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Topics - Slowhand

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1
Tools and Modifications / Jinxed Jack Interface
« on: December 06, 2023, 06:20:56 pm »
JJ interface for reloaded.
https://github.com/Sasabmeg/FOnline-BraveNewWorld/raw/dev/PReloaded/Client/data/JinxedJack.zip?download=

1. Fixed split option to have plus/minus buttons visible.
2. Higher resolutions have a slightly increased action points bar for better visibility.
3. Fixed world map interface to use JJ theme (fixed by Rado)


2
Bugs / Quest: Junktown - Optimizing the Power House - minor bugs
« on: November 28, 2023, 01:32:57 pm »
There are several minor bugs or annoyances:

1. Thomas will randomly break conversation and wander a few hexes, thus you may not have time to read what he wants, but quest would progress next phase. Need to use wiki to know what to do to solve quest.
2. When you try to optimize the 3 generators (use science on them), you would get a message that repairing made you tired and a repair timeout timer shown, just like FA, or drugs, but it has no noticeable effect. It's just there, probably a remnant of 2238 code?

3
Tools and Modifications / Mutation feature testing tool
« on: July 20, 2023, 06:24:07 pm »
Hi everyone.

I was working on the concepts of a new/old feature, Mutation, which would allow player to change their specials, skills, perks, trait and skill tags without removing their progress or implants via Book of Achievement character deletion option.

Since this feature is very problematic, first I made a character creation (or planning) tool in Java, that can be used to create and level up character and via dialogue test the mutation feature, as in to find possible exploits, bugs, loopholes, whatever...

Obviously introducing such a feature to the game is very risky thing (exploits found and not reported fixed by player mess up the characters of game, basically a free character stats cheat) and if failed game breaking (only fix would be to wipe and go next season rofl)

The workflow:
 - design Mutation concept (done)
 - make tool to test and fix the concept (done)
 - publish tool to players to test the concept and report issues (we are here)
 - fix the bugs in concept and retest
 - implement the FOnline code for the concept on a test server
 - test publicly once more (players need to download server and client, run it localhost to test)
 - fix reported bugs and thus feature is ready to deployment (if wanted) to FOnline servers (hopefully this one as well)

So, assuming this work gets ever finished and introduced to Reloaded at some point, here is the logic and the tool that you as a player can use to test for possible bugs.

Feature concept: (logic or how mutation should work in specific cases is written in first few comments)
https://github.com/Sasabmeg/FOnline-BraveNewWorld/issues/52

Character-planner mutation tester tool: (Java 17+)
newest on git - https://github.com/Sasabmeg/foclassic-char-planner/blob/main/target/foclassic-char-planner.jar
newest on google drive - https://drive.google.com/file/d/1qjqGFzGwjWAc6uBi319RhR9MMZ6odkSs/view?usp=sharing

If you find any bugs you can report them here, on discord or on the github issues page above in comments.

To run the tool you'll need Java 17 or later. If you have trouble, make sure you uninstall previous java versions before installing java17 or later and if still issues, try the jarfix tool at: https://johann.loefflmann.net/en/software/jarfix/index.html

After jarfix double clicking JAR file in windows should run it, alternately you can open a console and type: java -jar foclassic-char-planner.jar

4
The Workshop / FOClassic tutorials
« on: January 03, 2020, 10:17:24 am »
This is a brief development tutorial for developing FOClassic. I'll give step by step instruction how to set FOClassic up using Mojuk's PReloaded example.
 
Another copy of this tutorial can be found at fodev.

FOClassic tutorials.

Contents:

5
Tools and Modifications / Bigger default font
« on: February 25, 2019, 09:54:11 pm »
Version 0.9:
 - English characters, numbers and some punctuation marks only. I'll do a full transformation later.
 - 1.25 times bigger font.
 - Mainly to replace the too small in-game fonts, like HP, dmg numbers, etc.

You can find it here: https://drive.google.com/open?id=17h5WBh1ZtFvUMo6DaJB74USWP63dL6kW

How to install:
  • Copy "Default.png" and "Default.fofnt" files to "../data/realoaded001.zip/font/"
  • Delete "Dialog.png" and "Dialog.fofnt" files from "../data/realoaded001.zip/font/"
  • Copy " inv_big.png" to "../data/realoaded001.zip/art/intrface/"

Notes:
 - Dialogs won't work if you don't delete the Dialog fonts, this is a bug atm in FOclassic.
 - Some interface screens have minor mistakes due to size, like after a while you can't see the 'Next level' number on character screen, etc.
 - I'll release proper dialog font later on, hope until that time FOclassic does the fix.

