Haven 2.0: "Hafen"

General discussion and socializing.

Re: Haven 2.0: "Hafen"

Postby Oddity » Mon Aug 25, 2014 9:27 pm

http://pastebin.com/pMg3jbZe

#haven wrote:(11:22:12) <Raffeh> hey, anyone know of a ETA that the server might be back ?
(11:38:59) <loftar> I'm looking at it.
(11:39:04) <loftar> But it's... weird.
(11:40:58) <ramones> loftar, does weird mean its server error or?
(11:41:36) <loftar> I mean I can't really tell why it crashed.
(11:41:40) <loftar> The stack seems corrupt.
(11:42:00) <ramones> I don't like the word corrupt :D
(11:42:15) <loftar> The stack does not mean the world.
(12:11:56) <loftar> For the record, the weirdness was because I had upgraded libc, which confused gdb, as it read the symbol table from the upgraded version while the server used to old version.
(12:12:33) <loftar> But no, I didn't quite figure out why it crashed.
(12:12:47) <loftar> There was something weird with a raft, but I couldn't figure out what had caused the weirdness to begin with.
(12:13:21) <Tonky> so it could possibly be an intentional crasher going on?
(12:13:39) <Tonky> intentional meaning some kind of mal intent from player side
(12:13:40) <loftar> Hardly. It happened when the server was freeing a map, which is an event that can't be triggered.
(12:13:53) <Tonky> i see, so it was just a co-incidence?
(12:13:59) <loftar> Most likely, yes.
(12:14:02) <loftar> I'm going away to Jorb to work on Haven, so I can't stay. :)

Hooray!
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
User avatar
Oddity
 
Posts: 1979
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: Haven 2.0: "Hafen"

Postby jordancoles » Mon Aug 25, 2014 9:30 pm

Jorb is now a vacation destination
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Haven 2.0: "Hafen"

Postby Kaios » Mon Aug 25, 2014 9:31 pm

jordancoles wrote:Jorb is now a vacation destination


I thought that was strangely phrased as well
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Haven 2.0: "Hafen"

Postby Repercussionist » Tue Aug 26, 2014 6:21 pm

jordancoles wrote:Jorb is now a vacation destination


Offering 10 pearls for one ticket to Jorb-adise.
Zen always wins.
~K~
User avatar
Repercussionist
 
Posts: 262
Joined: Tue Aug 10, 2010 2:35 am

Re: Haven 2.0: "Hafen"

Postby LadyV » Tue Aug 26, 2014 6:40 pm

Repercussionist wrote:
jordancoles wrote:Jorb is now a vacation destination


Offering 10 pearls for one ticket to Jorb-adise.


But its world 7 he does'nt want pearls. :lol:

jorb wrote:Blood for the blood God.

User avatar
LadyV
 
Posts: 3114
Joined: Wed Jan 25, 2012 2:34 am

Re: Haven 2.0: "Hafen"

