[20:09:12] Ok, the first topic will be (as listed in the forum) discussion of what developers have recently created [20:09:44] We'll be forming the meeting around who is currently here, not necessarly the top-bottom list of topics [20:09:49] http://pastebin.com/E2E3AYqZ [20:09:52] Ringwaul, google docs? https://docs.google.com/document/d/106836RpSYWllSw3PavIMLorgZPO1jsJfWhJ48Nb7Hks/edit?hl=en_US [20:10:05] sure [20:10:49] Okay, first in the list, JCaesar with the sound system changes [20:11:35] If you could explain for developers what major differences they need to know [20:12:22] JCaesar here? [20:12:30] Unless you are busy and would like to pass that on for another meeting/time [20:12:31] I poked him in TS. But he is muted there as well [20:12:37] Ah, ok [20:12:49] Oh, a log? <- more like minutes [20:12:50] Next topic, Clonkonaut and I will cover the windmill [20:12:53] As far as I know the only change is that ? means "one character" and * "any number of characters" [20:13:06] als well as "foo" matches foo.ogg [20:13:14] alright, seems good [20:13:25] Is that documented already? [20:13:43] (And that Sound.ocg sounds are kept in memory, which shouldn't affect script much) [20:14:02] Alright, Clonkonaut, since you scripted the windmill you can take it for now [20:14:14] okay [20:14:15] Maikel`: I don't think so, except that WildcardMatch uses the same thing [20:14:42] I made some changes so if need be I will add some comments [20:15:01] first of all the windmill is an example of a regular producer in OC, like eg the foundry [20:15:17] we come to that when the producer lib will be explained [20:15:30] it takes seeds and produces flour [20:15:59] the windmill needs energy. Unlike a 'regular' producer it can produce energy itself when there's wind [20:16:12] however, if there's not you can attach an external source of energy [20:16:17] (for now it uses the same particle as the axe for a special effect. we may need to make this a global particle) [20:17:14] for a future perspective: maybe someone comes up with nice ideas about ~rock dust (or x dust). The mill may be used to crush any object [20:18:00] okay, any questions on the windmill? [20:18:03] how does the windmill detect crushable objects? [20:18:24] is that a funtion or a predefined list [20:18:27] Current it can't, but theoretically it would use IsWindmillIngredient() [20:18:28] And would flints be crushable? :) [20:18:44] okay, any questions on the windmill? <- it can produce energy. So I guess I can build a windmill as a more expensive wind generator? [20:19:08] we will alter it to IsWindmillIngredient() @ST-DDT [20:19:12] No, it can only generate engery for itself. It may be able to in the current system, but that is not the plan [20:19:17] I still think that it's really awkward to have a building be energy producer, consumer *and* production building at the same time [20:19:31] No, it can only generate engery for itself. It may be able to in the current system, but that is not the plan <- well, why not? :) [20:19:41] 03gbrammer * 06b0190500eb docs/sdk/script/fn/Sound.xml: docs: Update Sound() for recent changes [20:20:02] PeterW: the flint may be crushable, yep. I don't mind where it's done ;) the windmill doesn't produce energy for *other* structures [20:20:03] Zapper: It's not a bad idea, to remove redundancy of the wind-generator. Though that model was well made [20:20:15] or, to rephrase the question: Did you decide against that feature for some reason? [20:20:19] Unforunately ideas and features should be limited to meta-topic 2 (next meeting) [20:20:27] Is that a good thing? @ can't produce energy [20:20:27] okay [20:20:42] no, just the current state [20:20:57] Okay, let's move onto the next topic [20:21:09] I mean, it makes sense and everything. But wouldn't a seperate automated millstone structure do so as well? :) [20:21:16] Oh, whoops. Didn't cover the windmill's children topics [20:21:36] yeah, I can sum the children up [20:21:44] alright [20:22:06] it's a pretty basic production line wheat -> seeds -> flour -(add water)> bread [20:22:35] When we have the oven, this production line will be complete [20:22:37] the connection between seeds and flour is the windmill, the connection between flour and bread is missing (the 'kitchen' building) [20:22:51] -oven +kitchen ;) [20:23:07] yeah, oven, kitchen, whatever, the