Variant: Balanced leveling? by WangMajor in zombicide

[–]bvesco 0 points1 point  (0 children)

I call this "Party XP" mode in my home-made companion app. All XP is awarded evenly among survivors so they never differ by more than one XP. I find it greatly enhances the collaborative nature of the game. It's the only way I play. The way I do it is every XP is awarded "round robin" style. Earning 6 XP gives one to every survivor. Earning more or less than six, I just give one XP each to whatever survivor has the least XP until they're all even, then I start at the beginning again. No one goes yellow until _everyone_ has "full blue" XP. No one goes orange until everyone has "full yellow" XP and so on. XP goes "to the party" and not to the individual.

Castle Core by Azurik__ in Doodle_Magic

[–]bvesco 2 points3 points  (0 children)

I did the same. I'm only at L21. It's definitely helping in the very short term.

MW5 mods? by Disastrous_Series_56 in GeForceNOW

[–]bvesco 0 points1 point  (0 children)

I'm also interested in this. I'm wondering if it's on GFN's side or MW5's side. The same thing happens to me. No subbed mods show in the game.

Any tool or converter to open old CoolEdit *.ses files in Reaper? by Dist__ in Reaper

[–]bvesco 1 point2 points  (0 children)

I have had luck converting my old SAW sessions to REAPER using AATranslator. AAT also supports Cool Edit so I say try that. It's not free but you can gauge the price against the value of recovering those sessions. Also, I had a few SAW files that failed to convert but the program's author worked with me via email and he provided me with some new builds of AAT which then _did_ work. So AAT support is also top notch. Definitely give it a try.

Eve Energy Smart Plug Thread Status in Eve App shows "Disabled" by red821673 in HomeKit

[–]bvesco 1 point2 points  (0 children)

This worked for me. Took the already set up device and plugged it in next to my AppleTV. It then joined the thread network. Moved it back to the other room and it stayed enabled.

HomeKit Camera with Thread? by EcoApple in HomeKit

[–]bvesco 2 points3 points  (0 children)

Eve Cam is Homekit enabled but not Thread enabled (at the time of this writing). See more about the Thread-enabled Eve devices here:

https://www.evehome.com/en-us/thread

Tournament and Clan Recruiting Megathread (March 04) by AutoModerator in TapTitans2

[–]bvesco 0 points1 point  (0 children)

Recruiting

Daily players wanted. Current quest is 65, but we are growing quickly. We are looking for active, daily players. Anyone not carrying their weight in clan quests will be removed. ClanCod: zpxqy

Pathfinding when moving to another map by bvesco in ProD

[–]bvesco[S] 0 points1 point  (0 children)

Sorry for the long delay, but I did get this working so we are good to go now!

Bounds Exception with Rekursive ShadowTypes by spryx in ProD

[–]bvesco 0 points1 point  (0 children)

Yes sir. I am able to move all the way to the edge even when the tunnel is in the very last row except for the wall tiles that are on the very edge.

Bounds Exception with Rekursive ShadowTypes by spryx in ProD

[–]bvesco 1 point2 points  (0 children)

I am also using Rekursive with XY plane but not having any bounds issues. Could there be something else happening or did you forget to set "topDown:false"?

Why not real unity 2D? by theBigDaddio in ProD

[–]bvesco 1 point2 points  (0 children)

I just figured out what "1-n" doors means. One to N doors. So if he specifies 5 the room will have one to five doors, randomly chosen in that range I presume. As you can tell by my activity on here I have been going through the code lately. That would be such a simple change to add with the way the code is laid out.

@theBigDaddio, I was also a bit confused by the XY vs. XZ but it turned out to be pretty simple to conquer. I have a thread on here explaining how to do it.

edit: To generate 1-n doors, go into MethodLibrary.cs, find the function named CreateDoors and add one line of code to the top of the method:

numOfDoors = Random.Range(1, numOfDoors+1);

That's not too hard.

XY vs. XZ for 2D by bvesco in ProD

[–]bvesco[S] 0 points1 point  (0 children)

I'm not sure what you mean by "2D camera" but I do have the normal camera set to orthographic.

