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Approaching a build  XML
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TheDruidXpawX

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I think barring a major issue that sometime today we're approaching a test build.

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Moof

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Squee! What's the process from here?

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TheDruidXpawX

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Ok, based upon the number of things I'm tweaking, obliterating, and otherwise reapiring, we probably wont have a build today.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
BotFodder

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TheDruidXpawX wrote:
and otherwise reapiring 

If you get around to it, fix your spell checker.

I'm glad someone decided to just do it. What you've laid out (even though it might not 100% work yet) is a lot more elegant than what I would do. I'll see where things are when I get home from work; I'll get it to compile and then start working on converting DruArtLoad over. If that compiles, I'll start poking around at one of the other three (I think there are four death related abilities - I'm sure I'll figure it out eventually).

I tell you, 201's not only going to look a lot different to the players:

  • Keybindings
  • New artifacts
  • Fixed Loaded Weapons SG and AR
  • No more Denial based SG/AR collections - 1 per customer!
  • No Pinata

    on the backend, it's going to be a lot different, too! But I think the delay will be more than worth it.

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    Moof

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    + Medic Awareness. I just committed it.

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    BotFodder

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    I think it's ready.

    In case you missed it or forgot about it, you might want to review Szlat's post about the keybindings changes for the .int file

    Oh and also do whatever you are planning to do about the artifact limit now that Pinata will be fixed.

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    Szlat

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    Well done BotFodder. You have done a good job resolving the loose ends.
    Szlat

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    It's going to be difficult to produce a list of the changes - I certainly can't remember them all.
    Moof

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    Let me run a diff on 200 and CVS. One sec.

    Edit: Heheheh. Never mind.

    Deleted:
    AdjustCost.uc

    Files that are unchanged:
    DruidAmmoRegen.uc
    FreezeConditionMessage.uc
    GhostUltimaCharger.uc
    LoadedInv.uc
    MutRPGHUD.uc
    NullEntropyConditionMessage.uc
    ScoreFix.uc


    There are 86 files that have been changed, and 87 new. Everything else. So, we're going to have to just compile a list the old fashioned way.

    (Should this really be v201? )

    Moof, Scholar of Ni

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    Moof

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    Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me?

    Example: shield regen. It says it regens shield at 1 unit/second. It appears to do so, kinda. But it has 15 levels?

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    Szlat

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    A lot of the Engineer's stuff needs to be balanced. Probably a bit like the medic, I don't know what settings will work best until people start playing with it.

    (And to be honest, I am no where near as good as Druid at getting the balance right. I would change all sorts of things, but it wouldn't be the better for it!)

    So, anyway, a lot of the stuff is configurable, to help in the getting balanced. As such, it is very difficult to write a description that is accurate, when the configuration can be changed in the ini file. For example, shield regen has two config settings
    Code:
          ShieldRegenRate=1.0
          RegenPerLevel=0.2
     
    Work out the AbilityLevel*RegenPerLevel, and choose the max of that and ShieldRegenRate, and thats how much it regens in a second. Druid's initial comments were about regening 1 every 3 secs, but that is way too slow. I would prefer it much higher.

    So what do you put in the description?

    But yes, 15 levels - to regen back to between 10 and 150 shield.
    Szlat

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    Moof wrote:
    Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me?  

    They probably are. I knocked them up, but they will need input from the rest of you as to exactly how they should perform. I don't consider that they are in a perfect state - just a starting point to get what we want.
    Lets try them out, and tweak them until we are happy.
    Moof

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    Szlat wrote:

    Moof wrote:
    Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me?  

    They probably are. I knocked them up, but they will need input from the rest of you as to exactly how they should perform. I don't consider that they are in a perfect state - just a starting point to get what we want.
    Lets try them out, and tweak them until we are happy. 


    K!

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    BotFodder

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    Here's the list of things I know I had a hand in, either by finding bugs, patching bugs, or discussing the situation with Dru:

    Poison fixed (** not ^).
    Reflection fixed (** not ^).
    Loaded Weapons: SG/AR fixes.
    Denial: SG/AR fixes; conversion to RPGDeathAbility.
    Ghost: conversion to RPGDeathAbility.
    Ultima: conversion to RPGDeathAbility.
    Loaded Artifacts: Pinata fixed; conversion to RPGDeathAbility.

    And minor fixes (mainly compile bugs) to:
    MutDruidRPG
    DruidAdrenalineRegen
    RPGClass
    ClassAdrenalineMaster
    DruidRPGGameRules
    ClassWeaponsMaster

    Basically, I'm "Does it Compile?" Guy, Death Guy, sometimes Spawn Guy.

    Szlat is: Mr. Engineer, Keybind Guy, (new) Artifacts Guy. I really couldn't list out what you did, which is sad, because these sentences don't really do justice to what all you did entailed. Of the 87 new classes, I'm betting at least 70 of them are yours, if not closer to 80.

    Moof fixed/rewrote Vampire, created Medic Awareness ... anything else? You did get to the game a little late this time around ... and you got hung up on Ghost's annyances, which isn't the easiest code to grok in the mods ...

    Dru got the whole "newbie boost" and Rules/DeathAbility things started. Not to mention got CVS running, yanked adjustable costs, upgraded ... well, everything.

    I know I missed stuff but I think I got a lot covered.

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    Moof

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    Vamp now is smoother (to players) and doesn't spawn a bajazillion markers (to us), and Szlat got it to work while in vehicles.

    I put in Medic Awareness as well.

    Then we have proposed changes to Ghost, but that's for another build. I'll also be assisting Szlat, if he needs it, with Engineering.

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