name doesn't matter :) [20:23:25] wheat is a plant and behaves like a plant (hoho!) [20:23:36] Isn't it possible to put these two buildings together? [20:23:39] Seeds can also (obviously) be planted to grow more wheat, which when harvested yields 2 seeds [20:23:40] Can it be sown? [20:23:49] Here now, sry, meal was too good. [20:24:00] :D [20:24:02] yes, using seeds (pressing the mouse) will plant wheat when you're standing on soil [20:24:18] There is even a (reused) animation :) [20:24:33] you can speed up the growing by spilling water all over the place [20:24:50] Too much water drowns the plant, yes? I've experienced that but didn't check the script [20:24:53] if there's less than 10 pixel (I think) of water the wheat will grow faster [20:25:08] if there are more pixels, wheat will die [20:25:14] (more pixels of water) [20:25:16] Ok [20:25:21] Will it die when not harvested? [20:25:22] the water is consumed by the plant [20:25:35] no, it will just be there for now [20:25:46] It also seeds itself, no? [20:25:50] yes [20:25:59] Okay. That seems to cover that topic [20:26:01] the source of your first seeds are natural wheat plants [20:26:03] Hm [20:26:14] question: Do I need tools for harvesting at the moment? [20:26:20] no [20:26:22] The water usage wouldn't be enough to be useful for keeping sea levels? ;) [20:26:33] I will cover harvesting when coming to the plant lib @Zapper [20:26:42] okay [20:27:05] Okay, if no one objects, let's move onto the Beyond the Rocks scenario folder, topic led by Maikel [20:28:05] I just added two scenarios there, so we can test settlement objects in "realistic" scenarios [20:28:48] I am not sure what the final goal as intended by Clonkonaut was, but I suspect that we need at least four scenarios for a release [20:29:46] So, in relevance to the Back to the Rocks folder, it will be the folder for the settlement scenarios instead of melee and parkour [20:29:59] We don't. If someone is uncomfortable with the number of scenarios, we can call it a beta or preview. [20:30:34] One scenario is the basic goldmine that we all know from CR, the other is a mountain with lots of iron and coal and you need to mine that. [20:30:52] (Off topic: I would also like to make a bakery scen ;) ) [20:31:01] (Also, the idiosyncratic folder names are cute but not worth the confusion.) [20:31:24] I am all for Parkours/Melees/Worlds ;) [20:31:37] I hoped Beyond the rocks was intended to be a working title... [20:31:39] With "Worlds" = settlement? [20:31:44] yes [20:31:58] I'm for nominating someone to make that decision and do the work for implementing it [20:32:00] * ShadoOw (~ShadoOw@euirc-5688c77b.dip.t-dialin.net) Quit (Quit: Verlassend) [20:32:17] Choosing the titles? ;) [20:32:21] And not bikeshed the naming discussion beyond "a newbie should be able to tell from the title what the contents are about" [20:32:23] noted down as todo @title of folders [20:32:27] Ok, remember this is only a topic to discuss what's been made, where we will discuss where we take it from there in meeting 2 [20:32:27] a short description would be enough [20:32:33] Maikel's proposal sounds sane [20:32:52] Beyond the Rocks was just my first idea about a scenario folder [20:32:55] Short ideas and proposals are fine [20:33:09] as Guenther said it thought it was cute :) [20:33:27] Cute yes, but hard to distinguish :) [20:33:28] Closing this topic, these scenarios may be abused for any settlement testing purposes. [20:33:54] Okay, next topic: the liquid pipe system. ST-DDT will be covering this one, as well as Clonkonaut [20:34:12] (plus we might not want to call the next release "Back to the rocks" anymore.( [20:34:39] Zapper: please delete topic 15 as we don't have enough time for something so irrelevant [20:34:46] sure [20:34:56] I can give a rough summary on how I think the liquids work but I'm not sure [20:35:05] so ST-DDT might want to take the first steps ;) [20:35:10] in CR the pump calls ObjectExtractLiquid [20:35:22] 03gbrammer * b0e41a67402b Version.txt: Post-release version bump [20:35:40] in my opion this is bad, because you cannot block liquid flow [20:35:49] PeterW: The only reason 5.2 was still called that was that I didn't feel like changing the graphics [20:36:13] so i decided to change this to LiquidOutput/LiquidGet [20:36:37] So a "spout" can be shut on/off and an object can request liquid? [20:36:40] LiquidOutput and Input are for Structures and Vehicles [20:36:52] yes [20:37:11] (sorry, didn't mean to interrupt :/) [20:37:13] it ask the source pipe give me 10 "water" [20:37:48] and than the pipe will ask the connected linekit or structure [20:38:04] wouldn't it be better to ask the pipe itself, and the pipe then determines where it takes it from? (inb4 star-connections for pipes, or multiple pipes connected after each other) [20:38:09] this will return "oh sorry i only got 3 water" [20:38:44] after that the pump put this 3 water into the drainpipe [20:39:23] That's almost like pressure, isn't it? :) [20:39:24] but the connected steamengine don't want water so it returns a 0 [20:39:45] What if a pump does not know how much water is left in the lake? [20:40:19] the pump cannot empty its contents until the pumptarget acept this [20:40:23] -occ:#openclonk-dev- linux-x86-gcc build status: 03c4group c4script clonk OK (built branch default (b0e41a67402b); Log: http://hg.openclonk.org/+lLWbBwQ0) [20:40:28] * Sven2 (_ve_2@goldwipf.de) Quit (Quit: ) [20:40:42] the pump only limit which and how many liquid is pumped [20:40:48] That makes sense [20:41:07] you can also ask for anything using "*" [20:41:36] the linekit uses ExtractLiquid to gain these materials [20:41:54] So you can just pluck everything together and get a network that can deliver anything you "ask" for? [20:41:56] you can also redirect liquids [20:42:05] yes [20:42:20] how abount infinite loops? [20:42:40] Not sure I see the problem that solves [20:42:51] LiquidInput(String Material, int amount, object pPump, object pPipe) [20:43:05] infine loops aren't blocked at this time [20:43:36] but this could be fixed using a counterparam [20:44:01] which terminate execution after 100 redirection [20:44:15] or you cann append a list of visited structures [20:44:43] Okay, that's fine [20:44:54] i included two libaries, which are sample codes at the moment [20:45:14] I still need to see it in action for some production facility that needs liquid (I need to adapt the producer library) [20:45:24] Maikel`, windmill? ;) [20:45:36] Kitchen makes more sense, for baking bread [20:45:38] -occ:#openclonk-dev- linux-x64-clang build status: 03c4group c4script clonk OK (built branch default (b0e41a67402b); Log: http://hg.openclonk.org/+OJlnPbrf) [20:45:39] yes, that requires some coding still [20:45:48] ah, right, kitchen, sorry [20:45:49] the first offers an internal tank like the steamengine could use. (limited to oil) [20:46:42] So the libraries are not general yet? [20:46:50] the script is compled i think you only have to LiquidInput(....) [20:46:50] if Material!=oil [20:46:50] return 0 [20:46:50] return _inherited; [20:47:12] ("general" as in "dynamic") [20:47:33] i think they are dynamic [20:48:04] I see some need for changes in these libraries coming from the interplay with the producer anyways [20:48:18] (note: I grossly under-estimated time needs, so we will extend meta-topic 1 until the end of the hour :/) [20:48:32] as i sayed befor you only have to write 3 lines to implement the functionallity of steamengine [20:48:33] (We should have a short time after to assign tasks) [20:48:53] Btw I have dinner in a few minutes [20:49:02] the second libary does that what the engine in CR did before inserting lqiuids to barrels [20:49:25] Maikel: okay, we'll cover the producer next, if that's Ok [20:49:35] i finished [20:49:42] -occ:#openclonk-dev- win32-x86-mingw build status: 03c4group c4script clonk OK (built branch default (b0e41a67402b); Log: http://hg.openclonk.org/+ixulCJvX) [20:49:44] Alright [20:49:46] kk [20:50:41] ok [20:50:41] what is occ notice..... [20:50:59] the compiler? [20:51:02] ST-DDT: yes [20:51:02] yep [20:51:18] Maikel, can you cover the topic or do you want to delay it for another time? [20:51:27] The producer library covers all aspects of automatic object production by structures [20:51:35] ah, k [20:51:36] ;) [20:51:37] I'll do it now, 10mins before dinner [20:53:03] The user can currently add requests to a queue which the producer will execute if resources, etc. are available (due to missing menus, you can't clear queues add multiple item's [20:53:08] view the queue etc. [20:53:10] ) [20:53:31] (Newton had a nice menu design for