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Messages - wolfman

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1
Hospital Café / Re: Personality of doctors
« on: April 12, 2011, 04:38:57 PM »
Currently in CorsixTH, these descriptions are random and do not affect gameplay in any sense. IIRC though the type of descriptions (good, neutral, bad) are chosen according to the skill of the person, meaning that a person with high skill will likely have a positive sounding description, while one with low skill will have a negative sounding description.

I have heard rumours that in original TH some of these descriptions tied to actual gameplay, namely something like "works relentlessly" resulting in fast movement speed, even if the person is not a consultant.
If you are able to run original TH and want to help us out, you could check these kind of things and report back here if there is actually something behind those rumours - then we can implement that in CorsixTH too.

2
Hospital Café / Re: Fax Cheat Codes
« on: April 12, 2011, 03:57:34 PM »
After some working with the Lua and a calculator, I have discerned the Fax machine's cheat codes.

I hope this is alright to post here, delete it if it isn't ;)

Well, congratulations to you for finding out :D I'd say it's okay to leave this information here for other players.



Quote
18895-18896 - Bloaty Head (Impossible)

You can't actually get the number for Bloaty head, it's halfway between 18895 and 18896.

I think you've miscalculated on this one though ;)

Quote
I read somewhere that the 24328 code in TH was CHEAT when using letters on the keypad of a phone
That is correct, and the "Roujin's challenge cheat" is based off the same principle - the number spells "roujin" on a phone.

666 is of course the number of the beast, thus turning the doctors mad. And the numbers for bloaty / hairy patients are both (approximations of) numbers well known in mathematics.

I agree that it is not very consistent, but they all have some meaning, so I'd rather leave them like this.


edit: mmh, the two disease cheats seem to be well broken (tested in beta6), gotta do something about this... thanks for inadvertedly calling my attention to this ;)
edit2: I am actually removing these two cheats now. They seem to have been broken for ages, and also these cheats do not seem to be such a good idea anymore since we have level specific diseases now - forcing only hairy/bloaty patients in a level where the according room is not available seems kind of a bad idea.
As removing them is much much easier than reimplementing them properly while thinking of the possible hazards with level specific availabilities and so on, I've done so in r1313.

3
There are usually more goals than just curing a number of people. Often you have to have a certain balance and hospital value too. Check the status window to see all the goals and how near to completion you are.

If all goals are completed there and you've waited for a while, it might be a bug. In that case please tell us which version you are playing with and on what level.

4
Off Topic / Re: Memorable moments
« on: January 04, 2011, 01:02:06 AM »
More fun while testing stuff...

5
Off Topic / Re: Memorable moments
« on: January 02, 2011, 05:03:12 AM »
Started typing some code into the lua console (first thing that came to my mind) in order to try out what I'm currently working on (will commit it soon-ish).
I lol'd when it actually worked  ;D

Unfortunately it can't really be seen on a screenshot so you'll have to try it for yourself...

6
Translations / Re: Translator Tool
« on: December 30, 2010, 11:32:16 PM »
Well, as long as automatic translations are only used as a base and revised by a human being, okay. But I oppose using translations if they're the output of a translator tool - often they will be wonky and may put off natural speakers of that language. Then I'd rather not have any translation in that language at all and have natural speakers of that language play in english, until one of them is encouraged to start translating to his language :)

7
Graphics / Re: Level board game
« on: December 30, 2010, 11:28:07 PM »
I'd turn off all signs for the screenshot. Other than that, nice. Maybe ease up on the trees a bit, true..

8
Graphics / Re: Level board game
« on: December 30, 2010, 07:02:28 PM »
Nice answer.
I would mention OpenTTD and OpenGFX on inclusion, if I knew where.. we currently don't have a central "credits" file, nor ingame credits. Only in each source file the original author is mentioned in the top of the file.
That's actually a problem for non-sourcecode contributions, like yours. I definately want to give you proper credit if we are to include this.
Which reminds me that the author of our current main menu is also not properly credited, iirc.
We need to come up with a way to credit all contributors properly...

--
@nice screenshot: you could search the screenshot section of the (open)ttd forums for a nice one. Although then you have to be careful that it does not contain other things than opengfx. Or you could search the savegame section, and make a screenshot yourself of a nice savegame. In both cases, I'd ask the author of the screenshot/savegame for approval, just to be safe / out of courteousy.

9
Translations / New helpful feature for translators
« on: December 30, 2010, 07:14:57 AM »
Hey everyone,

in r1142, I added some code to CorsixTH that could be a lot of help for you translators.

As many of you may know, you can make CorsixTH provide you some text files (debug-strings-orig.txt, debug-strings-new-grouped.txt and debug-strings-new-lines.txt) with all strings in the currently selected language, by selecting "DUMP STRINGS" (or equivalent in your language) from the debug menu.

If you do this in CorsixTH r1142 or later with a language other than english selected, an additional file called debug-strings-diff.txt will be created that compares strings defined in the current language with english. The file will contain two sections, the first listing all strings that are missing, i.e. defined in english but not in your language, the second listing superfluous strings, i.e. NOT defined in english but for some reason defined in your language (e.g. a typo, or it was removed after you translated it and we forgot to remove it in your language) .

