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Messages - Apostle

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1
Closed bugs / Re: Vanishing loot/resources on single hex in safehouse?
« on: September 09, 2017, 02:20:25 am »
Alright. I "figured it out."

It's not a bug, at all. It's my own stupidty. Apparently I left ALL the stuff in my crafting alt's inventory. I'm a dumb, dumb man and didn't think about looking there. :facepalm

closing topic

2
Closed bugs / Vanishing loot/resources on single hex in safehouse?
« on: September 08, 2017, 03:41:59 am »
Bug I came across, but not entirely sure how to replicate it -- just curious if this is happening to others.

So, I put some loot on the hex where you activate the workbench and lay my stuff there. The usual things -- minerals, metals, gunpowders, and other stuff that's not really materials but kinda lazy so I lay them there.

I go off hunting, shooting up Geckos and trying to get hides and stuff, since I'm still a mid-level scrub and don't have any combat armor yet. Anyway, I'm gathering up these things and I come back and dump off some meat. I don't really have much of a use for them, but I figure I could check to see if I can sell them later. I drop them off in the resource pile and head back out. A little while later, I come back and decide to drop off the gecko and brahmin hide, and I notice that everything bar the slab of meats is missing. Which is... weird. All that junk, metal, and everything gone.

I dunno if dropping off a large quantity of meat is what caused everything in that hex to vanish, but it's incredibly strange and COULD become frustrating in the future. Right now, I'm more like "Oh... well, that's inconvenient."

Anybody else have this problem? Never happened to me before in any previous sessions of Fonline.

Edit: Also recall, before going on the hunt, crafting about `100 sharpened poles. Might have played into this?

3
News and Announcements / Re: 3rd Session Info
« on: September 03, 2017, 12:01:32 pm »
My feedback in the short time of playing the third session and only getting to about level 8 while playing off and on, it's a mixed bag. Good and bad, but expected.

I'm enjoying the more quests and fresh start, I like some additions here and there.

Private Mines being visible to everyone? Haven't seen it in practice, but the "on paper" sound of it is prettttty bad. Wasting thousands of caps to allow everyone to waddle over and poke through your stuff? Who'd do that? I wouldn't. I rather grab a sledge and head to a PVP mine. I really suggest rolling this back. The main reason people bought mines because it offered a safe way to get higher quality resources.

No Drop. Mixed reception both publicly and personal. I'm a veteran here, but not anyone note-worthy, just a random shmuck, so I'll give my random shmuck 2-cents. It has goods and bad. The good is it does allows people to be less cowardly since there's less risk involved. The downside is, because it becomes more casual, it loses a lot of the charm. A lot of charm. when I was new, the compulsive need to hide every 10mm and leather jacket was both exciting and terrifying. Kept me interested and gave the game a charming feel. The rage of losing my stuff certainly existed, but it never had me rage quit, just be a coward.

If you ever do roll back the no drop, PLEASE roll back the metal/gunpowder/alloy resource requirements. Having to add junk to everything is extremely tedious. Right now, it's okay because no drop. But if you bring back drop, remove roll back those resource requirements.

Other than those, I'm enjoying it, so far.

4
Closed suggestions / Re: Brahmin shit Shovelling.
« on: May 24, 2015, 08:40:33 am »
The shit to XP ratio is fine, there's no need to change it. They get to level 2 or 3 then start learning how to craft and kill things in the waste. They don't stick to the boring shit shoveling. Why nerf it?

Who levels up by shit shoveling outside Hub anymore? Junk town maybe... Gecko? Redding? No
Shady Sands, since it tends to have a bit more shit to it. Occasionally I have to take a noob to there to get the shit because Hub and Junktown may already be shit free. Which can be a bit annoying, they don't understand the party system and run away from an encounter, etc.

Which would actually encourage the idea to increase the shitting rate a bit for Hub brahmin. They likely won't go to NCR until they're up a few levels, anyway. Though, it's always funny to watch a noob stumble upon the typically flooded NCR brahmin pens when you tell them they have to clean it. lol

Still, give the Hub moo-moos laxative.

5
The Thunderdome / Re: Forum PvP
« on: May 21, 2015, 07:25:06 pm »

Censoring your SPECIAL doesn't help when you leave the very bad - heroic bits up. You also leave enough context with your other statistics to guess what your traits are.

6
Suggestions / Re: Bonus move [Perk upgrade]
« on: May 19, 2015, 08:34:08 pm »
For TB players, absolutely. Hence why i said it's debatable as it would free up slots for them. I know from my Fallout history that I took Bonus move the moment it became available.

7
Suggestions / Re: Bonus move [Perk upgrade]
« on: May 19, 2015, 08:12:49 pm »
I feel bonus move may be better as a support perk, if this was implemented. I know I certainly would be highly hesitant to take it as a level perk.

Perhaps needing of a 9 in agility to take. Maybe in Klamath or in NCR. Would be commonly grabbed, not a huge advantage. At the same time, it'd bring out redundancy since there'd be no advantage for anyone other than speed boost.

Also, it'd free up a perk for TBers, which is debatable if that's a good thing.

I'm on the fence, redundant, but wouldn't really be opposed to it as a support perk. Level perk, since I'm an RT player, I wouldn't want to grab it. I'd want to use that perk slot for other perks.

However, I also like the idea of moving a bit faster.

