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Author Topic: Bugs, UI issues and Minor Suggestions  (Read 27524 times)

G-Flex

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Re: Bugs, UI issues and Minor Suggestions
« Reply #120 on: August 27, 2011, 06:17:53 pm »

Hullo, and I have one bug from LCS 4.04.0. OK, In every game I have a terrible crime record (500 murders, 30 accounts of treason,ect.), and one day I got captured. I WOULD GET THE DEATH PENALTY NO MATTER WHAT I DID!

Unless you're acquitted, or break out of the courthouse/jail.
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DeathsDisciple

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Re: Bugs, UI issues and Minor Suggestions
« Reply #121 on: August 27, 2011, 06:28:14 pm »


Unless you're acquitted, or break out of the courthouse/jail.

But, all I did was disband the squad. I had no members besides sleepers. It was one day before the trial.
« Last Edit: August 27, 2011, 06:47:53 pm by DeathsDisciple »
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Nyx

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Re: Bugs, UI issues and Minor Suggestions
« Reply #122 on: September 02, 2011, 01:47:18 pm »

Hi,

I wondered about UI if i was the only one buggered by dichotomy of Activate (A)/Review(R) and the need to get back to main screen to switch. I kindof crave for a bit of unification[ Hope i didnt miss the feature if it exists ]

IDEA
Making a shortcut to access activation choice screen directly from member review screen (R / 1 / select one member).
Could also consider using a "case trick" in squad constitution screen - pressing a (lowercase) would command squads constitution and A (uppercase) would bring forth the activation choice - unsure if case handled in lcs.

CODE DONE
I begun tinkering around the idea, came up with simple hack to add working link review -> activate [ and it falls back gracefully on list after ]
 * screencap of modified screen with extra 'A - Activate' option (after R / 1 / select one guy ) : http://deafmute.net/images/lcscap.png
 * activation screen shows normal, selection possible and effective
 * then falls back after choice on http://deafmute.net/images/lcscap2.png (same screen as after R /1)

I guess a couple functions and advice from other players could eventually make it real nice to navigate around the squads/activities and seems feasible tho bummerfail motivation drop getting spiralled in some other excessive fun is possible - any thoughts?

Liberally yours =)
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Elodie Hiras

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Re: Bugs, UI issues and Minor Suggestions
« Reply #123 on: September 02, 2011, 02:54:02 pm »

Hello!

Don't know if this is a bug or not... But Enlightened conservatives can use the seduction skill and have love slaves... Was that intended, or was it an oversight?
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Reelyanoob

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Re: Bugs, UI issues and Minor Suggestions
« Reply #124 on: September 02, 2011, 02:59:06 pm »

Don't tell them it's a bug, I use those "seduced" people as front-line criminal money-raisers e.g. hookers.
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Elodie Hiras

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Re: Bugs, UI issues and Minor Suggestions
« Reply #125 on: September 02, 2011, 04:51:31 pm »

It's not about using enlightened as hookers, it's about... Well, see for yourself:

http://www.mediafire.com/?rhih1sd9388hsb1

Yeah.
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Reelyanoob

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Re: Bugs, UI issues and Minor Suggestions
« Reply #126 on: September 02, 2011, 04:59:59 pm »

No, that's the same thing I'm talking about. Get enlightened, then the enlightened seduce ppl, then I used those people as hookers. So the cops then want to arrest my enlightened as pimps / racketeers instead of my regulars, just for the lulz.

I tend to keep those enlightened themselves in their own safehouse and only do legal stuff. It keeps my illegal operations way way away from my main group.

What's more of a bug if anything is that when the enlightened get arrested they don't blab on the captors.


EDIT: Here's a suggestion / minor issue :-

How do I see a liberal's relationships / command structure? There seems to be no way to know this except remembering / writing it down as u go.

Also, I'd like to be able to create a rank/title system for my group.
« Last Edit: September 02, 2011, 05:03:23 pm by Reelyanoob »
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #127 on: September 02, 2011, 05:55:35 pm »

Enlightened being able to seduce isn't a bug. But they should, if I recall correctly, always count as "ratting out" their superior (though it won't specifically say this).
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Reelyanoob

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Re: Bugs, UI issues and Minor Suggestions
« Reply #128 on: September 02, 2011, 06:17:42 pm »

Well, how about we mod in a "relationships" screen when you arrow down in the character info screen?

With big groups I can't keep track of who recruited who.
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Nyx

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Re: Bugs, UI issues and Minor Suggestions
« Reply #129 on: September 03, 2011, 08:00:55 am »

How do I see a liberal's relationships / command structure

You can get Review screen (R) then 'Promote Liberals' (U), it show structure and who's in jail etc. (be wary that press the letter and they get promoted instantaneously if possible).

Features about it that i could feel, would be

  - a promotion screen lookalike presentation, with letter interaction leading to related character detail (when liberal selection is driven by position in the chain of command, could avoid going back and forth *find position/re-find in to take look at skillset or set activity*).

  - a 4th panel with hierarchy status and access from individual review.

I did code the first bits of the latter, an extra page that prints info if leader or who recruited the person. Might take me awhile to do the rest (down-hierarchy and navigation keys) cause i would like to factor things in rather than proposing fast and messy.