An Example:
For norwegian, this file currently looks like this (excerpt):
[code]
------------------------------------
MISSING STRINGS IN LANGUAGE "NORSK":
------------------------------------
debug_patient_window.caption = "Debug Patient"
tooltip.cheats_window.close = "Close the cheats dialog"
tooltip.cheats_window.cheats.end_month = "Jumps to the end of the month."
tooltip.cheats_window.cheats.emergency = "Creates an emergency."
tooltip.cheats_window.cheats.win_level = "Win the current level."
[... many more strings ...]
menu_file_save[6] = "  GAME 6  "
menu_file_save[7] = "  GAME 7  "
menu_file_save[8] = "  GAME 8  "
------------------------------------
SUPERFLUOUS STRINGS IN LANGUAGE "NORSK":
------------------------------------
totd_window.tips[20] = "CorsixTH ble for f

10
Emergency Room / Re: MapEdit Not Saving?
« on: December 29, 2010, 10:50:39 PM »
Huh, I find it kinda impressive that nobody has noticed that until now (including myself).  ;D

11
Emergency Room / Re: working on alien ... but
« on: December 29, 2010, 05:00:55 PM »
Heya, I looked at your files and took them as a base, fixed up some stuff, but for some things we need some changes in the code. e.g. the oddity that the "patient leaves machine" anim is flipped.
For the transformation I'll see if we can reuse some code that is used for the invisibility (and transparency too I think) diseases. IIRC there there's also no transformation animation but a blend between two sprites.
I'll be working on the required changes, so we can include this and finally have all original TH rooms & diseases up and working. :) Thanks for your work so far.

12
Official announcements / Re: Happy Holidays
« on: December 24, 2010, 09:27:32 AM »
Yeah, merry Christmas everyone :)

KasperVld: I really like what you've done with the Forum! Shiny christmas theme!  8)
I allowed myself to use part of the banner at the end of the beta 5 video, hope you don't mind! In exchange, I kinda advertised the forums in there, mentioning that there'd be additional custom maps here.  ;)

13
Graphics / Re: Level board game
« on: December 21, 2010, 05:29:04 PM »
Full of win  ;D

Really great work! However - brace for impact - here come the Buts:  ;)

1) Could you make a version without the names? The level names are translated to something else in at least some of the translations (the original ones for sure, and the new ones where the translator was feeling creative enough). Thus the town names on the board are misleading.
The rat ad on the other hand is okay in my personal opinion, since the text (or the part of it that's readable anyway) is not needed to convey the meaning but only flavor. Theoretically it would be preferable without any text, but in this case it's just not doable, I think.
2) I already had this thought when I saw your previous image, but couldn't lay the finger on it; however now I know what it was: The syringe is looking too dangerous for a toy imo. It looks as if you could really pierce someone's skin with it. Maybe make the needle thicker and cut off the end before it becomes too pointy. I mean, looking at it from a toy manufacturer's view, this would mean that it's both easier to make and less likely to break.
3) I love what you did with the jigsaw puzzle. People who know will have a good laugh, and others won't even notice your little easter egg there ;) However I believe that you've used the original base graphics there, which is a no-go if we want this included in CorsixTH. Please use the OpenGFX base set and to be absolutely safe contact the authors for permission to use a screenshot of their work in a derivative work - or else you probably would be forced to release it under GPL, which is what I think they are doing with their base set.

Now to your question: "CorsixTH" would be the most likely candidate for the correct name, at least if you define "correct" by "used in most places", where the google code project page is a notable exception...

I love your ideas with the pawn going from junior to doctor to consultant (also corresponds to the different path styles on the board, nice!), however I can't really picture in my mind how you could fit a suitcase or even a car to the pawn without it looking strange...
In any case please also make a version without a pawn, that we could include as a static image - this can double as a level selection screen that some people have requested. Level names could be displayed there localized in form of tooltips.

14
Emergency Room / Re: Why doesn't this map work?
« on: December 20, 2010, 05:04:52 PM »
Well, having such "gaps" as entrances is not supported (you don't find them in original maps either).
I think you'll find that it works if you put doors in all those gaps.

But granted, the map editor could do with a number of improvements. :)

15
Hospital Café / Re: How To: activate cheats on Beta 4
« on: December 08, 2010, 06:52:49 PM »
Heh, okay - but now the topic title is misleading since your steps don't activate cheats in beta 4 anymore but just overwrite beta 4 with a dev build  ;D
Anyway, if someone still wants to stick with beta 4 for some reason, here's a "proper" zip I made for cheats in beta 4 -> see attachments

Unzip the contents of this zip to your CorsixTH folder. Start the game. You can activate the cheats by entering 24328 and green button in the fax machine.

Notes: This zip is only designed to be used with beta 4. Don't use it with any other versions. Newer versions will have the cheats built in anyway.
Cheat entry in debug menu is NOT added here. You have to use the fax machine to get to the cheats. Some other minor fixes also went into this zip as it would've been a hassle not to include them. Furthermore, cheats don't have a negative effect since in beta 4 there was no such thing as a bonus score.

---
To answer your tobylane's question about the bonus score: New feature implemented in recent dev builds is a score (called "salary" in the game) that increases from level to level. It's e.g. shown in the winning faxes (in beta 4 it always said 10.000). Now in post-beta4 dev builds it does raise over time and whenever you finish a level you will get a bonus of 4-9%. However if you cheat you won't get that bonus.

The general idea is that a player that cheats his way through the game does not get as high a final score as a player who does without any cheats.

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