Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.
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Fostik
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Re: Game Development: UI Scaling

Post by Fostik »

jorb wrote: If custom client makers do not merge the patches we provide to keep them going on deprecated builds, I'm not sure what more can be reasonably expected.
Nyeh, you guys always blaming custom clients, and breaking them with most changes, like this is most unofficial or gamebreaking thing in the game, but you should understand:
- There are ~90% players using custom clients.
- There are no players that has acquired anything valuable in this game using vanilla client, I mean high stats, dungeons, strong creatures like mammoth, troll, orca, whale, etc.
Entire level of difficulty of the game is designing for players with custom clients, while vanilla is unplayable for most game challenges, unless you are building hermit base 20x20 tiles with fence, and your highest acquisition after month of the game will be killing fox with bow.


Please consider your interaction with custom clients in more loyally way.
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shubla
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Re: Game Development: UI Scaling

Post by shubla »

Don't let the public restrict your creativeness.
I think you should completely drop the support for the "old" client NOW, as you have been warning about it for a long time, and the player count is quite low now so it would be good moment to make the shift.
Somebody will surely make a public custom client if there is high demand for it, that has happened always before. So why not now?
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Ardennesss
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Re: Game Development: UI Scaling

Post by Ardennesss »

Agreed, pull the rip cord and kill the old render branch. Also update the session counter by 1 just for good measure.
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Enjoyment_2
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Re: Game Development: UI Scaling

Post by Enjoyment_2 »

jorb wrote: The client source code is open.
private Track[] iaIaCthulhuFhtagn(Skeleton skel) - this "code" you mean?
don't be silly, that's not a code, but crypto script. not sure even loftar understand how does it works, so don't pretend it was just lazy other modders, who broke their clients.
and HH's modder is definitely not the smartest one, but again you massively converse with HH (only) in pm, you sit in their discord, and when loftar asked for help with shutting down server in that discord -there was a bunch of ppl tried to help (with some modders among them), and loftar did nothing until HH's programmer came up and said his words. so c'mon don't pretend you're independent here. you're making siege changes based on private feedback of one man, deeply tied with one faction, and surprisingly that's the faction who have working client and have some magic abilities like "remove enemy's pclaim" (so you need to lie about that ability was added long ago).
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loftar
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Re: Game Development: UI Scaling

Post by loftar »

Enjoyment_2 wrote:private Track[] iaIaCthulhuFhtagn(Skeleton skel) - this "code" you mean?
You're just pulling out literally the most extreme example you can find, where I'm just ridiculing Java for its more retarded features. $10 that you don't even have a real need to look at this code but are just pulling it out to make a strawman argument. I certainly won't deny that I'm writing the code mostly for my own reading rather than that of others, but it's not like that is actually representative of anything.
Enjoyment_2 wrote:and HH's modder is definitely not the smartest one, but again you massively converse with HH (only) in pm
I've been helping any client developer who has been contacting me equally. Citations needed if you want to try and prove otherwise.
Enjoyment_2 wrote:you sit in their discord
To be fair, I would nothing rather than to throw Discord overboard as it is utter cancer as a chat platform, but then people would complain that I'm "inaccessible" instead.
Enjoyment_2 wrote:loftar asked for help with shutting down server in that discord -there was a bunch of ppl tried to help (with some modders among them), and loftar did nothing until HH's programmer came up and said his words
At this point I don't even know what you're talking about.
Enjoyment_2 wrote:you're making siege changes based on private feedback of one man
Are you suggesting we should disregard reasonable suggestions because of who made them?
Fostik wrote:and breaking them with most changes
We almost always announce breaking client changes at least a week in advance with changes to merge, except when it's changes that I can't really predict would break anything. What more do you want me to do? Test all the custom clients against every change and fix them for their authors?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Artemiswhb
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Re: Game Development: UI Scaling

Post by Artemiswhb »

Great job on the update guys! Too bad people like to point fingers at you guys for breaking custom clients while they've been giving a warning way in advance. Instead they should be pointing their fingers at the custom client creators because they haven't done anything to update to the new version. Don't shoot the messenger :roll: Besides, it's their game and they can update what they want, it's not their fault the custom client creators disappeared or just flat out refuse to update.
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KingfishCid
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Re: Game Development: UI Scaling

Post by KingfishCid »

Enjoyment_2 wrote:you're making siege changes based on private feedback of one man, deeply tied with one faction, and surprisingly that's the faction who have working client and have some magic abilities like "remove enemy's pclaim" (so you need to lie about that ability was added long ago).
Enhance
Enjoyment_2 wrote:and have some magic abilities like "remove enemy's pclaim" (so you need to lie about that ability was added long ago).
Enhance moar
Enjoyment_2 wrote:magic abilities like "remove enemy's pclaim"
You wot m8
You're not pulling this out of your ass by chance are you?
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Enjoyment_2
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Re: Game Development: UI Scaling

Post by Enjoyment_2 »

loftar wrote:
Enjoyment_2 wrote:loftar asked for help with shutting down server in that discord -there was a bunch of ppl tried to help (with some modders among them), and loftar did nothing until HH's programmer came up and said his words
At this point I don't even know what you're talking about.
Enjoyment_2 wrote:you're making siege changes based on private feedback of one man
Are you suggesting we should disregard reasonable suggestions because of who made them?
are you kiddin'? I was literally saying you should not, but you're constantly doing it when you listen to only one man (and now you will say "that's because snail is the only one who suggests something about sieges while all others stay silent" - and that's a lie)
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Artemiswhb
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Re: Game Development: UI Scaling

Post by Artemiswhb »

Enjoyment_2 wrote: are you kiddin'? I was literally saying you should not, but you're constantly doing it when you listen to only one man (and now you will say "that's because snail is the only one who suggests something about sieges while all others stay silent" - and that's a lie)
You know, people can have different opinions on things. Something you suggest or someone else suggests that you think is a good idea, might not be a good idea perhaps, karen :)

Plenty of people besides snail and other HH people have suggested things that got implemented, just because your idea didn't doesn't mean he only listens to a single person or a single group.
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Ardennesss
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Re: Game Development: UI Scaling

Post by Ardennesss »

I mean, the real reason they listen to Snail is he's the only person playing the game that is partaking in the current siege system.

Given that however, an intelligent man would draw the conclusion that is because the current implementation of siege is one of the most convoluted mechanics that currently exists - and that itself should be addressed rather than tweaking it to the ramblings of a mad man.

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