Probably std::basic_string<char, std::char_traits<char>, std::allocator<char>>
Perhaps somewhat sad that I know this off the top of my head...
This is some really strange logic to me. You seem to be implying that most people only like one single kind of game which is simply not remotely true. Everyone I personally know that plays Factorio is also interested in games like Deus Ex and Elder Scrolls. Which are the same kind of games as Cyberpunk will be. So it's absolutely more than just some people who will play both.
The first two are trivial changes, even you or I could do them.
They work as long as you're not in the business of building a nuclear plant. System breaks at high fluid volume.Hiladdar wrote: ↑Fri May 29, 2020 8:55 pm- Fluid mechanics: Fluids work right now. Major risk releasing fluids post 1.0, especially if it breaks something. Beyond that, fluid upgrades can fairly easily be done as a patch. I recommend a lot of testing of fluid mechanics prior to releasing them post 1.0
Is it possible to make a local and maintain it for every single dialect of English (https://en.wikipedia.org/wiki/List_of_d ... of_English) yes, is it practical, no.Muche wrote: ↑Sat May 30, 2020 1:10 pmThe first two are trivial changes, even you or I could do them.
Optimization/optimisation seems to be an US/GB difference and indeed means more work - choosing one of the locales, making sure all instances of this word are spelled the same according to the choice, and checking all words that are different between those locales.
Rseding had a good point for throwing when saving if value is not migrated properly and i accepted that, but later i checked if mods are able to properly migrate. In 0.18.28 there is base migration requesting to reload scripts needed because of some style changes and script changes made for 0.18.28. This script reload has a side effect of saving and loading script data. If saving would throw, all existing saves with functions in globals would not load because applying base migration would throw on save. When choosing if lua functions should throw or should become nil, i would choose to throw, but when choosing if existing saves with affected mods should become non-loadable anymore at all with no way to fix other than loading in 0.18.27 with fixed mod and resaving, then i have decided: unfortunately i have to nil them, throwing was a bad option. I would like to change it to throw in the future but this will make all saves made in 0.18.27 or earlier with functions in global to permanently fail to load. So functions are nil-ed during serialisation (saving) and there is "Removed <N> lua functions when saving" info line in log.Oktokolo wrote: ↑Sun May 31, 2020 6:36 amRegarding whether on script state serialization functions should be ignored or fail:
Errors should never be ignored.
As saving and save game migration is important to "just work", logging the error, then continuing as if there was no error would be the right thing to do.
Bonus points for showing the error in a message box before going on with the migration or save, so players report the bug and mod authors make their global not store functions.
In an ideal world, there would also be instant failure when a mod tries to store a non-serializable value in global. That way, the error handling code could act the same as on every other mod error - leading to getting mods fixed lightning-fast. Also failing right at the start is obviously better than failing after loading the base next day (mods normally do strange things when expecting something to be stored in global wich is not there).
Actually it's based on old board RPG game series Cyberpunk 2020 and Cyberpunk 2077J-H wrote: ↑Fri May 29, 2020 1:42 pmCongrats! It's great (and rare) when software runs ahead of schedule.
I've heard of CDPR (Witcher games), and maybe I live under a rock, but I haven't heard of Cyberpunk 2077 at all.
I just looked it up, and it looks like it's probably got a heavy Deus Ex inspiration. Modern/future modern RPGs set in a land of profanity and cruelty are not up my alley.