Game Development: Milling Time

Announcements about major changes in Haven & Hearth.

Re: Game Development: Milling Time

Postby Ukhata » Thu Dec 01, 2016 4:33 pm

loftar wrote:
Ukhata wrote:dont now if this is floating point related or not. but...
i dont think dead horses should float. maybe its a point?

I can't imagine it to be an FP-related bug, since the server only sends 2D positions to the client anyway. Is this really a new phenomenon?


i dont know if it is. i just never saw one float before.
Ukhata
 
Posts: 701
Joined: Wed Jan 29, 2014 9:20 am

Re: Game Development: Milling Time

Postby Ysh » Thu Dec 01, 2016 5:22 pm

loftar wrote:I did change the player character's bounding box slightly (to make it symmetric, which it hasn't been prior to now)

How you can leave such a very good and important change out of notes!
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Game Development: Milling Time

Postby Burinn » Thu Dec 01, 2016 5:23 pm

Ysh wrote:
loftar wrote:I did change the player character's bounding box slightly (to make it symmetric, which it hasn't been prior to now)

How you can leave such a very good and important change out of notes!


You should stealth patch it at some really ridiculous shape for an April Fools joke.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
User avatar
Burinn
 
Posts: 3097
Joined: Thu Aug 20, 2015 11:48 pm
Location: Internet Prison Plotting Her Escape

Re: Game Development: Milling Time

Postby pietin2 » Thu Dec 01, 2016 6:37 pm

Thanks Loftar and Jorb for the great update. Makes my chores eaiser. Maybe u could implement a saw mill one day.
pietin2
 
Posts: 184
Joined: Fri Jan 20, 2012 4:44 pm

Re: Game Development: Milling Time

Postby wafflecat » Thu Dec 01, 2016 9:56 pm

Amazing update! Thank you so so so much :D

Also got a lil bug, might've been noticed by you already-
Image

This is possible to do from the higher side too. Helped me move the logs down actually, but should probably be fixed?

Thanks again!!
User avatar
wafflecat
 
Posts: 260
Joined: Thu Dec 15, 2011 7:46 pm

Re: Game Development: Milling Time

Postby Kaios » Thu Dec 01, 2016 10:19 pm

wafflecat wrote:This is possible to do from the higher side too. Helped me move the logs down actually, but should probably be fixed?


that is unrelated to floating points as it was possible to do before the patch, just weird hitbox magic
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Milling Time

Postby Granger » Thu Dec 01, 2016 10:20 pm

Old bug.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9264
Joined: Mon Mar 22, 2010 2:00 pm

Re: Game Development: Milling Time

Postby Resture » Thu Dec 01, 2016 10:27 pm

Badger aggrod me outside its bubble... luckily I won the fight.... barely. Could this have to do with the new change?
User avatar
Resture
 
Posts: 276
Joined: Sat May 01, 2010 7:41 am
Location: Forest

Re: Game Development: Milling Time

Postby Ysh » Thu Dec 01, 2016 10:32 pm

Resture wrote:outside its bubble

Bubble?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Game Development: Milling Time

Postby Resture » Thu Dec 01, 2016 10:34 pm

Ysh wrote:
Resture wrote:outside its bubble

Bubble?

Custom client the red circle around it.
User avatar
Resture
 
Posts: 276
Joined: Sat May 01, 2010 7:41 am
Location: Forest

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot], Yandex [Bot] and 340 guests