Home » MODDING HQ 1.13 » v1.13 General Development Talk » Searching for vanilla STI pack
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Re: Searching for vanilla STI pack[message #351159 is a reply to message #351149]
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Mon, 02 October 2017 13:19
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Milcham wrote on Sun, 01 October 2017 19:03Got a suspicion about Sirtec' coders though, were they possessed by evil spirits or what? Very strange in-game resourse structure to say the least.
If I recall, at some point (not anymore, don't worry) the standard method of determining whether a wall was concrete was as follows:
- Create a Glock 17 item (item #1) and keep that in memory.
- Simulate shooting the currently equipped gun of your currently selected merc at the wall, remember the results.
- Simulate equipping that merc with the Glock 17, simulate shooting at the wall, rememeber the result. Give them back their gun.
- The difference in performance of your current gun and the Glock 17 determine whether or not the wall is concrete. Because reasons!
- As a consequence, our perception of walls drastically changes if a modder exchanges the Glock 17 in Items.xml with, say, a sniper rifle.
- This was likely the result of different developers coding different things without communicating with each other.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Searching for vanilla STI pack[message #351165 is a reply to message #351159]
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Mon, 02 October 2017 22:55
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Milcham |
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Messages:5
Registered:September 2017 Location: Moscow / Russia |
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OMFG seems the strangeness and unorthodoxy Sirtec guys displayed were smth. definitely not from mundane world =)
Not a coder here, but among other duties writing behaviour scripts for administrative / operational personell, process operational instructions, etc. in real-life using pretty same algorythmic logic.
From what my experience tells, there're just several, not that many, key variables in any complex action and one should aim for making behaviour scripts as simple as possible. So that 1) when key personnel moves from one facility to another their substitutors can jump into action immediately 2) when opening a new facility there're already ready clean scripts at hand so that anyone can train newcomers.
Heck, if it's real to train live ppl what was the problem with game's code then (rhethorical rant).
[Updated on: Mon, 02 October 2017 22:55] Report message to a moderator
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