P.S.: Give it a go for 30 minutes, but save the orginal files in case you want to back. For me it's a better game experience but it's up to taste and eyesight I guess.




6
The Workshop / HI REZ font
« on: January 30, 2019, 10:01:26 pm »
Got some good news and some bad news.

Good news is, that Reloaded V3 client, now supporting FOclassic, can be modified to have the dialog font and window customized, in this case, enlarged.

Bad news is, I did a shitty job about it. There are several mistakes and the font itself is too blurry.

I leave this here, hoping the community will pick it up and fix it: https://drive.google.com/open?id=1xvS_5q7MXg-6spMWRFqvh8aVlhl8-4aN



    This is how to install it:
    • Copy the art files in their respective folder structure into reloaded004.zip
    • Copy the following 2 font files to their respective folder structure into reloaded001.zip: Dialog.fofnt, Dialog.png

    What will happen: You dialog window will be 1.5 times bigger so will the font. The font will be blurry and will have some mistakes, like "P" -> "H", and someone other letters might be on wrong place. Bullet list dots are missing... and so on.
    Currently there is another issue, which I couldn't solve yet on Reloaded v3, that the text does not align perfectly when it does not fit the window. I did not have this problem on older versions.

    Try it out, experiment a bit, fix the font. No coding skill required. Check the ini files for how it works.

    GL.

7
Bugs / YK32 Pulse pistol - Reload BUG
« on: October 02, 2017, 05:14:24 pm »
YK32 Pulse pistol bug: Description on reload says 3AP and has the following effect:
- you reload for 3 AP except when you only have 2 AP left, then you can reload for 2
- other weapons inherit this if you switch weapons, and for one or two reloads, they use up 3AP until they return and show/use 2AP as usual.

8
Just in case someone didn't know how...

Find this in "Reloaded.cfg" file:

Quote
[Reloaded]
....
Awareness=1
DisplayNames=1

and add these:

Quote
ShowNpcAwareness=true
ShowPlayerAwareness=true

Now you don't have to press F7 and F9 each time you start the game.

Would be a nice QoL improvement to put this into next client, or have it auto save. I did the code on ReloadedV2 it's 2x 4 lines.

9
Closed suggestions / Caravan packer quest feedback enhancement.
« on: September 10, 2017, 02:06:31 pm »
Add a counter to the Caravan packer quest. Each time you unload a box, there shall be a system/emote feedback on that, so new people know, that they are putting the boxes to the right place (this was an issue for me at Graveyard location, I didn't know where to unload the boxes) and for others as a QoL change.

This is a half assed solution but good enough imo, a better one would be to make a generic quest tracker, maybe some day ;)

Sample code based on Reloaded Season 2 source:

File: quest_caravan_box.fos

Code: [Select]
void _OnDropBox(Item& item, Critter& cr)
...
            GameVar@ var = GetUnicumVar(UVAR_q_box_unload_count, npc.Id, cr.Id);
            if(valid(var))
                var -= 1;
            if(var < 0)
                var = 0;
            //////////// ADD THESE  ///////
            if (var > 0) {
int boxesLeft = var.GetValue();
cr.Say(SAY_NETMSG, "You've unloaded a caravan box. There is only " + boxesLeft + " more to go.");
cr.Say(SAY_EMOTE_ON_HEAD, "*phew*");
    } else {
cr.Say(SAY_NETMSG, "You've unloaded all the caravan boxes, speak to the caravan packer.");
cr.Say(SAY_EMOTE_ON_HEAD, "*stretches back*");
    }
            //////////////////////////////////
            DLog("Box collected!");
            DeleteItem(item);
            return;
        }
...

Note:

In the original code the part from: if(valid(var)) is either faulty, or this check is not needed at all. I did not correct this part, assuming that S3 already did that.


10
Originally from:

You know... How cool would it be if you could encounter players bases?
Have turrets and defense systems in their bases
A little bit more than SE chances. Maybe x2 x3?
Followers protect bases. Charisma use!!
Intelligence + repair + science use for robots turrets and traps. Force fields or whatever..

Puts a whole other aspect on crafting. Etc etc.

The more resources you through at your base the better armed you are to fight off those pesky raiders.

I would just fill my tent with landmines, atleast around my chests. Although  I think we should be able to encounter player bases during the Pre-Wipe madness at least.

The idea is good. Question is if it prolongs the wipe ?:)

Scrap the Charisma, robots and other useless stuff, we are before wipe..