that btw) [20:53:49] What about automated production? [20:54:04] The library then checks for components, fuel, liquids(TODO) and power and executes production [20:54:07] automated as in? [20:54:10] -occ:#openclonk-dev- win32-x64-mingw build status: 03c4group c4script clonk OK (built branch default (b0e41a67402b); Log: http://hg.openclonk.org/+v3XQOI98) [20:54:36] If you leftclick ore in the foundry you just need to throw in ore and coal and it works [20:54:44] Well, it produces whatever you selected until you select something else or it runs out of resources [20:55:17] it produces 1 (rightclick) or inf(leftclick), but better menus should improve that [20:55:59] Well, imo infinite production makes most sense as the default [20:56:16] That makes it consistent with mill-like structures [20:56:31] (I don't think that is wise!) [20:56:38] only for the foundry currently, certainly not for the toolshed [20:56:39] (Obviously it should have a stop setting) [20:56:58] Toolshed? [20:57:00] Noted down in the protocol [20:57:08] PeterW: tools workshop [20:57:12] if we decide on automated production, we should make a seperated workshop library [20:57:14] We need better menus :( [20:57:21] which produces 'on demand' [20:57:31] Yeah, better menus we need ;) [20:57:57] Ok, anything else? [20:58:06] the interface is the problem currently, not the library(although that needs some work if the interface is better) [20:58:12] yeah [20:58:20] automatic rejection of contents [20:58:32] Well, it sort-of makes sense for workshops, as you mostly only need one item of what you want to produce [20:58:46] I intended the library to automatically reject anything that isn't need for production [20:58:49] But say, for chemical stuff, mass-production might be the more common case [20:59:09] but this currently means looping through all definitions on a RejectCollect() call :( [20:59:37] that's why Ringwaul inserted the Is*Ingredient callback [20:59:53] We'd actually need it the other way round [21:00:04] UsesIngredient() in the producer [21:00:13] the current producers, foundry and windmill, only accept items flagged as IsFoundryIngredient / IsWindmillIngredient [21:00:16] that's why Ringwaul inserted the Is*Ingredient callback <- which means I cannot add a new item that needs wood without changing the script of wood, too :< [21:00:22] We'd need that anyway for menus - at least the way I'd imagine them [21:00:35] actually you can get the used ingredients from components and fuel [21:00:41] Hm? I made Is*Ingredient so it would be extendable [21:01:10] Hm, why do we need a loop over all Definitions on all RejectCollect()-Calls? [21:01:13] Actually, only once would be fine, right? [21:01:16] Yeah the thing ringwaul introduced fails(no offense) [21:01:22] heh :) [21:01:27] dislike from my side! [21:01:44] once in initialize may be fine [21:02:06] Once globally should suffice. [21:02:14] What's the harm in making it explicit in the producer? [21:02:25] I added that becaues I didn't quite understand how producers defined what they could collect. I noticed windmills collecting flour and foundries collecting metal, and that's not right [21:02:27] or we introduce FindDefinition :) [21:02:32] It seems strange that a single faulty object definition might change the object rejection behaviour of the lab [21:02:37] PeterW: You risk forgetting one of the two things. [21:02:56] Well, you just need to test whether you can actually produce it [21:03:17] okay. I marked that in a BIG 4RED1 in the protocol [21:03:27] discuss another time? :) [21:03:31] meta topic 2 [21:03:33] Yes, looks like it [21:03:34] no, you need to test whether an object you can produced is made of this [21:03:34] And then you change the ingredients of an object and forget that it is not needed any longer. [21:03:34] <-- dinner [21:03:37] Zapper, hm, well, k. [21:03:49] -d [21:03:57] Well, you'd see it pop up in the menu all the time [21:03:58] Hm [21:04:06] I suppose that argument cuts both ways though. [21:04:08] But let's move on :) [21:04:14] Meta topic 3 rather [21:04:23] I know it's weird, but meta-topic 2 will be in meeting 2 [21:04:42] What's a meta-topic? o_O [21:04:44] I don't even know what meta topic 2 is, so it's okay [21:04:47] okay, gold bar / nugget? [21:04:57] Ah, quick explaination [21:05:10] http://forum.openclonk.org/topic_show.pl?tid=866 <- PeterW: The numbers listed here. [21:05:15] perhaps discussing whether topics make sense? :) [21:05:21] That would be a meta-topic [21:05:29] 3 gold nugget + 1 coal = gold bar from foundry. Currently we have concensus what gold will be used for [21:05:40] no consensus* [21:05:47] ah :D [21:06:01] Now onto assigning tasks from the settlement design document :D [21:06:14] We haven't? o_O @ consensus [21:06:18] first thing I want to say: I know the naming objections against nuggets and I have in mind renaming it to 'gold' again. [21:06:40] PeterW, we two do not count as a consensus I am afraid :) [21:06:44] The most priority things we need are finishing the producer menu system and creating the buildings [21:06:47] PeterW: Not really, since some (including me) are against classicale base trading. [21:07:03] Then be against gold [21:07:56] up till now clonkonaut and I have been coordinating in the creation of the producer buildings [21:07:57] I mean, when there's no gold, there won't be trading [21:08:24] This only becomes an issue if you *also* want to do something else with gold, no? [21:09:12] Buildings that still need to be made are: Armory, Chemical Lab, Kitchen (oven?), Loom, Inventor's Shop, and Shipyard [21:09:20] Both graphically and script-wise [21:09:51] Since they mostly inherit from the producer, scripting shouldn't be too much work [21:10:32] I was thinking for the graphical section, Mimmo_O and I would concept and model the remaining structures [21:11:18] Is that agreeable? Or would you like to work on a different subject? [21:11:32] in case you lack of ideas, I maybe would make some drafts [21:12:13] Sounds good. I don't have too much experience with structural design. Also, if Matthi has the time his designs are also nice [21:12:50] Ping! Mimmo_O [21:12:55] You there? :z [21:13:01] Clonkonaut: The shipyard needs a large pump to fill the baloon! [21:13:20] and it needs to pump water in there so that I can throw my air ship onto the head of my enemy [21:13:46] * JCaesar doubts you can carry a blimp filled with water) [21:13:53] heh [21:14:14] did we skip the remaining topics btw? [21:14:20] .oO(airship-acid-bomb) [21:14:40] Clonkonaut: We're leaving them for tomorrow [21:14:55] oh :I [21:15:08] I'm maybe not present tomorrow! [21:15:31] Shucks. Well, topic 3 seems a lot more barren than I anticipated [21:15:43] What is topic 3? :< [21:16:01] "3. Assigning tasks from the Settlement Design Doc. This should be fairly straightforward." [21:16:15] I could finish my topics today. Eat and StonyObjectHit aren't much to tell which would leave us with the plant lib [21:16:24] Okay, that seems like a good idea [21:16:39] Let's return to that for the remainder of today's meeting [21:17:51] okay, I'll make it quick [21:18:41] StonyObjectHit generates a proper hit sound for "stony objects" (rock, ore, nugget, ...) [21:19:00] Is that a sound or a function? [21:19:07] a function [21:19:08] Sound("StonyObjectHit*")? [21:19:10] ah [21:19:12] any reason for that? [21:19:13] StonyObjectHit(x,y) [21:19:20] Zapper: yup [21:19:36] x and y are the same parameters of hit and an object should just pass them on [21:19:38] For 20., I can offer these three links: http://forum.openclonk.org/topic_show.pl?pid=14337#pid14337 http://forum.openclonk.org/topic_show.pl?tid=815 http://bugs.openclonk.org/view.php?id=532 [21:20:02] (func Hit(x,y) { StonyObjectHit(x,y) }) [21:20:19] What does that function do? [21:20:24] when hitting soft ground (earth, sand, everthing with CanDig=1) it sounds a 'thump' [21:20:25] This way, a stone object makes a different sound when it hits a soft surface than a hard surface [21:20:34] ah [21:20:36] okay [21:20:41] when hitting hard ground (rock, ore, everything with no CanDig) it a sounds 'clang' [21:20:52] (I called them SoftHit* and HardHit* iirc) [21:21:04] (Soon, you'll be able to do that with just local Hit = some_lib.StonyObjectHit; I'm almost done with the necessary engine changes.) [21:21:07] shouldn't it make more of a clack if it's a stony object [21:21:18] Günther: neat :) [21:21:30] Isilkor: imagine throwing a rock into mud [21:21:36] it doesn't clang, it thumps! [21:21:56] but when throwing it against a cliff, it clangs [21:21:57] 21:20 when hitting hard ground (rock, ore, everything with no CanDig) it a sounds 