Game Development: Through a Glass Darkly

Announcements about major changes in Haven & Hearth.
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jorb
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Re: Game Development: Through a Glass Darkly

Post by jorb »

I forgot to mention: We did buff the Potent Rod, Prism and Magnifying Glass. Updating OP.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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MagicManICT
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Re: Game Development: Through a Glass Darkly

Post by MagicManICT »

jorb wrote:I forgot to mention: We did buff the Potent Rod, Prism and Magnifying Glass. Updating OP.
Prism was ok already for a low budget grind character, so thanks for the buff. Other two definitely needed buffs to even get them close to consideration. More passes on curio LP gains, please!! (edit: still not sure if these will be worth it with the changes to glass processing, but will look them over.)
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vatas
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Re: Game Development: Through a Glass Darkly

Post by vatas »

Curiosity buffs:

Prism base LP from 800 to 2000

Potent Rod study time from 22 hours to 11 hours

Don't have recipe for magnifying glass, I assume it requires glass panes. Prism requires molten glass, potent rod any. Neither requires specialized tools in addition to crucible.
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captainmorgan
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Re: Game Development: Through a Glass Darkly

Post by captainmorgan »

TheRussianB wrote:
loftar wrote:
DDDsDD999 wrote:loftar already did that, there's a million posts about how all the custom clients are broken.
That should actually be fixed already, but I have to admit I never did see any posts about it, so I just kind of assumed that everyone had those resources cached and so didn't have trouble with them.

The cause was that I was rebuilding the internal environment to have the new client as the main one, but as part of the process I accidentally pointed the old resources to the new ones.
Glad it's fixed. Most of the posts about it were in The Wizards Tower since people identified it as a custom client issue. Here's an example of one (I was also getting this exception): http://www.havenandhearth.com/forum/vie ... 49&t=69064
It's still broken.
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loftar
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Re: Game Development: Through a Glass Darkly

Post by loftar »

captainmorgan wrote:It's still broken.
Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
captainmorgan
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Re: Game Development: Through a Glass Darkly

Post by captainmorgan »

loftar wrote:
captainmorgan wrote:It's still broken.
Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.
Replaced data folder with one provided by Vatas and problem solved
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MagicManICT
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Re: Game Development: Through a Glass Darkly

Post by MagicManICT »

loftar wrote:
captainmorgan wrote:It's still broken.
Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.
Any way we could make the "discovered" map information cached server side? That way if we lose our local install, we get our discovered maps (and pins!) back? If it needs replacing after data corruption or other loss, then it could be a low priority background process to update so as to keep server costs down if it's a problem.
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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TheRussianB
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Re: Game Development: Through a Glass Darkly

Post by TheRussianB »

loftar wrote:
captainmorgan wrote:It's still broken.
Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.
Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?
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loftar
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Re: Game Development: Through a Glass Darkly

Post by loftar »

MagicManICT wrote:Any way we could make the "discovered" map information cached server side?
If a "discovered" flag were all that the server would store, then that would imply that it would be possible to arbitrarily fetch the latest map data, which I don't think is a particularly good idea.
TheRussianB wrote:Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?
I've been thinking for some time that I should implement import/export of maps, so perhaps this should accelerate that project.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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TheRussianB
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Re: Game Development: Through a Glass Darkly

Post by TheRussianB »

loftar wrote:
TheRussianB wrote:Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?
I've been thinking for some time that I should implement import/export of maps, so perhaps this should accelerate that project.
That would be cool!

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