How it could work:

- When a player enters a base or tent (regardless if theirs or not), there is a chance (small, like 1%) that a (or more) flare will be lit in that base on a random location on the ground, making the tent/base public for some time. (and a max time of like 5min) (Chance per player in case of groups)
- Player gets some kind of message that the base is in danger.
- If the flare is found and unlit, or destroyed, or whatever, (scienced, idk), the tent/base returns to private state.
- Until the flare persists, (max 5 min), other players can see this base/tent on worldmap and enter at will. (unless optional part bellow)
- If you entered someone else's base recently via flare and not party/known location, your chances of lighting a flare in your own base will be increased for some time, to make the loot hot. (cumulative effect in case of re-enterring bases via flare, up to a max 50%)

Optional:

- To not enforce this cruelty on new or PvE players, players need to flag themselves to be target for this via an NPC or command (no way back), but only flagged players will be able see and enter others bases via flare. (Even if they are in a party, only the players who are flagged, can enter the location) However if flagged players enter others bases via group, that base/tent has the chance to go public as well with even higher chances, without giving the benefit of the owner to enter/see others bases, unless he flags himself for base raping. It's something like a PvP flag regarding your bases/tents.

If you don't like the flare thing, a random tree could start to burn for 5 min or until u pour water on it, which ofc, others could investigate...

Hope I cut down on the alt exploitable-ness a bit.

11
Toxic Caves / New Pek: Double Tap
« on: August 23, 2016, 08:00:02 pm »
Perk: Double Tap.

Req: Agi 8+, Level 6

Description: Single/aimed shots with pistols cost 1 more AP but all pistol shots trigger a consecutive shot at the same target with the same aiming mode, but with less max accuracy. Must have the extra 1 round for it, else AP cost is consumed (empty click) and no shot is made.

See "hammer" part for more info: Double Tap @Wiki

Note: Even if accepted, I will not supply code solution or tutorial for it, as I expect the combat to be overhauled, no reason to work on outdated code part.

Edit: Last version

The chance of second hit shall depend on distance, thus making it more realistic and maybe less of an option of sneak sniping with pistols.
If we assume the distance of 5 hexes a reasonable closeness as a sneaker, that should have the previous penalty, every hex above that would decrease the chance of second hit, like:
At X hexes away from target: (10 + X)%  max hit penalty and (35+2*X)% max aimed hit penalty (plus the -5% normal penalty) at second shot.

Thus max hit chances on second shot would be the following per distance:

(Distance) (Penalty) (Max hit chance) (Aimed penalty) (Max hit chance aimed)
11085%3758%
51580%4550%
102075%5540%
152570%6530%
203065%7520%

All single shots (with pistol only?) aimed or unaimed, cost 1 more AP.

13
Suggestions / Riddle/Quizz/Famous quote NPC
« on: January 24, 2016, 12:02:44 am »
[00:58] <Slowhand> hm, Core, u just gave the idea lol
[00:58] <Slowhand> what about a quizz game in a PvP zone? in reno?
[00:58] <Slowhand> with floater text and if the npc can see you and u answer correctly, u win caps?
[00:58] <Slowhand> with timer announced
[00:59] <Core> that would be sweet if you can pull it off
[01:00] <Slowhand> or better, it could be random quotes, and one word is .... out, and if you say it, you win some caps or random stuff, this way a random word can be the blank word so with same amount of quotes more possibilites
[01:01] <Slowhand> not that hard to do it... question is, if people would like it...

Any thoughts?

14
Toxic Caves / 8. Adding sound/modifying effects.
« on: January 22, 2016, 05:29:57 pm »
- work in progress -

Modifying sound a effect - drinking nuka cola:
  • Download and convert a sound to .ogg format.
    • Search youtube for a sound effect that suits you. (Example: - Opening bottle sound effect - Blopp )
    • Go to an online youtube downloader to download the sound in .mp3 format.  (Example: video grabby[/ulr] )
    • Use an audio converter to convert from .mp3 to .ogg format. (Example: I used VLC, you can follow "" this tutorial for it.)
  • Once you got the .ogg file, test it with Winamp or VLC, and copy it into the "client/Dara/faction.zip/sound/sfx" folder. (note: I used TotalCommander to copy files into .zip archives, it's easy with it, just browse the .zip file and copy the stuff into it, just like you would to a normal folder.)
  • Edit the file "drugs.fos", change the line 91 from "cr.PlaySound("nukacola.ogg", true);" to "cr.PlaySound("blopp.ogg", true);"
  • Test.
Note on testing:
  • Once you logged in with your admin character, type the command: ~getaccess admin admin (In case you changed the admin password, use different password, if in doubt check the [rul=http://fodev.net/forum/index.php/topic,29382.0.html]GM abuse tutorial[/url] at fodev.net questions and answer section)
  • You should get a message on top of the screen stating: "Mercenaries don't die - they just go to hell to regroup.
  • Type "`give PID_NUKA_COLA 5 -p AdminCharName -legit" - this will give you 5 nuka colas. (Make sure you replace AdminCharName with your character's name)
  • Drink a nuka cola and listen. The new blopping sound should be in effect.






