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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. If only we knew of some instance of a game in development which did not release... And, thank goodness. I was pretty sure I was going to be getting my VS card revoked, because I've spent a crapton of hours lately in No Man's Sky getting caught up on its updates. And I've got minor updates in Manor Lords and Ostriv to catch up on, plus a major on Going Medieval. And Lord knows how many others. I have a couple thousand games in my GOG library alone, and, way too many of them have not even had a single minute of playtime. I tried Rebel Galaxy the other day; I need to get a little better at it to even form an opinion, but so far it's kind of a naval broadside take on space games.
  2. ..he said, oblivious to the irony. As always in discussions of late, how do you know what was going on in the minds of those making the decision? Can't it be true that he's helping friends and it's a good business decision? Personally, I think it is a good decision, as I see the massive sales of fantasy adventure-type games, particularly those with a more cartoony art style.
  3. No. That is what you believe. To put it in your phraseology, you have been domesticated by your government to expect things that were not agreed to. I dropped it before, but you don't seem to understand the difference between the terms of the agreement and what a court in your jurisdiction might rule about those terms. Those terms constitute evidence of a "meeting of the minds"; your purchase and their issuing a key to the game is evidence of bilateral acceptance of those terms.
  4. Hmm. Never wanted to do that before. I've got shortcuts to about 50 different instances in my VS directory, and the version and group and/or modlist is in the shortcut name, so I can't get into the world without deliberately choosing the version. Don't trust the Wiki. People mean well, but it's hitting a moving target. Try .chb [EDIT] Once you get that, try something like /help info
  5. How would this be different than just quadrupling the size of a seraph and the other entities? At least that solves the drops problem.
  6. Fires can be lightning, assuming that's enabled, but @CastIronFabric is spot on. Regardless of the answer, create/change your password. You need to give more information if you want more help. Mods, at the very least.
  7. Looks like it took them a bit. The decision to freeze the minetest game was not made until July 2020. I assume they waited until then to unbundle game and engine. I should look into it a bit more. If I ever find enough time to get involved with yet another game. I'm still not caught up on VS release candidates.
  8. Yes, and that's what minetest was!!! What can't you understand about that? That's what they were struggling with, because they did not want that engine to only ever be minetest. As the name suggests, it was a test case for a minecraft-like implementation on a more generalized game engine. Their decision was to remove the minetest code from the engine download, and make you find the original game in their ModDB. Or maybe they went with GameDB. I don't know how that all turned out. Because of how they structured themselves, it meant that no game ever "shipped" complete -- you had to download both and engine and a game. Which I thought would probably be too confusing. Not why I left, but about the same time.
  9. That's very true. Only you have the specialized knowledge of what you find to be good and bad points of the game. Thus the value of player feedback. That does not need to be an endless repeat of the same points. Sometimes I'm guilty of that, too. I try to refrain, only repeating myself when I think my interlocutor has misunderstood my point, but I'm human. *Shrug*
  10. But that's exactly what minetest was. Just a standard voxel game, similar in structure to VS, but coded in Lua rather than C#. When I parted ways, the core group (typically a bad organizational structure; minetest was no exception) was contemplating pulling all their game code and bundling it into what VS is evidently calling a "mode", which is a little confusing, because so far "mode" uses the same assets, just different settings. Yes, I think it's going to involve the use of a few more directories. I also think that is going to be transparent to the user. That's just a part of being EA -- you have to be a little accepting of works in progress. If you are not, maybe EA is not your thing.
  11. That is a way culture has evolved which does not typically have good outcomes. Hayek called it the local knowledge problem, that unless you are intimately involved, in the smallest details, you cannot rationally make a good decision. Or as we put it when I was a kid, before you criticize a man, walk a mile in his shoes. Because then you are a mile away. And you have his shoes.
  12. Kinda reminds me of that old Burt Reynolds flick, The End.
  13. This was an aspirational goal with minetest back when I was submitting hundreds of PRs for it. It looks as though they reached more or less that point , and renamed themselves Luanti. Incidentally, lots of the same discussion came up there, and I ended up walking away because some people got positively vitriolic about insisting no one produced games this way.
  14. It depends on what those 15 are.
  15. Easiest way to avoid this whole thing is to play without the silly map. You only notice straight lines from a few particular vantage points, like relatively high elevations near the end of one of those lines, and arcs are very tough to see from anywhere unless you ladder up to high-elevation clouds.
  16. Oh, yeah, caves cut through fireclay, too. Like many others, I used to actively avoid caves because of the spawns and the falling damage, so that's another thing I don't suggest. Then I set my mind to practicing caving, and found it's not all that hard so long as you avoid doing it on high rift days. Even then, so long as you don't insist on placing/retrieving torches or investigating every ruins you encounter. That's what lets the spawns build up to difficult levels. I still don't turn down the chance to scope out deserts, though. The little grassy patches here and there seem to have a higher concentration of crops.
  17. I wouldn't say I actively seek out fireclay, it's more of an opportunity thing. If I'm in bauxite gravel, heck, yes, I'm keeping my eyes peeled. There's quite a lot there; it's just in small deposits now. Never stumbled on a large- (used to be regular- ) sized deposit. They may be mythical. But even if I didn't find fireclay, I still collected several stacks of flint, so it's kind of the same thing.
  18. That is the standard paradigm, yes. Is it right? Maybe. Time may tell. All the late discussion of IP has me wondering. For example, I could not fork it without making substantial changes, which means whatever some judge thinks it means. But, if I were to develop something based on it, and direct you to Anego to download the engine, everything is peachy-keen. And from a community point of view, I would actually like to have some button to "Browse Other Anego Engine Games". I'll never have to fiddle with sound or graphics or anything else, because once I have the engine set up correctly, I'm done. No fiddling around trying to get inventory mapped to the key of my preference, it just defaults to whatever my Anego engine settings are.
  19. Their developers obviously are operating under a different vision. Anego might ultimately have to go that route, too, because player bias is for the familiar. I think it would be unfortunate to have foreclosed on what, to me, seems a no brainer in terms of good ideas. But I'm just one player.
  20. Or... just hear me out, place a screen one level earlier in the Anego engine where you select the Game, then select the Mode, for those games that have modes? Granted, that means the mods directory in the base game install directory should no longer be used for user-level mods, but that's what the plaintext file in that directory already says. If that directory housed ONLY games or game modes, it accomplishes the same end, but minimizes hassles keeping the engine updated. (Not during EA, obviously. It has to be updated whenever any one of the supported games updates their game that changes something in the engine. This is why the engine/gameplay that @Katherine K mentioned is so important. Presently there are no .dlls (that I know of) in the assets directory, just .jsons. The vision at present seems to be to code most functionality into the engine, and have the game assets be a glorified, massive set of config files. And, frankly, there's a lot to like about that. Look at the file sizes of the basic game (in the install directory). Most are measured in kB, only two in mB, and those both are around 2. The uninstall is the biggest thing in that directory!
  21. Oh, that's cool. Saw a lot of other interesting things on her page. Channel. Whatever. Watched a few, will watch several more when I get the time.
  22. That's how another voxel game that I was very involved in the development of dealt with it, too, though Lua instead of C#, so it wasn't even compiled at runtime. It ran into issues with execution speed, like you would expect of any interpreter-based language. I doubt it would be able to handle the workload of VS.
  23. Nice find, @Krougal! Does that do chiseled blocks too? I don't think it used to, and I don't see anything in that build that was chiseled. But maybe it does. Is that how the BetterRuins stuff was created?
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