'clang' [21:22:00] I think he meant "clang" is a metal sound where "clack" is a rock sound [21:22:14] oh yeah, whatever ;) [21:22:38] because the thumps were awkward for sliding objects [21:22:44] Forreal [21:22:58] We'll also need another for metal objects clanging against hard surfaces [21:23:06] StonyObjectHit() produces a lighter sound if the object's fast [21:23:17] (assuming it will slide on eg it is on a slope) [21:23:21] Oh, cool. Didn't know [21:23:22] stone->dirt:thumb,stone->stone:clak,stone->iron:doing,wood->dirt/stone:thumb,wood->iron:dong,*->slide:slrf. [21:23:25] Or so? [21:24:07] okay, that's with stonyobjecthit. It is somwhere in System.ocg. Probably Helpers.c [21:24:10] Well, we figure ore/rock will probably make the same sound when hit as a landscape material [21:24:58] Eat() is more or less a dummy function in the clonk [21:25:12] just regaining energy. Eat(10)->10 energy [21:25:33] By the way, did you disable movement while eating? [21:25:41] I hope so [21:25:46] I added a check so he could only do it while walking [21:25:51] no, I think itÄs disabled [21:25:54] *' [21:25:59] ah, kk [21:26:17] okay, plants [21:26:22] last of my topics [21:27:03] Engine changes for plants: Placement=3 will place the plants underground (tunnel background), Placement=4 is a combination of 0 (surface) and 3 (underground) [21:28:15] short plants are moved up/down if needed. The position is determined by two vertices (CNAT_Center should be free, CNAT_Bottom should have contact) [21:28:35] this is done Construction. I just fixed the function, it was in there before I started [21:28:46] >_> [21:28:52] *in Construction [21:29:03] are CNAT_Left==1/2 in CR they weren't [21:29:18] Written by some nub who couldn't script worth beans ~cough~ me ~cough~ [21:29:52] there are two type of plants which do more than just 'being there' [21:29:54] you can check the docs [21:30:32] one are wood-giving plants (like trees) [21:30:53] Mh, construction? [21:30:54] You may make a list of needed designs [21:31:00] And maybe I'll have a go^ [21:31:02] Does that mean that I cannot place plants via script on certain positions? [21:31:02] just having IsTree() return true; is enough [21:31:05] i mean the CNAT_values have i numerical repleacement, but this changes functionallity to [21:31:13] in CR [21:31:46] but for now, I'll go to a Currywurstparty, see you later [21:31:48] Zapper: they may change their position by around 5 pixels [21:31:54] bai bai [21:31:54] Ah, okay [21:32:03] I thought they look for a proper place on the landscape [21:32:24] nono. They just look if CNAT_Center has contact [21:32:52] I take it that it doesn't create an infinite loop if CNAT_Centre is under CNAT_Bottom? ;) [21:33:05] I'll check that :) [21:33:10] okay, the second type of important plants (next to trees) are harvestable crops [21:33:20] What do trees do? [21:33:29] being chopped down [21:33:32] kk [21:33:38] and then being cut into wood [21:33:42] with the sawmill or the axe [21:34:08] doing it with an axe is lossy (only half of the wood of the wood) [21:34:20] -wood +tree [21:34:36] * clonkine (~test@87.185.161.euirc-923b5638) has joined #openclonk-dev [21:34:47] And crops? [21:34:58] to have a harvestable plant, it needs CanBeHarvested() return true [21:35:16] IsHarvestable will return true if GetCon() >= 100 [21:35:28] only if the plant is IsHarvestable, it will show up in the action bar [21:35:34] ">=" giant pumpkins! [21:35:42] :D [21:35:44] Interacting will then do Split2Components [21:35:45] I still think that "IsHarvestable" is exactly the same as "CanBeHarvested" :x [21:35:48] language-wise [21:36:24] Yeah, but might as well stick with the "Is" standard [21:36:24] yes. I just need two functions because no one wanted this.Harvest ;) [21:36:35] IsCrop? :] [21:36:45] ReadyToHarvest? [21:36:56] yeah, that'll do [21:37:00] *note* [21:37:07] I will change it to IsCrop in the protocol then! [21:37:24] the tool is a reoccuring topic [21:37:43] my first attempt is now 'no tool' [21:38:06] * Matthi (~a@clonk-center.de) Quit (Connection reset by peer) [21:38:07] if we want an harvesting tool, I would prefer a scythe [21:38:25] Sword? [21:38:31] and definitely not the sword [21:38:36] :D [21:38:41] That's how Terraria does it! :) [21:38:43] Zapper has planted a seed in PeterWs head. [21:38:50] swords are just