15
Reading Seki's suggestion regarding removing XP for killing companions, I came up with the idea for XP control. It's something like what Blizzard implemented in WoW, the rested bonus. (When you left your character in an inn before logging out (practically using a hearthstone teleport spell, so it costed you 1 min with the loading screen), you started to accumulate rested bonus, which until some amount doubled your XP gain from killing monsters.)

The idea would be, that if you do the same task repetitively, it should have diminishing result in XP gain.

Version 1:

For simplicity, let's consider a few game variables for players, which keep track of XP gained from different sources. These variables would limit the actual XP gained from the current source/type of source, if they reach a threshold, diminishing returns would be applied, and would be more sever with the increase of this variable.
Edit: This variable would reset each day to 0.
To compensate the XP loss, there would be a bonus for the few extra activity of that type.

F.e:

Killing 1 centaur is 900 xp currently (or is it mean centaur? for our example doesn't matter).
The bonus is 10% on new activity and lasts 10k XP and at each 10k XP a new threshold level is reached.

This would affect gaining XP from killing centaurs like this:

- Kill 11 centaurs (with the 10% bonus) for 10.890 XP and the bonus is used up, so killing centaurs would yield only 900 XP, the normal value.
- Then kill 11 centaurs for 9.900 XP (10.890 + 9.900 = 20.790) to reach next threshold and reduce the XP gain for killing centaurs by 10%, killing centaurs would yield 810 XP only.
- Then kill 12 centaurs to get to the next level, thus killing 30 centaurs would result in about the same amount of XP as before, but killing more would be less and less, as centaurs would yield only 720 XP after the 30k threshold.
- To reach the next threshold (next 10k of XP) would require 13 centaurs now, the next even more and so on, until the diminishing returns are at a minimal value, like 10% or even 0%.

(The effect could be split up to killing anything, or killing types of mobs)

There could be many variations,

- The simplest: XP from kill, craft, repeatable quest, killing specials NPC's like companions (to solve the abuse)
- More complex: XP from killing different type of critters (super mutants, ghouls, animals/mutated animals, monsters (centaurs, floaters, deathclaws), humans), crafting different level of stuff depending on the skill required to craft them, repeatable quests.

Note:
 - Kill, craft and repeatable quests could have a different value set for thresholds (killing companions is not that often, unless abused, so their threshold value for diminishing results would be much less)
 - Special threshold for XP gained on killing players, thus allowing even killing players to reward XP (and loose XP from victim) 
(Before you freak out, it could be like the XP gained/lost depends on the level and current XP of the target killed, so the higher level, the more XP gained/lost but that could not be more
than the current XP of the victim, so negative current XP or level down or other abusable stuff don't happen. This needs to be refined ofc, but it could happen with this system. The diminishing returns would depend on both the victim and the killer.)
 - Not only giving Xp for PK would help PK'ers, but also that with this people can't exploit/macro farm anything effectively, this killing companions in tents would be useless, or well, would be useful only a few times.

Version 2:

The threshold is not related to accumulated XP per day, but number of tasks done per day, like number of centaurs killed, or number of things crafted, etc, this version would reward killing high XP targets and crafting high XP stuff more, it would reflect on the XP gain of newbies as well if they do the same task to level up as for a newbie to get to first threshold from mutated rats would be a lot anyways.

Version 3:

The threshold is related to accumulated XP as in version 1, but dynamically changes with the level of the player, having a maximum somewhere around 30. (treating level 100 players like level 30)

Special note (for those kind of people who like the "hum ya hum" dialogues and want that 0.0X chance of advantage in the long run..):
 - This idea does not consider the fact(?) that some build require someone to be much higher level than others, even inhumanly high level, and that they need to work (or exploit?) their asses off to achieve that. That is not the problem of XP control regarding the casualness or giving XP for PvP oriented players, it is a problem of builds, and should be fixed in a different way.

Ofc, I'm willing to look into the tech details, if this is desired.

Edit: I think version 2 would group experienced players together, bc that would want to have the advantage of killing high XP reward mobs.

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