Author Topic: GearHead2 v0.430  (Read 2187 times)

Offline Joseph Hewitt

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GearHead2 v0.430
« on: June 22, 2007, 07:52:58 AM »
I've just uploaded GH2v0.430 to sourceforge. It'll probably take some time to propagate out to the servers around the world. This is another one of those outwardly quiet but structurally deep releases... Rest assured, though, that beneath the hood a whole lot of important things are happening.

Here's the list of changes:

- Two new locations, Xianzai Spinner and Gaos Spinner
  Xianzai Spinner is a trading hub in the Free Commerce States. Gaos Spinner is a popular tourist station in the same area. A bunch of new content has been added for each location, but of course more is required.

- Added map editor (maped.pas)
- Pregenerated maps should now work (randmaps.pp)
  The release doesn't include a pre-compiled version of the map editor; sorry. Unlike GH1, the map editor in GH2 is an external program. It's much much more user-friendly than the GH1 version; this doesn't say much. In addition to editing terrain, the GH2 map editor allows the user to add "cells" which will later be used for positioning the map features. Later on the editor will also be able to add doors to a map.

  The map editor is the first step on my roadmap for adding spaceships to the game. Spaceships will be a part of the core story; I'm going to have to overhaul all the COMP_*.txt core story files soon anyhow (to make them use the new SubPlot functionality) so I thought I should add spaceships first.

- Plot initialized with difficulcy rating (mpbuilder.pp)
- Plot rumors may be filtered based on plot state (interact.pp)
- Rumor string formatting changed (playwright.pp)
- Story and global plots may request subplots (mpbuilder.pp)
  This is a major change which isn't yet being used all that much. Basically, instead of a plot being a single monolithic entity, it can now be constructed from a series of parts. The only plot to use this one right now is the bounty hunting mission.

  There are numerous advantages to breaking the plots into smaller units. First, it increases the amount of randomization. Second, the small units are easier to write and maintain. Third, there was something else I was going to say here but it's slipped my mind. Just take my word that it's a good thing.

- Containers may include random loot (gearparser.pp)
  I don't think I've added this anywhere except the thief's hideout, yet. A container in the random scene content file can be assigned a cash value of loot, and a list of loot categories. Random items from the PC_Equipment files will be added when the content is inserted into a scene. I plan to add some new item categories that won't necessarily appear in stores but which will appear in treasure containers.

- RanCon may include door prototypes (randmaps.pp)
  So, you can put custom scripts in rancon doors.

- Requesting "." as element selects current scene (playwright.pp)
- Fixed bug with talking to surrendered NPCs (pcaction.pp)
- Mecha don't have legality levels (services.pp)
- When selecting job, will be shown skills and category (chargen.pp)
- Fixed bugs in quest dungeon assembler (navigate.pp)
- Added Arena, Park building meshes (glmap.pp)
- Added video game, vending machine meshes (glmap.pp)

Try it out and let me know what you think. I'll start a thread soon detailing my plans for spaceships, but not tonight since it's late and I think I may be losing coherence.

Offline Erathoniel

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GearHead2 v0.430
« Reply #1 on: June 22, 2007, 02:57:45 PM »
I feel embarrassed. It wasn't BitTorrent or iTunes, it was clicking too quickly. Oops. Ah, well. That could go in the readme also.

And also, how do I compile GH2 SDL (or GH1 for that matter)?*

*Despite the pain it causes me to swallow my pride and ask.

Offline Epsilon

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GearHead2 v0.430
« Reply #2 on: June 22, 2007, 03:39:14 PM »
Maybe there was a workaround for this a while ago and I forgot it, but whenever I move (weather via numberpad or arrow keys), I'm always running. Also, stuck in turtle mode despite me selecting Roguelike as my movement preference.

Also, can you slow down combat? Any fight with more than me and an enemy, and I don't know who's shooting who or why or oh my god my leg's blown off WHO DID THIS AAAAAA.

Also, for some reason the game's telling me that there's nothing interesting in some named buildings. I need to get in there to finish my quest and get my reward!

Also, if you're a Silver Knight, don't you get to select a special Buru Buru variant at the start? All I could pick was the regular boring one.

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #3 on: June 23, 2007, 01:52:24 AM »
Erathoniel- oops. I should change the opening menu so that clicking outside it won't close the game. Now that I think about it, that's a pretty dumb way to run things anyhow.