Any thought about the features, their appropriateness or interest?
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Nyx

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Re: Bugs, UI issues and Minor Suggestions
« Reply #130 on: September 03, 2011, 08:53:02 pm »

Hi,
Got some run-able proposals for making the UI more messy and confusing overcluttered with options sensible and needing less keystrokes on some parts. Got functional stuff then nothing too mature yet. Presumably needs polishing and potential rejecting/overhauling/debug before making it to trunk maybe as disabled by default. [  i only boarded very recently so this is my first spree ]

Would be grateful for feedback, if anyone can look and/or give opinion about what's good what's embetter-able, questionnable etc =)  (all bugs all rants all flaws all suggestions all welcome).

I might be up to go ahead very soon with implementing the default action (edit 1: seems i got something rolling there too) --- other possiblity are a proposition on the "bulk activity" as suggested in Kay12's original post. Or fines for misdeamanor as Elodie Hiras. Or bombs as angelofdeath. Or a location-driven display filter. (Or fight some bugs, who knows ^^).

Liberal advices valued o/

PS: as BUMS is also Bugs, fixed minor prostitution bug in bulk assign as supposed to be banned and commited in trunk@559

------
Details of UI updates:
All of the following are branched out in /svnroot/lcsgames/branches/nyx. Compiles and seems to run fine on linux box after re-checkout and build, not heavily tested [and i don't own any windows].

functional changes of the testing around:
A] Coded the 2 forms of shortcuts review -> individual activation i talked about in my forelast post, to save time and confusion-prone back-and-forth. Nothing definitive and feedback would be appreciated as maybe i'm the only/rare one comfortable with extra confusing keybindings (case-sensitiveness). They will need rework and a clever idea maybe (or an affirmative option required to use them).

The concept is to allow doing away whenever possible with 'activate uninvolved liberals' screen, and use review screens to control activities (trading away bulk actions for now). Works for me to fluidify some processes.

B] let equip un-squadded (or not) liberals (musicians,  ...) from individual review status.
 * Added option  'E - Equip' there
 * option V - Vehicle.
 * Reprinted current activity on top-right
bummer: might clutter a bit and possibly not ideally placed.
            little tested

C] "Hierarchy view" from last post, partial implementation:
 * new 'Y - Review hierarchy' option from 1st review screen (functional)
   - displays same as 'Promote liberals'
   - activation and individual status review accessible like A] (upper/lowercase...)).
 * made 4th panel in individual review mode (lacks infos)

D] added date counter next to B pickup lines in sitemode if already one or more dates (ty Reelyanoob for the bright idea)

edit 1 :
E] A default action management system for liberals, complete with load/save and obj copy
  * option on "activate liberals" screen:
     - set default (uppercase, didnt find any better a trick)
     - reset many liberals to default mode option (X - Multireset to default.)
     - reset all to default (Y - Reset all to Default)
 briefly tested tho could be couple bug/cases badly handled (tried to be clever as disable equip/tend hostage...)
« Last Edit: September 04, 2011, 01:59:21 am by Nyx »
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Nyx

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Re: Bugs, UI issues and Minor Suggestions
« Reply #131 on: September 05, 2011, 04:15:15 pm »

From Kay12 initial list:
* Flag burning gives a criminal flag even when L, and past flag burning crimes won't be nullified until L+

fixed in trunk @571

- Under Liberal and better flag laws, no more flag burning criminalization.
- For the "nullified past until L+ part" - didnt see exactly that - siegecheck() seemed to reset flagburns charges whenever L or L+. Problem was be liberals in weird locations would not have their suspected burns (and other stuff) removed when matching laws changed to L and above. Should have fixed it so everyone gets new law effect no matter where.
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Nyx

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Re: Bugs, UI issues and Minor Suggestions
« Reply #132 on: September 05, 2011, 06:42:21 pm »

From Kay12 original list
* Military sleepers stealing equipment causes vector subscript out of range during certain conditions (see Tylus' post below)

Should be shot in trunk@572
(one case of them regarding Sleeper Stealing and involving Fun with XML modifications)

Message: "Conservative hacktivity around xml bases lead to [number] lost stolen items"
(should it read: Liberal?

On a side note, had all Sleeper stolen stuff dropped off at shelter (before was incoherent dropoff to active squad or shelter))
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Reelyanoob

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Re: Bugs, UI issues and Minor Suggestions
« Reply #133 on: September 05, 2011, 07:36:41 pm »

On a side note, had all Sleeper stolen stuff dropped off at shelter (before was incoherent dropoff to active squad or shelter))
Hey I actually had to change that myself to get "WEAPON_COMPUTER" working in my mod more cleanly.

Did you make that change in trunk?

What I did was to copy stuff from sitemode.cpp where it has "newLootType, newWeaponType, newArmorType" to record the current bit of gear, and only do the push_back's to the "shelter" list once the end of the loop, with if statements.

I figured "activesquad" there was a bug or oversight, so made it all shelter myself (coz it was easier to change all reference of LOOT_COMPUTER to WEAPON_COMPUTER that way). I didn't realize it was causing a crash though.

I'm working off the zipped "trunk" from the lcswiki though, I guess I should buck up and install SVN so I can commit.

It's not my thing really, can u give me some directions on how to create my own branch for my modding?
« Last Edit: September 05, 2011, 07:41:28 pm by Reelyanoob »
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stabbymcstabstab

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Re: Bugs, UI issues and Minor Suggestions
« Reply #134 on: September 05, 2011, 09:05:09 pm »

I got a question how does dating work? some times it takes one date on a soldier to make them my slave and the next time it takes years? Why in the hell is this?
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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