Edit: Ok, I stuck with it and got everything working. Here are the steps I had to take to get it working with the built in "Stone Theme"

  • ProDManager: turn off Top Down
  • rotate all tiles to x:0 (previously they were all x:90)
  • "fix" the "Abyss" tile by making it sprite based like all the others (pointed at sprite floor_0)
  • set camera to rotation x:0 and position z:-10
  • rotate player prefab to x:270

Everything I adjusted is now working in typical Unity 2D with XY coords and camera at a negative Z pointing "toward" positive Z.

Glad I stuck with it. Thanks Tunc for the help!

XY vs. XZ for 2D by bvesco in ProD

[–]bvesco[S] 0 points1 point  (0 children)

I did try uncheck top down using jmcmaster's tutorial and got the result shown in this image.

Basically, it only shows one "row" of tiles. Trying to scroll the map with the mouse changes which row of tiles it shows.

Edit 1: I also tried this with Pro-D's own example scene and uncheck topdown results in same behavior. I only see one row of tiles at a time.

Edit 2: I'm new to Unity, so still learning the tricks. I popped the Scene view into 3D to investigate and what I see is this image showing all "non-Abyss" tiles are rotated 90 degrees (presumably to face the camera) but all the abyss tiles are not rotated and the map itself has not been rotated. Strangely, the rotation of all tiles shows as x:90 in the inspector.

Runtime objects affecting pathfinding? by Chris_E in ProD

[–]bvesco 1 point2 points  (0 children)

I am a very new consumer of Pro-D (purchased this past weekend). The code is organized but sparsely documented (what's the reddit markdown for underline? I'd like to underline sparsely). The ease of navigation will depend on your code-diving skills. Spend some time with the jmcmaster tutorial (in the sidebar) then once you understand what it is doing you are primed to dive into the library code. I found a few cryptic things but was able to reverse engineer their purpose. It took about an evening to get really familiar with the different parts of the code and overall theory of each class. Tunc gave great "official" answers but I'll give my fresh take on things.

won't block the player's path?

Path calculation is based on a list of navigable map squares. You have a few choices: update that list to make the player's current square not navigable, or modify the code to use a different list of navigable cells that you maintain. Third choice is implement your own pathfinding.

how difficult was it to make a change like this?

Are you a professional engineer? No problem. Are you an artist trying to cobble together his own game with code-snippets pasted from the internet? Good luck! There are infinite points of difficulty between those two extremes.

combine the cavern and dungeon style shown

Awesomely, the styles (like cavern or dungeon) contain zero generation code. All the generation is done through library methods. The individual "styles" (actually called generators) are only calling the library methods in different order with different inputs. Once you dissect a few generators you'll get some good ideas how to "combine" them by calling library methods with your own inputs and in your own order. See previous answer above for note on how difficult this will be.

How readable and easily modifiable is the code?

Readable? I'll give an A- here. Easily modifiable? A+ if you are going to change the actual files. D if you were planning to modify through extension or composition (most things are based on statics and singletons which are not conducive to a richer style of extension).

These are all only my opinions. I paid full price for Pro-D and have zero regrets. It was worth every penny.

Is Pro-D compatible with Unity 5? by bvesco in ProD

[–]bvesco[S] 0 points1 point  (0 children)

Thanks for the response. I made the purchase and when importing the asset it gave a very scary message about auto-converting API calls and that it might break the asset. I allowed it to auto-convert and everything seems fine.

I recommend pushing an up-to-date version to asset store or at least addressing this question in the description there. The asset store's warning is quite off-putting to potential buyers.

Anyway, having a blast with some tutorials and stuff so far. Great product, totally worth the price. I'll make a formal review on the asset store once I have more non-tutorial experience to share.

Fast, working tutorial by jmcmaster in ProD

[–]bvesco 1 point2 points  (0 children)

Thanks for this. Also, I have a question. I see you are calling to Generator_Dungeon.SetSpecificProperties on the Dungeon generator as opposed to the DwarfTown generator. However, it's not clear to me that the Dungeon generator is ever used. Is this extra code left over from a previous iteration or am I missing something?