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Messages - Otherlander
Swear to hell, it's Steambot Chronicles all over again.
@Peridot: You're right on the money. That being said, you needn't have been trying to spare me the horrors of the terminal (I like the gedit touch, but I prefer nano unless I'm coding, in which case I need the syntax highlighting). (Begin ranting and rambling)
I like the terminal myself. Hell, I've even manually adjusted the cursor width in firefox so that it is the old-style block (and enforced a text styling so that there's never a situation where the block is off-size). I just hate leaving /spare/ terminal clutter, for instance, the only way to run UZBL is from a terminal, from what I've been able to tell (the same solution won't apply here, because UZBL can be run from any directory), which leaves a terminal window lying around waiting for UZBL to die in a blazing fire caused by pulseaudio. So I installed Guake, mainly so I can pack the terminal out of the way (Guake, incidentally, will show up and be responsive faster than calling up a new terminal window, if you're interested, it also has a twin program that is. . . less intuitive (read: crashes on start-up even fresh out of the repository) called Tilda).
Fortunately for you, I've made bash scripts before, so I got the thing done right the first time.
This is not the first time I've encountered this peculiar occurrence with games one doesn't install in Linux, but it goes like this:
When I run gearhead_2d from within its folder (essentially, navigating there in a window browser and opening it up with a doubleclick), everything is fine and dandy. I take the exact, correct, command for gearhead_2d and put it in the menu. When I try to run from there, gearhead_2d makes a show nearly identical to the one put on by gearhead in the previous instance, and then crashes to desktop.
The "show" is a bunch of black window distortions and resolution changes that resolve back to the desktop.
Any idea how I can fix that? I loathe running things that leave evidence in their wake (open folders, dedicated terminal windows, that sort of thing), plus navigating to the folder is much slower than the menu.
I think the whole non-combat aspect could be expanded, on each point, as well as adding in bits that tie the skills together. For instance, say you're making a robot, it could be that you have to assemble them in a sensical fashion to boost the chance the bot will boot, and your skills will help you (maybe add to science and divide by two for each skill) to optimize the robot's programming for various skills. It would also be lovely to not have randomized robot buddies, because I find I just reload if I get a crap bot, if i'm at a level where I can just make a new one anyway. Robots, after all, are the only player-controlled element that are highly randomized in functionality.
Then there's the conversation skills. I find I have a hard time grasping how they even work currently. That said, I'm not sure having conversation and shopping skills separate is entirely necessary, though it does fit into a long tradition of separation (Fallout and its Barter & Speech). More varied conversation would certainly be interesting, with perhaps skill challenges for a boost (e.g. chatting with a repairman, demonstrating your knowledge of the same skills earns respect, lower price, this doesn't have to be an actual minigame so much as a pass an arbitrary check when taking the appropriate option).
There's two cents.
More seriously, I was using that as a demonstration of how awesome it could be. I support this hostile takeover.
You know who climbed into a mech, threw out the pilot and took over?
The same man who goes beyond the impossible and kicks reason to the curb every damn day: Kamina!
I would do that, but for two issues:
This does cause minor slowdown
I genuinely don't have the space. Despite having 231GB harddrive, I'm down to about 70 free, and want to keep it floating high for as long as possible.
That said, I'll see what throwing in some random OpenGL libs can do for it.
Which, to be specific? I have some OpenGL installed, at least (enough to run Dwarf Fort in that mode), do I need libsage2 (OpenGL SDL support)?
And, I would help you on that point if not for the fact my expertise does not lie with any programming languages except rudimentary java (enough to get by on website creation) and I'm learning python and bash in my spare time.
Fortuitously, all of those packages came with my ubuntu install.
Setting up. . .
Okay, so, question:
Can you think of any particular reason the gearhead executable (as opposed to gearhead-2D) generates a black screen which persists until the user performs input, which causes a CrashToDesktop?
gearhead-2d works fine so far, thanks :]
A query - one version of gearhead2 I was using back on windows had an isometric viewpoint which always aimed to be "over the shoulder" of the player avatar. That is, what was in view was always what was in front of you. Currently, the viewpoint remains fixed, and I was wondering if there's a way to set the camera to follow the avatar's orientation currently?
As per the title, I am running gearhead2 off of a repository package in ubuntu. (on the REALLY off chance you recognize me, new computer, and that's why I've dropped out of existence)
And, I can only seem to get it to run ASCII in the terminal, and I'm curious if the package even has the graphical mode.
So, how do I go about getting ahold of graphical mode?
(Postscript to the hardcore ASCII types: Yeah yeah I know)
This one has caused me to mull it over for a while, and I've come up with questions that I haven't been able to find the answers for. They are:
1) Consider this not-at-all hypothetical mecha: Has two arm mounts in addition to two hand mounts. Has a heavy flare cannon in his left hand, with nothing in his right hand, but has a beam bayonet on the right arm mount. The message always displays, as far as I can tell, so it doesn't seem to be telling me that I do indeed have this problem (Ie. I've gotten this message with no other gear equipped).
1a)What are the exact rules to this? Does have anything equipped in any of the other three slots reduce its efficacy? What about the collar mount?
1a-) Following a negative answer to the latter two, what of equipping it on the arm mount? Does equipping it to one arm mount mean the other must be clear? The other hand? Does the penalty cease to apply?
1b) And what if I equip it to the collar/torso mount? Does this no longer apply then?
2) And what exactly is the penalty, be it SF:0 or SF:2 that equips this? I can only assume a hit to accuracy or (in the case of melee weapons) damage, but that does not give me numbers.
So, I'm playing my fresh character. A fairly enjoyable long-ranger (though I was somewhat irritated to discover that you cannot scavenge with an aerofighter. . .).
Anyhow, I've just begun Episode 3, and currently still relaxing in the Episode 2 zone (Rishiri spinner, for this one.) It began after I finished a mission, one which, to my memory, was an arbitrary mission.
I get this message *all the time* when wandering around:
Warning: Script Value +
Context: 1 -1
In fact, this is the four messages I have when I load up the current file:
> Select which file to load.
> Warning: Script Value +
> Context: 1 -1
> You enter Rishiri Spaceport
What does this mean?
How do I stop it?