Original post at Pathfinder CRPG – Wrath of the Righteous page in Facebook.
Creating computer games is a tricky business, and all good tricks include a lot of smoke, mirrors and hidden trapdoors. Sometimes, though, the smoke gets sucked into the trapdoor and the assistant’s twin walks head-first into the mirror because she can’t see anything. In the case of computer games, this usually leads to bug reports. This series of posts offers a behind the scenes look at some of the notable bugs in Pathfinder: Wrath of the Righteous.
Pathfinder tabletop system is incredibly complex. It includes a huge number of interacting rules and content based on said rules, which sometimes overrides them and creates special cases. Because of that, even a simple question like “how much damage can that character do” requires complex calculations. Of course, we make these calculations whenever the character attacks someone, but that’s not the only time when we need minimum and maximum damage values.
So, both me and Razgriz were pretty silent for a long while. Sorry about that, changes in our lives, etc. etc. I, for one, joined the illustrious Owlcat Games studio to work on Pathfinder: Kingmaker and future CRPGs. Here’s an article I wrote about my experience on adding turn-based mode to Pathfinder: Kingmaker, which is what I, along with my colleagues, were working for quite a while:
New build for windows will be automatically compiled on every commit, so it’s now possible to get the most fresh build rather then waiting for the next release. I will also be notified if I break linux build.
Open Horizon is now multithreaded and I see good performance improvement on my macbook air.
Various graphical improvements: shadows, heat effect, sun shafts, better missile trails, fixed landscape seams and tree imposters, etc.
XBox controller should work fine now, but since I can’t get it working correctly in wireless mode, I will try some other input library in the future.
I don’t have much time to work on this project but will continue occasionally improving it.
I’ve been doing some work with Ethereum blockchain recently, and the idea I worked on requires that we write a relatively large array of integer values in smart contract’s storage. Now, most tutorials warn you not to store a lot of data on blockchain, because it’s very costly. But how much is “a lot”, and at which point the price becomes too high for practical purposes? I needed to find that out, since we really needed this data on-chain.
For a quick approximation, let’s have a look at a wide-spread type of contract, ERC20 token. At the very least, it stores a mapping of addresses to token holders’ balances. The address is a 20-byte value, and the balance is usually 32 bytes, so we have at least 52 bytes per token holder, which in reality translate to 64 bytes, since the storage in EVM is parceled in 32-byte blocks. A somewhat popular token can easily have 10000 or more holders, so our estimate that it stores about 625Kb of information. That’s quite a lot, actually – more than enough for our purposes, since by our estimates, we only needed to store maybe tens of kilobytes!
So, let’s go ahead and pass that data to EVM and write it down to the storage:
The criteria for inclusion of a game in my list is specified in Part I. Continued from Part II.
2018 seems to be a year of spiritual successors. Not exactly sequels – for copyright reasons – but games that draw directly and unashamedly on a single source, rather than the whole corpus of “old-school RPGs”, as was often the case in the previous years. Whether any of those “successors” prove to be of any worth remains to be seen.
The criteria for inclusion of a game in my list is specified in Part I.
All in all, 2018 seems to be an interesting year for RPG and tactic gamers – more so than 2016, and even 2017. What awaits us in the coming months?
The main feature of this demo is location convertor, currently works for AC5, ACZ and AC6. Others will be supported (I hope) in the future releases. This is not the final version of this demo, still working on features, please help me with testing.
- Location convertor — height map, geometry and textures
- Campaign mode
I’m still working on:
- Difficulty settings
- Example campaign
- Ground units
Not included in this release:
- Trees, clouds, location render settings (sun position, specular amount, etc)
- Optimizations. Current version produces unoptimized data in terms of speed and size: inefficient formats, lacks texture compression, instancing, etc.
- Location objects collision data
- Optional objects
Download early version: Demo 7.5 alpha2
Update 3 Jan: fixed location loading, menu, low start height in free-flight mode
How to use location convertor: drop the tool near DATA.TBL and DATA.PAC (AC5, AC Zero) or DATA.TBL, DATA00.PAC and DATA01.PAC (AC6), run the tool, wait until it finish, copy locations/ to Open Horizon folder. This version of the tool cannot operate on .ISO files directly, so you have to extract it first. Note that XBox360 disc’s content does not appears in windows explorer and requires additional extract tool.
You can share your custom decals on Open Horizon Booru
- Take screenshot of your decal ingame
- Upload your decal zip to https://catbox.moe/ for example: https://files.catbox.moe/st31e2.zip
- Add post to the booru with a link to the uploaded file in the Source field
Decal creating guide: How-to-create-custom-decals
If you have problems with posting or just feel lazy to create an account, you can send your mods me and I’ll post it