Grid Sage Forums

Grid Sage Forums

  • November 22, 2024, 06:10:12 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gexgekko

Pages: [1]
1
Fixed Bugs & Non-Bugs / Cogmind nonportable config issue
« on: July 11, 2017, 04:46:05 AM »
So I run the game (EDIT: Beta 2, THE LAST ONE I THOUGHT IT WAS CALLED BETA 1.2) with -nonportable as admin (so it has perms to modify the config file) and config is not saving. Like changing difficulty, auto-activating parts, tactical hud, username, send error report... Every part of the config. I can save games and play fine in a single session (multiple ingame runs, one .exe run) but if I quit the game (saving game or not) the config is lost.
Lore exports fine on the same folder cogmind.cfg is located.

I am running Win8.1, the folder is C:\Users\USUARIO\.Grid Sage Games\Cogmind and the cfg is not read only. I opened it and it has the default values for config keys like playerName="Anonymous" (I set it as Gexgekko for testing and it doesn't save) etc etc...

I've checked how it works and I've seen this:

1 - I change config ingame.
2 - Exit game.
3 - File is fine with new config applied.
4 - On booting the game again, it replaces the config file with the default one.

scorehistory.txt is not updating either. buffer.txt works fine.

I've checked run.log and it can't open config file (line 4 here https://pastebin.com/g51sMNkY)

2
Ideas / Re: Let builders/workers build interesting things
« on: June 23, 2017, 05:17:58 AM »
Thanks for the quick response!!

Quote
But it's not an area to hang around anyway

I like to stay there to see what's up with the builders and actually that's why the idea came up to me LOL but yes I get what you say.

Quote
I could have them put the occasional machine in an otherwise empty room, though the numbers of those machines are already more or less balanced

Yes it is balanced, but I don't see why on early levels a recycler for example would unbalance the game. You don't have anything to recycle if you are starting the game and it would be atmospheric to let them build one every X hundred of blocks away from the "base" map/other recycler in base map.

I know is hard to make if you don't have the base code prepared for it, and I'm not in anyway trying to bother/argue with your decisions, I'm not english so I can't be more polite than this due to my language, sorry

3
Ideas / Let builders/workers build interesting things
« on: June 22, 2017, 01:02:31 PM »
So let them add a recycler terminal somewhere if the map they've built is big enough to make rentable build a recycler (so they recycle what they're actually drilling and so), also if it's possible it could be awesome to let them build terminals (info-capped so you don't hack lore from the lower levels) and stairs (which leads maybe to a cave or to another similar area?)

4
In the Dialogue 1 from Imprinter, the end of the last message is not displaying or displaying outside the screen?, I don't remember it exactly the dialogue so maybe it's actually displaying correctly, then there's a grammal error: The message doesn't end with a dot (.). I know it's no big deal but as I said, it can be that the message is not displaying correctly so I prefer to notify.

The lore messages ends like this in my screen (obvious story spoiler):
Spoiler (click to show/hide)

Fast edit:

Zion, dialogue 9, the words between the double commas (") have a single down comma (,) inside it when it should be outside. "words," should be "words",  (example for no spoilers)

Pages: [1]