8
Closed suggestions / Re: Sleeping
« on: May 12, 2015, 07:16:12 pm »
Sleeping is useless but rested exp as in many mmorpgs is nice thing. For example per 1 hour of inactivity you get 5% of rested exp that equal your lvl. So  on X lvl if you dont play for 10 hours you will get 100% bonus exp from all sources for the amount of 50% exp needed to lvl up.
Maximum of 10 hours for 100, and having it last for a few hours, and I'd be down. Or cut that in half to just 50, and Loner and Swift Leaner could jump that up to 70 (120 if we did go with the ten hours.) Either case, it'd still be pretty cool.

This may need to make it real time hours of waiting and potentially end on death as well as time. I mean, if you're getting close to double XP, there probably needs form of frustration that needs to exist. Dying after waiting a quarter of a day would probably do it. Perhaps it can only work with XP gained through combat, not crafting.

Would be nice to give those items in our bases, tens and houses more purpose than decoration.

Still, I can do without.

9
News and Announcements / Re: Changelog 10/05/2015
« on: May 10, 2015, 10:42:52 pm »
Changelog 10/05/2015

Caravan changes (work in progress):
- Friendly fire to other caravan members will be tolerated by caravan NPCs now.

Out of all the caravan updates, this is the one I was looking forward to, I always caused pissy caravan leader.

10
General Game Discussion / Re: Unique Rock Petition.
« on: March 13, 2015, 05:16:40 pm »
I support Unique Rock.

Ever since I started my Fonline life, I have questioned, "Why are all these rocks so... plain, so still, so boring?" I have scoured across the wastes, looking far and near, desperately awaiting the day I could come across a rock unlike any rock imaginable -- one that is of its own design, a Unique Rock.

And when that day comes, I shall set it upon the pedestal for the world to see, for it is my trophy. A rock not quite like the others.

A rock is just a rock, they say. but my Unique Rock shall be more than a hunk of minerals, it shall be family.

11
Closed bugs / Re: Tent/Load Bug
« on: September 02, 2014, 05:02:45 am »
Nope. Behavior is acting the same. I deleted everything in the cache folder, but it made no difference.

At this point, I already made a new character and already passed what mordin was at. I was hoping that this bug would tell me what happened so I can take measures to avoid the issue in the future and take whatever supplies I had from Mordin and use it for my new character since now Mordin is obsolete.

Ah well.

12
Closed bugs / Re: Tent/Load Bug
« on: September 01, 2014, 03:26:48 am »
I.... can't really give you a screenshot since it's nothing but a loading screen. I mean, I can, but it's extremely unhelpful.

As far logging information, I have no idea what to do there. Some applications have logging info put in a text document, but I haven't found anything.

Edit: Nevermind, I found it. FOnline.log, thought it would have log in its name and not the extension.

Here:

Quote
Starting FOnline (version 0423-EC)...
Engine initialization...
Sprite manager initialization...
GraphicLoader::LoadEffect - Unable to compile effect, effect<Primitive_Default.fx>, errors<
error X3539: ps_1_x is no longer supported; use /Gec in fxc to automatically upgrade to ps_2_0
error X3539: Alternately, fxc's /LD option allows use of the old compiler DLL

C:\Users\Esshole\My Games\FOnline Reloaded\memory(31,19): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression
ID3DXEffectCompiler: Compilation failed
>.
Sprite manager initialization complete.
Sound manager initialization...
Sound manager initialization complete.
Loaded<143> critter types.
Load scripts...
Bind reserved functions...
Bind reserved functions complete.
Script::Bind - Function<void changedParam_UnspentTag(CritterCl&,uint,int)> in module<parameters> not found.
FOClient::SScriptFunc::Global_SetParameterChangeBehaviour : Script error: Function not found. : config : void InitializeGame() : 204, 2 : FOClient::ReloadScripts : Game.
Signature<InvHead> not found.
Load scripts complete.
Interface initialization.
Load data.
Load sprites.
Interface initialization complete.
Item manager initialization...
Item manager initialization complete.
Hex field initialization...
Hex field initialization complete.
Engine initialization complete.
Network init...
Connecting to server<play.fonline-reloaded.net:2238>.
Connecting successful.
Network init successful.
Auntification success.
Change map...
Get hash of map, pid<288>...Load map<map288> from cache fail.
Engine finish...
Disconnect.
Traffic: send<224>, receive<12917>, whole<13141>, receive real<48744>.
Disconnect success.
Resource manager finish...
Resource manager finish complete.
Hex field finish...
Hex field finish complete.
Sprite manager finish...
Sprite manager finish complete.
Sound manager finish.
Sound manager finish complete.
Engine finish complete.
FOnline finished.

13
Closed bugs / Re: Tent/Load Bug
« on: August 31, 2014, 06:16:34 pm »
I've already done that a number of times, several different hours apart. I often check on these things before creating a thread in a bug forum of any software I use.

I'm far from a technical expert when it comes to games, but since there's large rocks on the map, what I think it happening is it's trying to render the sprite on the map but can't, causing it to get locked up permanently.

14
Closed bugs / Tent/Load Bug
« on: August 31, 2014, 03:51:58 am »
Sorry, new. Probably addressed or some kind of fix, but I've come across a very game breaking bug.

After completing Tent in the Wasteland, I decided to try out my tent to see what it's all about. Found some area out in the wastes. The area had some rocks around, so could be it? I dunno.

Threw the tent, and it faded out to a load image. And it spent a few minutes just loading. Hit escape and was sent back to the main menu. Then tried to load the game, but now in infinite load screen, for instance Vault Boy with "Get Ready."

Again, I'm new so I probably just screwed up. Probably was the area with nearby big rocks.

My current character is named Mordin. If I did just mess up, would it be possible for admins to take me off that map and throw me down into the hub so when I load the game, it'll just load me at the hub? I probably won't have my tent in my inventory, though.

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