Postby Oddity » Sun Sep 07, 2014 2:50 am

loftar says a few things http://pastebin.com/q17gYDyP

Image

#haven wrote:(16:09:13) <Oddity> Been doing dev with jorb lately?
(16:11:40) <loftar> For what it's worth, there are now bunnies in Haven again. :)
(16:11:41) <Bergzwerg> you mean in hafen/
(16:11:41) <loftar> No, I mean Haven since that's what it's called. ^^
(16:12:08) <loftar> I might use Hafen when there's any doubt as to whether I mean the current Haven or the rewrite, but in this case, I don't think there was any such doubt. :)
(16:12:16) <loftar> Yes
(16:12:24) <Bergzwerg> but, it's hard to distinguish then
(16:13:49) <Bergzwerg> loftar, so, bunnies are only worth talking as a progress of 4 months?
(16:14:24) <loftar> Nah, we've been adding stuff here and there, of course.
(16:15:13) <loftar> But nothing of it is particularly huge in and of itself. It's mostly the kind of small stuff that goes into a game, like a new tree here or a waterskin there or whatever.
(16:18:30) <loftar> We have gone through some UI appearance changes also, for what that's worth. :)
(16:18:31) <loftar> http://www.dolda2000.com/~fredrik/hafen/pss/ui-1
(16:18:56) <deus> you better have an 'original ui' option
(16:19:05) <loftar> Of course not, silly.
(16:19:08) <Bergzwerg> looks nice
(16:19:21) <Bergzwerg> maybe a bit fancy
(16:19:26) <deus> overdone
(16:19:26) <loftar> I trust the client modders will be all over the client to uglify it anyway. ¦]
(16:20:11) <loftar> You're overdone.
(16:20:55) <Bergzwerg> we have stockpiles now?
(16:21:01) <loftar> That's not news, though.
(16:21:36) <Oddity> When may I see bunnies!?
(16:21:42) <Oddity> in Hafen
(16:22:30) <loftar> Well, if you just want to see the sprite, there is one on the old Christmas screenshot.
(16:23:35) <Bergzwerg> but it's now more than just a sprite?
(16:23:42) <loftar> Indeed
(16:24:10) <deus> and u can kill it?
(16:24:17) <loftar> u canz
(16:24:31) <deus> drink its blood?
(16:24:36) <loftar> Not with any combat system, though, but through catching it and wringing its neck.
(16:24:43) <loftar> Not yet, but that's probably coming.
(16:24:58) <deus> vampirism?
(16:25:03) <Bergzwerg> why would you do that
(16:25:07) <loftar> We have also started producing some ideas on an actual combat system.
(16:25:14) <deus> such as?
(16:25:21) <loftar> Well, blood itself could be good for a lot of things apart from drinking anyway. :)
(16:25:33) <loftar> Like black pudding or what not.
-
(16:28:44) <deus> also whats combat going to be like
(16:29:44) <loftar> There is, as always, the risk that even if I mention any of our ideas at this point, we'll just overturn it completely by the time we get to it. ^^
(16:30:24) <loftar> Well, it is at least probably going to be kind of like the current system.
(16:30:30) <loftar> As opposed to Salem's system, for instance.
(16:31:14) <loftar> One of the primary changes we're playing with is to change the "availability" of individual attacks, so to speak.
(16:32:48) <deus> can u make it less stat based
(16:33:05) <loftar> That's mostly just a question of quantitative balancing though, deus.
(16:33:14) <loftar> There are no qualitative changes necessary for that.
(16:33:31) <deus> do u get to play any other games?
(16:33:39) <loftar> I'm not sure how to summarize the ideas we're considering, though...
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
User avatar
Oddity
 
Posts: 1979
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: Haven 2.0: "Hafen"

Postby borka » Sun Sep 07, 2014 3:00 am

ty Oddi!

btw. the image is the linked ui from transcript

Loftar wrote:I trust the client modders will be all over the client to uglify it anyway.


:D

Interesting the different direction of logs ...
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: Haven 2.0: "Hafen"

Postby Xcom » Sun Sep 07, 2014 7:31 am

What I still don't get is how stockpiles are supposed to replace the conventional blocks in signs, would this mean we cant fill signs with materials at all until we are building them? Also why make things more difficult by giving us even less space then the current 100 blocks per sign. I really hope there at least exists a larger version of stockpiles. Somehow it feels as if the game mechanics are regressing instead of advancing.
User avatar
Xcom
 
Posts: 1105
Joined: Wed Dec 14, 2011 1:43 pm

Re: Haven 2.0: "Hafen"

Postby jordancoles » Sun Sep 07, 2014 8:51 am

Lord of war continues to ask pointless questions and be an annoying shit. We could have gotten some actual answers about combat if he wasn't throwing the conversation around
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Haven 2.0: "Hafen"

Postby jordancoles » Sun Sep 07, 2014 8:52 am

Xcom wrote:What I still don't get is how stockpiles are supposed to replace the conventional blocks in signs, would this mean we cant fill signs with materials at all until we are building them? Also why make things more difficult by giving us even less space then the current 100 blocks per sign. I really hope there at least exists a larger version of stockpiles. Somehow it feels as if the game mechanics are regressing instead of advancing.

To put items into a signpost, you have them in your inventory and you build them in from there instead of loading the signpost to full and then building.

Stockpiles allow you to store them without building them in, like how signposts currently work

Basically stockpiles are to avoid the ugly sign spam that the world faces over time
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Ahrefs [Bot], Amazon [Bot], Claude [Bot] and 5 guests