block. Now you have a situation where a thin pillar of something is the same HP as a full cubic metre of it. Block HP is part of the SI calculation if memory serves. Ideally a half-block should have half the HP of a full block but it was necessary to change this for pathfinding. How do I know this? I questioned the sanity of it when it was implemented and, if I remember correctly, you were here at the time.
  4. Okay, I'll jump on the speculative fiction bandwagon... How about a fungus that's commonly mistaken for or referred to as a virus to due lack of knowledge or cultural bias? The hyphae would be able to create a network to pass nutrients through the body, although at a slower rate than normal blood flow. This would go a long way to explaining the slow movement, difficulty thinking, and abnormal behaviour of the zombie. Something like Ophiocordyceps unilateralis for animals with a central nervous system. https://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis
  5. A neckbeard with power it would seem. This is Gal Gadot's response to Mr Whedon's claim that she couldn't understand English enough to recognise threats and harrassment. Neckbeards go into game development, furry's are sysadmin.
  6. This is game development, the number of Joss Whedon's per square metre is far above the average for any other industry. 🙂 https://www.reuters.com/business/activision-blizzard-fires-20-employees-over-harassment-claims-ft-2021-10-19/
  7. One is capable of reason and compromise. The other is largely unreasonable and uncompromising due to an underdeveloped pre-frontal cortex and amygdala. Which one of those sounds like a description of a boss? :-)
  8. No thank you, I'm currently enjoying my life as a house-husband raising my sprog. The hours are terrible but at least I only have to deal with one boss 🙂
  9. A sleeping rigidbody will wake if another rigidbody gets close, otherwise they aren't calculated for collisions to save on cpu cycles. The failure of raycasts to interact with them is what leads me to believe they're asleep. I'll admit, without actually looking at the code I'm aiming in the dark here :-)
  10. Yep, when the editor debugs break there ain't anything you can do. It sounds like they've put the rigidbody's to sleep, that still wouldn't explain why the raycast would work from a different position though. Maybe try and kludge it with Rigidbody.WakeUp() on important objects? Might be worth a shot. Glad you got _some_ of the bugs fixed though 🙂
  11. FixedUpdate() is called and all physics are completed before the normal Update() function starts. If you're raycasting during Update() this is likely the cause of the problem, as far as I remember a teleported rigidbody isn't calculated properly until after the next FixedUpdate() cycle. If you don't want to put all of your raycasts in FixedUpdate(), which would be very sensible to avoid if at all possible, the only kludge I can think of is setting up a trigger in update that runs your raycasts in the following iteration. That's an ugly kludge though and makes me feel dirty just typing it (not in a good way). Good luck with that, not a bug I'd like to tackle 🙂 Perhaps shifting the movement of the origin to FixedUpdate() might cure it? Have the mechanism for detecting a required movement in Update() as usual but move everything at the start of the next FixedUpdate() iteration? That might work without being too expensive on system resources.
  12. Rigidbody's also need a special consideration when teleporting although I have little doubt fataal knows this already. The root cause of this is likely that the unity physics are updated during FixedUpdate() instead of the Update() function. This means that unless everything is moved during a single iteration of the Update() function then the physics engine is likely to have several iterations before everything is moved.
  13. A lot of the simplifications started to appear after TFP started using metrics to find out what the average player does. This doesn't sound like an "overall goal being steadily worked towards" and more like "knee-jerk reaction to current mechanics". If you aim for average you will achieve it... in abundance.
  14. Why not just fix the bug and retain the mechanic? Having to plan your building with plenty of time to spare is an extra pitfall to avoid late-game, adding extra difficulties should be something to add instead of remove.
  15. Are there plans to fix the gaping holes in SI for other blocks? The main ones that spring to mind are horizontally stacked half-blocks and the resource pile, cement if memory serves, that has a mesh reaching half a block but still supports blocks placed above it? It's been a bugbear of mine for a while.
  16. Where am I posting this? The latest bug-reporting thread is surprisingly well hidden.
  17. This is the question. Should the supplies be buried within a claim block? The green bar in the background is how far the claim block extends from the central keep. One side of the argument says that if it was buried within the untouched dirt below the farm blocks then there's a strong possbility that the character has just missed it and been unlucky. The other side of the argument is that removing a random dirt block from a player's base can, if they're very unlucky, cause a failure in structural integrity. I lost two seedlings to this very issue while digging it out.
  18. Within the bounds of the claim block, not sure about the sleeping bag though, I happened to have the claim block bounds shown at the time.
  19. Quick question: A "buried supplies" mission spawning inside of my base. Is that a bug or a feature? Do you want me to file a bug report? Here's a screenshot of the incident...
  20. Possible workaround. Disconnect both computers from the network. Start the computers and open the game with steam in offline mode. Attach both computers to the network again. Connect the client game to the server game via IP address and port number. Steam doesn't automatically try to check for internet access and the game's connection system _should_ be completely independant. No idea if this will work but it's worth a try.
  21. My bad, I forgot that public relations aren't an integral part of product development.
  22. As you and I both know the forum rats tend to get more rabid the longer the devs stay away. Why do they get more agitated? Largely because they don't know when, or indeed if, the next interaction will take place. Keen Software House, for all of their flaws, had something good going with "Update Thursday". Of course, being Keen, they tried to post regular game updates at the same time which was a horrendously stupid idea and gave me no end of amusement watching the same bug get fixed and unfixed on a regular basis. Regardless of that, the weekly update thing was good, all it takes is a single sentence from each department about what they're working on, possibly the occassional amusing anectode. Do that once a week on a regular day and it'll help the community feel more included and less like a puppy with separation anxiety. This would likely make your job much easier and slow down the rate of posts being shovelled out of the way.
  23. I thoroughly agree. If only there was a job title for someone who managed social media for the devs, passing messages back and forth in a clear and concise way. Some sort of social media... manager? Unfortunately not, if you're looking for someone too scared to lose their shot at "the big time" to argue back with forum rats then anyone over 30 has likely become too jaded and contrarian to do it, myself more so than others.
  24. I realise you're just following orders but such things are why I no longer work for other people. This is an overflow area for things not considered relevant to the development. It's literally an area set aside for irrelevant discussion. placing or leaving anything in here denotes it as to be avoided by the devs so they don't have to search through crap for questions. Why would a dev come in here? It took three weeks and me causing a stink to get poor fataal to come on and answer the relevant questions*. TFP have needed a dedicated community manager for years, some millenial with a boy band haircut and a pair of permanent finger-guns to pull out questions and stuff that might interest the devs from the maelstrom. I love you Roland but you're a bit too goadable for social media management. *Do you think TFP have a system to determine which mechanics to completely rip out each alpha or do they just pick names out of a hat 🙂
  25. Fair enough, apparently discussions about the state of the community are indeed unworthy of the developers attention. Justify it how you like, I've been lurking for quite some time now and the strict rule system is what killed the vibe.
  • Create New...