How to compile: You need the Jedi-SDL library. It's best to download it from CVS, but you can also get it from their SourceForge page. Install it, then you have to edit your FPC config file so it can find the Jedi-SDL directories. This is probably something that should be added to the wiki since it's a pretty involved process.

Epsilon- The running problem was mentioned by you before (here). I can't find any mention of a solution, unfortunately... Searching in my notebook I see I did add it to a to-do list a while back, but since then it's slipped my mind. Sorry.

Try pressing "r" to switch between running/walking mode, and see what it says. It may be that for some reason the game starts in running mode on your computer. Also see if it happens in isometric mode (see below), and whether or not pressing shift + arrow has any effect on it.

(Usually in GH2 pressing shift + an arrow key will cause you to run in that direction instead of walk. However, this problem was reported before that feature was added, so I don't think it's related.)

One last thing: could you try the ASCII version to see if the same problem happens there? Since you're the one who reported this problem initially, and I don't know if anyone else has experienced it, it sounds like it could have something to do with your computer or configuration.

To change from turtle mode to classical movement, activate ISOMETRIC in the config file or switch to isometric mode from the in-game settings menu. To slow down combat, edit the config file and increase ANIMSPEED.

Named building problem- I think the problem here is that you're at one of the "hanging points"; you've completed what you were sent to do, but the plot thread has taken off in some other direction and won't return to your reward until whatever line it's currently pursuing has been exhausted. This is one situation that will be fixed when I update all the core story components to use the new subplot system.

You should be able to pick the Starwarrior Buru Buru at startup; I'll take a look and see what's up with that.

Offline Erathoniel

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GearHead2 v0.430
« Reply #4 on: June 23, 2007, 09:45:53 AM »
I tried, mot necessarily perfectly, and it says it can't open the include file. I think I have its folder in.

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #5 on: June 23, 2007, 10:09:05 AM »
Ah, yes, I keep forgetting that when I install SDL. You also have to add the include file path to your FPC config. Look for "# searchpath for includefiles" and stick in "-FiC:\FPC\JEDI-SDLv1.0/SDL/Pas", or whatever the path to your Jedi-SDL installation is.

Offline Erathoniel

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GearHead2 v0.430
« Reply #6 on: June 23, 2007, 11:32:02 AM »
Which tab on the top bar is it on? I tried in Options-Directories-IncludeFiles and it isn't working.

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #7 on: June 23, 2007, 11:18:00 PM »
That should be the one. Strange that it doesn't work. I don't know the IDE well since I edit the configuration file manually myself.

Offline draconuszero

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GearHead2 v0.430
« Reply #8 on: June 24, 2007, 09:50:35 AM »
Quoting: Joseph Hewitt
- Containers may include random loot (gearparser.pp)
I don't think I've added this anywhere except the thief's hideout, yet. A container in the random scene content file can be assigned a cash value of loot, and a list of loot categories. Random items from the PC_Equipment files will be added when the content is inserted into a scene. I plan to add some new item categories that won't necessarily appear in stores but which will appear in treasure containers.


I have this feeling that the special loot can range from an Atomic War Club to Monopoly money...

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #9 on: June 25, 2007, 06:59:02 AM »
The special loot is determined by cost, category, and faction. You request a cash amount and set a category of item; the categories are the same ones used for shops. Right now there's a problem in that the loot generator tends to produce huge quantities of junk rather than a smaller number of valuable items; some tweaking needs to be done.

Offline SharkD

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GearHead2 v0.430
« Reply #10 on: June 25, 2007, 05:20:58 PM »
Maybe you should use a squared function to determine the type of loot; i.e., good loot being much more likely.

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #11 on: June 25, 2007, 05:53:35 PM »
I think I'll have to do that. Right now it uses linear weighting.

Offline Erathoniel

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GearHead2 v0.430
« Reply #12 on: June 26, 2007, 10:44:20 AM »
The remove software option for computers includes a computer option, which crashes the game. Additionally, the install button says "You install the software on the computer".

Offline Joseph Hewitt

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GearHead2 v0.430
« Reply #13 on: June 26, 2007, 05:36:50 PM »
I've changed the loot generator; much better results now.

I'll take a look at the computers bug later today.

Offline The Lone Badger

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GearHead2 v0.430
« Reply #14 on: June 27, 2007, 06:28:18 AM »
Quoting: Erathoniel
The remove software option for computers includes a computer option, which crashes the game.

This was in the previous version too. Although only if you had two computers.