cool, ok [21:38:56] the sword is produced in the armory [21:39:11] However currently I am completely fine with using the hatchet (=tools workshop) for harvesting too! [21:39:17] assuming we have a peaceful settlement game (so ~80% of the time?), there is no need for an armory [21:39:50] I'd prefer "no tool" or something existing to having a new one [21:39:51] by making the sword mandatory we will force the player to construct an otherwise useless building [21:40:11] mh, the axe is produced in the tools workshop, right? [21:40:20] yes [21:40:32] kk, I am all for renaming the axe to "hatchet" and use it for harvesting! /o/ [21:40:35] *using [21:40:49] heh [21:41:00] it's only 50% as cool as the sword, though [21:41:06] that'd be strange [21:41:20] Is we use an axe for chopping, killing, and harvesting that seems a bit much [21:41:34] Make it work with the sword as well. Give an achievement for coolness if somebody uses it! [21:41:46] that's what I want :< [21:41:58] Hatchet: Trees, Crops, weak weapon. Sword: Crops, stronger weapon! [21:41:59] We just have to make it less good at killing [21:42:15] Then I think it should be okay [21:42:16] yeah. Probably a Rainbow Dash icon for harvesting it 20% cooler [21:42:20] So that you could defend your settlement against evil monsters even in the beginning of a settlement game! ;) [21:42:39] So no scythe for harvesting? :< [21:42:44] hatchet!1 [21:42:53] PeterW: less good for killing? The sword? [21:42:56] I don't know. Would you have another use for it in mind? [21:42:59] No, the axe [21:43:06] the axe is very weak [21:43:12] it does 5 damage [21:43:12] "axe" sounds too mutch like the killing tool for me :< [21:43:19] That's okay then? [21:43:25] Yeah, whatever, hatchet [21:43:40] Does it still blow back the opponent? [21:43:47] well, a hatchet is certainly no tool for chopping big trees [21:43:55] That could be *very* useful to keep monsters out of your settlement already [21:43:57] no @blowing back [21:44:02] that's what the club is for [21:44:03] Even without huge damage [21:44:04] Ah [21:44:05] Hm [21:44:11] Clonkonaut> well, a hatchet is certainly no tool for chopping big trees <- Since ancient times people even used herrings for that! [21:44:19] :) [21:44:37] the fighting aspect of the axe is a mere gimmick just because it feels right to be able to hack on enemies [21:44:59] but two weapon to balance (sword, club) are enough for 'big killing' [21:45:04] the axe will not interfere with this [21:45:49] Nothing against that! [21:46:19] and I'd rather have no tool for harvesting than forcing the player to produce a sword [21:46:23] Wellp, I do have to go now. Feel free to add whatever results of more discussion in the protocol :) [21:46:32] Clonkonaut, hatchet!111 [21:46:41] the sword can harvest stuff as a gimmick! [21:46:42] chopchop [21:46:45] night everyone [21:46:49] good night! [21:46:55] * Ringwaul (~quassel@euirc-2eae63cb.va.shawcable.net) Quit (Quit: baibai) [21:47:09] yeah, that's again counter-intuitive [21:47:58] how? :< [21:47:59] I never harvested wheat though I think a hatchet is of no help [21:48:05] If I hit crops with a sword, the crops die, ok [21:48:06] irl, harvesting can be done with teeth, buttcheeks or preferably your bare hands. [21:48:18] So could could basically harvest with anything. [21:48:26] harvesting needs something sharp to cut the wheat [21:48:37] a scythe is a lot more comfortable than a hatchet [21:48:41] latter works, though! [21:49:11] also I doubt it will be counter-intuitive for the player! [21:49:14] and you need something sharp. The hatchet isn't sharp enough [21:49:41] i doubt you can see that in the picture of the hatchet :) [21:49:42] anyway [21:49:47] anything else left for the meeting? [21:49:54] * Guest462071 is now known as Randrian [21:50:06] nope, that was my part. The rest's for tomorrow [21:50:19] Then I would put the protocol into the forum [21:51:07] That "animated materials" stuff is for tomorrow as well then? [21:51:16] animated materials? [21:51:23] like, animated graphics? [21:51:26] *textures [21:51:30] I don't know, somebody put it on the list, next to my name :) [21:51:45] oh, I guess so.. :) [21:52:33] Well, I have to go as well. [21:52:41] See you all tomorrow then [21:52:44] * PeterW (~scpmw@euirc-2cb74147.csunix.comp.leeds.ac.uk) Quit (Quit: Leaving)