Author Topic: GearHead2 v0.410  (Read 2208 times)

Offline Joseph Hewitt

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GearHead2 v0.410
« on: December 24, 2006, 10:44:02 AM »
Merry Christmas! I've just uploaded GH2 v0.410 to the website. I didn't get quite everything that I wanted finished, but I wanted to make a release for Christmas so here it is.

Note that RPG and Arena campaigns from previous versions are no longer compatable. Characters are fine, though, so just export all your pilots and start again.

Here's the list of changes:
- Added Tool gears (ghswag.pp)
 A tool can give you a bonus in any non-combat skill. Both Performance and CodeBreaking require tools; the tool can be either equipped or kept in your backpack. For other skills, the tool must be equipped in order to have an effect. A number of interesting tools have been added to the equipment file. I hope you enjoy them.

- Added personal computers and computer stores
- Added Concert,ifGHasSkill ASL commands (arenascript.pp,minigame.pp)
- Performance skill has been reworked (skilluse.pp)
- Scene description is quotestringed (playwright.pp)

- Added Harness gears (ghguard.pp)
 A harness can be equipped on one of your limbs. They can contain computers, power sources, and weapons.

- Increased experience rewards for skill use (action.pp)
- May select character colors during creation (chargen.pp)
- All quest-related gears may have quest rumors (interact.pp)
- Added multiple tile sets (locale.pp)
- Removed unused ROOM parser command (gearparser.pp)
- Many unnessecary terrain types removed (locale.pp)
- Cash earned and repair cost now displayed after arena mission (gh2arena.pp)
- Characters joining arena unit reimbursed for lost mecha (gh2arena.pp)

- Arena units must now be affiliated to a faction (gh2arena.pp)
 When you start a new arena unit, you choose a faction. At this point in time the faction doesn't make any real difference- all factions get the same missions, can buy the same mecha, and can hire characters belonging to different factions. This will change in the future.
 For right now, the only real effect of a unit's faction is when creating a character from the ArenaHQ menu. The character generation choices will be constrained so the generated character will either belong to the unit's faction or will not have a faction at all.

- Reworked arena mode mission handling (gh2arena.pp)
 Instead of randomly being given a mission each time you press "enter combat", the arena unit now has a list of missions to choose from.
 In the future, the missions available will be filtered based on the skill level of the unit and the faction they belong to. For right now, all factions are given the same missions. When more missions have been written + tested, then I can split them up for the different faction types.
 If anyone would like to try scripting some arena missions, that'd be great. We could start a thread about it.

- Can now create pilots from ArenaHQ menu (gh2arena.pp)
- Fixed a bug with missile ranges (ghweapon.pp)
- Character generation can be limited by faction (chargen.pp)
- Sell item price lowered in arena mode (gh2arena.pp)
- Improved the transfer items menu (backpack.pp)
- Fixed exploitable jumping bug (action.pp)
- Fixed problem with winning the game/exporting characters (navigate.pp)
- Split building textures and bitz from terrain image (glmap.pp)
- Tile drift happens in microgravity (action.pp)
- Terrain destruction will not start fires in a vacuum (effects.pp)
- No benefit from wings in a vacuum (movement.pp)
- Replaced enviro_fx strings with environment data (movement.pp)
- Fixed module install bug (backpack.pp)
- Two new portraits that I'm not really happy with, but I think I'm getting better at shading.

So those are the changes. I didn't get around to doing a few of the things I said I would (Mech.Eng hasn't been de-gimped yet, for instance), but I did do quite a bit. Now if you'll excuse me it's time to go slip into a coma.

Offline macksting

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GearHead2 v0.410
« Reply #1 on: December 24, 2006, 11:27:13 AM »
"- Terrain destruction will not start fires in a vacuum (effects.pp)"
Almost a pity, really. Fire in vacuum is an old movie/anime magic tradition, as I recall. However, it's setting appropriate to have this be as you have made it.

"- No benefit from wings in a vacuum (movement.pp)"
Wow. Now that's diverging from anime as I know it. :)

Offline Epsilon

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GearHead2 v0.410
« Reply #2 on: December 24, 2006, 01:39:58 PM »
Character movement is still set to turtle no matter what options I set in the .cfg file. In addition, bumping into characters in menu control dosen't engage conversation, and I can't seem to turn outside of menu mode.

EDIT: I appear to be able to turn but now with the number pad. Is there a reason straighforward numperpad/roguelike control won't work in GH2? Am I missing a .cfg option?

Offline Theo Koutz

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GearHead2 v0.410
« Reply #3 on: December 24, 2006, 03:49:44 PM »
The new character portraits look nice, BTW.

Offline SharkD

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GearHead2 v0.410
« Reply #4 on: December 24, 2006, 06:47:42 PM »
Quoting: macksting
Wow. Now that's diverging from anime as I know it. :)

I wonder if anyone will ever make an anime that tries to be realistic?

Offline Joseph Hewitt

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GearHead2 v0.410
« Reply #5 on: December 24, 2006, 07:24:59 PM »
Quoting: Epsilon
Character movement is still set to turtle no matter what options I set in the .cfg file. In addition, bumping into characters in menu control dosen't engage conversation, and I can't seem to turn outside of menu mode.

EDIT: I appear to be able to turn but now with the number pad. Is there a reason straighforward numperpad/roguelike control won't work in GH2? Am I missing a .cfg option?

I don't know why you can't turn. What kind of keyboard are you using? Have you remapped the movement keys? Have you installed the SDL version on top of a previous ASCII version or vice versa?

