I added some cool stuff to the device control system this month, like this diagram overview of connected nodes. I also cleaned up a lot of the backend code for it so inputs and outputs show properly. I also added a logic gate for easier comparison checks.
We had a week of high player counts (comparatively), and the apartments started to run out. I made these temporary apartments when the regular ones are starting to run thin. They are instanced outside of the regular world, so in theory it can support any number of overflow slots.
In case this happens again, I'm prepared for it. They're mostly meant for you to get somewhere to live until regular apartments become evicted. They're tiny, and don't really provide much for customization.
NPCs in your shop will now queue, instead of just singular customers walking in every now and then. If they're standing waiting for too long they'll get annoyed and leave.
Due to the mentioned influx of players, I really had to make an admin panel, it had been on the todo list for a very long time.
Of course regular players never see this, but I thought it turned out quite good. Allows me to restore props in apartments and businesses separately from a full database rollback, and various other actions.
For a long time there's been an issue of the player being able to lift very heavy objects, and without it they wouldn't be able to move things like the air hockey table at all. Now you instead push and pull objects when you're not strong enough to lift the entire thing.
I made this a forced mode of interaction on some entities like the trolly, so it can be properly moved around.
Now the farming pot has a status indicator visible at all times when there's something wrong, not only when hovering it.
It's made up of a dynamic texture that updates when needed, so it doesn't have the overhead of a worldpanel with razor. It's just a sprite that always faces you.
Sorry for the slow updates everyone, I've been taking some inspiration from FP and done some hackweeks to freshen up my mind. I'm trying to come up with a good way to implement the chemistry system but I'm kinda stuck on it.
These are some of the things I've been experimenting with:Saints Row 2 mount, learning a bit about bindless (mostly ai generated code) Amnesia Mount (abandoned, already in the works at FP, also ai generated)
Sonic Adventure DX mount (abandoned, all object/entity/model/character definitions are defined in compiled c++ code, which makes the mount essentially just a huge list of memory pointers, which is just a pain to work with, also ai generated)
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