What is an inventory
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@Tsaukpaetra said in What is an inventory:
I've been planning on making some kind of selector control to flip through "pages" of the inventory, but I'm not a game-engine developer.
Does it mean there's literally nobody who could ever do that?
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@Gąska said in What is an inventory:
@Tsaukpaetra said in What is an inventory:
I've been planning on making some kind of selector control to flip through "pages" of the inventory, but I'm not a game-engine developer.
Does it mean there's literally nobody who could ever do that?
If someone else was brought aboard with the necessary know-how. Or I learn it myself, shouldn't be too hard, we have a dial model and a control thing that should work, but it requires effort to tie all the pieces together.
Mostly because it's likely that the components were developed in silos and won't hook up right since it's not a generic object and instead specifically-crafted to work with a single specific object.
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@Tsaukpaetra said in What is an inventory:
requires effort to tie all the pieces together.
Honestly, once I'm done with the sub-inventory implementation (which is an inventory attached to an item which itself is an inventory item), that will probably go on my to-do list.
After fixing/unifying the projectile items (wherever they're used) that are also uniquely-coded per object. I'll probably also make the plunger crossbow into a proper projectile shooter.
And a few other things I'm probably forgetting, don't want to check the JIRA at this time, some 200 items on the "Todo" list...
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@pie_flavor said in What is an inventory:
@Tsaukpaetra you seem very determined to not give a straight answer.
I thought that's your special move?!
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@Gąska said in What is an inventory:
@Tsaukpaetra said in What is an inventory:
I've been planning on making some kind of selector control to flip through "pages" of the inventory, but I'm not a game-engine developer.
Does it mean there's literally nobody who could ever do that?
I've heard that doing that would be
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@hungrier imagine infiniscroll in VR.
Glorious.
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I always thought it was funny that Ultima Online had no limit on what you could carry. Whether you could move while carrying it was another story. But money had no weight. Can you imagine how much of a pain it would've been to have to basically make dozens of trips to the bank to get enough money to buy stuff like some mook buying a loaf of bread in Zimbabwe?
I really liked developing for the old POL server up through version 92. It used to run a language called eScript that was like a cross between JavaScript and Pascal. I don't know how I found the time to do so much cool stuff with it. Then version 93 happened...everything broke and stayed broken for years. The lead developer around that time was such an asshole. When servers started going back to 92 because of the problems, he pulled all of the old versions before 93, and then when the bug reports started mounting because nobody had any choice, he fell back on ye olde open source refrain of "fuck you, fix it yourself."
I wish RunUO had been easier to get a grip on. That engine was in C# and should've been super easy to customize. But I fell down the rabbit hole of trying to turn the flat file save into a database save at about the same time that I had no time to play with this sort of stuff. Oh well.
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@Zenith said in What is an inventory:
But money had no weight. Can you imagine how much of a pain it would've been to have to basically make dozens of trips to the bank to get enough money to buy stuff like some mook buying a loaf of bread in Zimbabwe?
No, because fiat currency is a thing since forever. and even if it weren't, I got a number here that someone else will tell you means I have some moments monies. And carrying a number isn't so bad...
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@topspin said in What is an inventory:
@pie_flavor said in What is an inventory:
@Tsaukpaetra you seem very determined to not give a straight answer.
I thought that's your special move?!
It's super deflective!
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@Tsaukpaetra said in What is an inventory:
I'm done with the sub-inventory implementation
Pending some fixes with the auto-return-when-game-server-crashed functionality (which is on the database side), I'm basically done.
So now I'm re-de-unfucking the Inspectable Component (which provides functions and properties for things you can potentially get information from) to the lower inherited Inventory Item Component (that gives an object all the functions and properties it needs to be an inventory item).
For whatever reason, Inspectable Components contain a bunch of shit about ownership and other crap needed for inventory operation, but that's pants-on-head since you can't (currently) have an object that has pieces owned by multiple players (you can have multiple pieces of an object be inspectable, however).
So now I'm migrating it over and slowly fixing the 800 compile errors that happen because of the bad assumption that anything you can inspect has ownership/inventory.
Sigh.
Edit: And fixing WTF-are-you-even-doing codes like this:
And, no, InspectableComponent is not used anywhere else.
Like, what the literal fuck were they thinking?!?!
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@Tsaukpaetra said in What is an inventory:
fixing
Only 64 obviously-referenced instances of the moved variables left!
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@Tsaukpaetra said in What is an inventory:
@Tsaukpaetra said in What is an inventory:
fixing
Only 64 obviously-referenced instances of the moved variables left!
Sweep 1 complete. Affected so far: 52 modified source files, 20 content files.
Tomorrow: Regression testing, yay!
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@Tsaukpaetra said in What is an inventory:
Tomorrow: Regression testing, yay!
Status: Build failed, because apparently merely skimming blueprints doesn't actually open and compile them (makes sense).
Sweep 2 complete: 4 newly-modified source files (5 re-modified), and 23 modified content files.
...
...Tomorrow will be the regression testing! Yes! Definitely!
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This thread has proceeded more or less how I expected it would after reading the first few posts herein.
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@pie_flavor said in What is an inventory:
@Tsaukpaetra Doesn't mean it's not a . Why should you be able to carry ridiculous quantities of items as long as they're all the same kind? Weight like Skyrim or size like Subnautica are much more sensible ways of limiting inventory space.
Blame Blizzard. They came up with a creative inventory system for the Diablo franchise and then tossed it in favor of the "everything huge and small now fits into a single 1x1 inventory slot"-WoW idiom that has spread across the industry like a cancer.
Conveniently, I hear blaming Blizzard is the cool thing to do these days.
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@_P_ said in What is an inventory:
@Tsaukpaetra said in The Official Status Thread:
Status: Who the fuck hardcoded max
inventory sizemoney when it's very obvious theinventory's maximum sizemaximum money is variable!FTFY
Well, at some point you brush up against
INT_MAX
and then have to go to a biggerint
or a variable-size type, which starts to become a problem once you brush up against numbers withINT_MAX
digits.
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@Groaner said in What is an inventory:
@_P_ said in What is an inventory:
@Tsaukpaetra said in The Official Status Thread:
Status: Who the fuck hardcoded max
inventory sizemoney when it's very obvious theinventory's maximum sizemaximum money is variable!FTFY
Well, at some point you brush up against
INT_MAX
and then have to go to a biggerint
or a variable-size type, which starts to become a problem once you brush up against numbers withINT_MAX
digits.The related JIRA ticket for this currently has mentions of a mandatory Bank-only inventory item representing one million Bits, activated and managed once per login. Haven't yet had a need though.
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@Groaner said in What is an inventory:
@_P_ said in What is an inventory:
@Tsaukpaetra said in The Official Status Thread:
Status: Who the fuck hardcoded max
inventory sizemoney when it's very obvious theinventory's maximum sizemaximum money is variable!FTFY
Well, at some point you brush up against
INT_MAX
and then have to go to a biggerint
or a variable-size type, which starts to become a problem once you brush up against numbers withINT_MAX
digits.That's called a DoS case, not a use case
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