I know about the menu issue; I haven't updated menu control for GH2 yet and it may not fully work. I'm planning to do some major changes to it sometime in the future.

The GH1-style roguelike control can be activated by switching to isometric mode. Currently there's no way to activate it in perspective mode. I should add that.

Offline macksting

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GearHead2 v0.410
« Reply #6 on: December 24, 2006, 07:39:25 PM »
Quoting: SharkD
I wonder if anyone will ever make an anime that tries to be realistic?

Omoide Poro Poro is a good bet for that. Depending on your criteria for realism, the Ghost in the Shell materials might qualify. They make significant nods toward realism, or at least verisimilitude, in a few matters.
I'm sure I've seen series with remarkable levels of verisimilitude, but right off, none come to mind.

Offline Epsilon

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GearHead2 v0.410
« Reply #7 on: December 24, 2006, 08:37:45 PM »
Quoting: Joseph Hewitt
I don't know why you can't turn. What kind of keyboard are you using? Have you remapped the movement keys? Have you installed the SDL version on top of a previous ASCII version or vice versa?

I know about the menu issue; I haven't updated menu control for GH2 yet and it may not fully work. I'm planning to do some major changes to it sometime in the future.

The GH1-style roguelike control can be activated by switching to isometric mode. Currently there's no way to activate it in perspective mode. I should add that.


A: I finally managed to turn by assining tke keys to... k and f? Weeeird. It worked fine before. I use a Wolf Claw II FPS keyboard with a little number pad USB doohicky attached. It just reads as a standard driverless USB keyboard, the only difference between it and my previous keyboard is there's a secomndary keypad on the left for FPS games. I do all installs of GH2 as clean installs in new folders.

B: Control's very important IMO. Nothing frustrates me more than not being able to do something. I've put maybe 1% of the time I spent in GH1 into GH2, not because it's lacking features, but because the controls have been... lacking.

C: Also important.

D: This runs just as quickly as the last release, so whatever you did to improve speed is still holding up.

E: Any chance on a new release of GH1 with some of GH2's new doohickies? Or is GH1 "finished"?

Offline Joseph Hewitt

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GearHead2 v0.410
« Reply #8 on: December 24, 2006, 09:58:43 PM »
If it worked before but doesn't work now, I don't know what the problem is. You could try assigning the number keys to movement (as is done in ASCII mode) and playing with NumLock on. Have you been copying the same config file between installations? If so, try deleting the direction key bindings and running the program again.

I will get to work on the menu mode update soon. What other interface changes would you say are vitally needed?

E: Some of the doohickies are being added to GH1 as they're added to GH2. The current version of GH1 has the following changes:
- When cycling weapons, only weapons of appropriate range used (gflooker.pp)
- Fixed problem with tactics mode start trigger (arenaplay.pp)
- Characters indicated at start of tactics turn (arenaplay.pp)
- Fixed exploitable tacticsmode bug (arenaplay.pp)
- Jack of All Trades can now use repair skills (pcaction.pp)
- Burn status effect now has constant rate of diminishment (arenacfe.pp)
- Area effect weapons do full damage against metaterrain, props (action.pp)
- Attacking drones should not give villainous reputation (locale.pp)
- Fixed lancemate chatting in mecha bug (aibrain.pp)
- Lancemates may not learn new talents (pcaction.pp)
Most of these were also done in GH2.

I should probably make a new GH1 release soon.

Offline macksting

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GearHead2 v0.410
« Reply #9 on: December 25, 2006, 01:06:06 AM »
No talents for lancemates?
That makes me a sad panda. Might I ask why?

Offline SharkD

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GearHead2 v0.410
« Reply #10 on: December 25, 2006, 01:13:21 AM »
You're welcome to use my sprites as well as the diff files from my site in the next release.

Offline Joseph Hewitt

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GearHead2 v0.410
« Reply #11 on: December 25, 2006, 01:48:31 AM »
Quoting: macksting
That makes me a sad panda. Might I ask why?

Because there were too many talents that just don't work with lancemates, and also because allowing the PC to select talents for lancemates makes them less distinct as individuals. Instead, each lancemate will now come pre-loaded with a number of talents.

Quoting: SharkD
You're welcome to use my sprites as well as the diff files from my site in the next release.

I've incorportaed some of the patches already.

Offline macksting

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GearHead2 v0.410
« Reply #12 on: December 25, 2006, 09:54:12 AM »
Can pets gain talents? If so, could lancemates gain them the same way?

Offline Epsilon

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GearHead2 v0.410
« Reply #13 on: December 25, 2006, 10:24:12 AM »
Quoting: Joseph Hewitt
I will get to work on the menu mode update soon. What other interface changes would you say are vitally needed?


Stats on the main screen. Somewhere. Maybe in a bar above the message section? I did really like Gearhead's fraim interface, but I understand why you don't like it. Maybe if you put all the information at the bottom, to give it a "widescreen" look?

I use fresh .cfg files. It dosen't help that when I first looked at the .cfg file all the movement keys were bound to boxes and forte signs and other weird characters.

Offline empath

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GearHead2 v0.410
« Reply #14 on: December 25, 2006, 04:05:01 PM »
Quoting: Joseph Hewitt

I should probably make a new GH1 release soon.


But-but-but....I just got started with GH1 yesterday, and I haven't even had a chance to peruse over the source yet!  ;)


Meh, do what you feel is best, and I'm glad to find a project here that's not abandoned. :D