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noindyfikator
- Posts: 1478
- Joined: Fri Jul 15, 2011 11:10 am
Re: Game Development: Rotating Wolfdog
Great patch, thank you for your work
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Rotating Wolfdog
Love the attention to details and requested features.
I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now. (Posting this just to get comments from anyone who is still stuck using one of the older clients.)Limitless0 wrote:Which resources exactly are these?Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Rotating Wolfdog
This fucked siege btw and I didn't test yet but I suspect navel combat toojorb wrote:
- Knarrs, Snekkjas, Battering Rams and Catapults, should all now refuse movements which require them to rotate into "hard" objects (houses, palisades, war flags, other siege engines, &c), thereby hopefully preventing various shenanigans with overlapping bounding boxes.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Rotating Wolfdog
As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.
It would help if you were to describe in what way it "fucked siege".SnuggleSnail wrote:This fucked siege btw
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Rotating Wolfdog
If you keep supporting this old legacy stuff, seatribe will become microsoft.loftar wrote:As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Rotating Wolfdog
Imagine a world where building 4 things that can only be broken with a ram around a ram, but you can't ram them with the ram because the ram can't rotate. Everybody in our discord called this being the case before the server was even back up. IDK how you guys don't see these things TBHloftar wrote:It would help if you were to describe in what way it "fucked siege".SnuggleSnail wrote:This fucked siege btw
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Rotating Wolfdog
sounds like a case for making soak growth a universal mechanism and making sure you can't just build objects around another object that takes a long time to bash/tools to bash
Queen of a cold, dead land. Caretaker of the sprucecaps.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Rotating Wolfdog
That was the general idea. What did we miss? That being said, in this case, it could be that the better solution is to add a small building exclusion around siege engines.Archiplex wrote:sounds like a case for making soak growth a universal mechanism
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Rotating Wolfdog
Kilns/tarkilns/smelters/crucibles/ovens?loftar wrote:That was the general idea. What did we miss?Archiplex wrote:sounds like a case for making soak growth a universal mechanism
Kilns and tarkilns would be the most spammable/common one you'd see. Probably mostly just as an early-world annoyance
Check out my pro-tips threadDuhhrail 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.

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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Rotating Wolfdog
Sure, but none of those can "only be broken with a ram".
"Object-oriented design is the roman numerals of computing." -- Rob Pike