I use Boost and it seems to be able to do at least most of the moderation actions needed, and it supports notifications. I think Summit, Connect, Sync, and Jerboa are also good but I haven’t used them too much.
Developer of Deus Ex Randomizer, StarCraft 2 Randomizer, RollerCoaster Tycoon Randomizer, Build Engine Randomizer, and Groovie 2 in ScummVM
I use Boost and it seems to be able to do at least most of the moderation actions needed, and it supports notifications. I think Summit, Connect, Sync, and Jerboa are also good but I haven’t used them too much.
Thanks! Yea everything shown in that trailer is in UnrealScript aside from the creation of the mirrored map files, and the installer obviously, both of those were done in Python. The death markers and other online features (which are all optional and opt-in, disabled by default) use a TCP connection in the game written in UnrealScript to make HTTP requests, the backend is a Python Flask server. We even wrote our own JSON parser inside of UnrealScript (it’s not perfect but it does enough for us). Technically it’s possible to add a DLL module to the game for stuff like JSON parsing but we haven’t needed to, and technically this keeps it more easily portable (like if SurrealEngine even gets to a more completed state).
We had to write our own PRNG function to work inside UnrealScript, because the provided one doesn’t allow seeding.
Gameplay perspective…
This game is really open, there are many approaches to every situation. Which means when things get randomized, it tips the scales of balance and you have to reconsider every option for every seed.
Even just choosing a melee weapon, you’re thinking about knife vs baton vs crowbar vs sword vs eventually the dragon’s tooth sword. On some seeds the knife does a bit extra damage and then you gotta think if it’s better than the baton and crowbar because of its speed, and it only uses a single inventory space. On some seeds you might get a weak and slow dragon’s tooth sword and it might not even be worth keeping!
And then you’ve got all the different paths through the levels, and you’ll be rethinking routes based on random start locations, random goal locations, or random enemies in different spots, or items or medical bots. Or maybe a door was randomized to need more lockpicks and your lockpicking skill is worse than vanilla, maybe you need another way around or you choose to find the key to save lockpicks for later. You won’t be doing the same thing every playthrough like vanilla where eventually you figure out which approaches you like best for each spot. The randomizer gets you to rethink it all and adapt.
The ability to do anything also means you can always progress, you don’t get stuck just because you’re missing a password or low on multitools, there’s always another way. The randomizer really forces you to adapt.
I think any game with good replayability is a good target for a randomizer, it just amplifies that replayability.
Technical perspective first…
This is Unreal Engine 1, which used UnrealScript programming language. It was extremely flexible, and you can extract the original UnrealScript code (including comments) from the game. This means it’s nearly an open source game, except for the native code. But pretty much everything is controlled by the UnrealScript anyways. Including the GUIs, HUDs, conversations, most of the AI stuff, damage calculations, keyboard key bindings, etc.
On top of this, Deus Ex released their SDK tools (I think in 2001, around the time of the multiplayer patch). Which is their version of the UnrealEd map editor, conversation file editor, and UnrealScript compiler/extractor.
are you asking from a technical perspective or a gameplay perspective?
Tomorrow Deus Ex is turning 24 years old, and DXRando is turning 4 years old!
I need to try a DSVania rando some day, I loved Dawn of Sorrow
I haven’t heard of that one before, looks like more of a strategy game than this one, seems cool!
SimAnt is a classic game
In the user settings there’s an option to export everything to a file, then you just import that file into your other account
That would make community names a bit longer so they’d be more annoying to type and share?
Most niche communities (with some exceptions ofc:-) here aren’t as active as they were on Reddit, so many of us end up spending more time in the generalized ones - e.g. [email protected] rather than specific ones like r/OnePlus or even r/Android.
I think we need to get better about crossposting to multiple communities. You could post to all 3 of those.
I filed an issue on Github for you
Just saying it’s an easy one to start with to get familiar with the system
And yeah it could be used to verify “tags” in the title, or require you put the year for something like a movie title or game, like (1993)
also my comment kicked off a little discussion in here, so that’s nice too
a pretty simple plugin idea would be a regex to validate post titles, deny the post if the title is invalid
I might try it unless someone else beats me to it
I guess to start with it could be a config file with a dictionary of community name: regex
and later it could be made to use the database with an api to set the regexes, could even allow community moderators to set their own regexes (might need a maximum regex length, maximum number of parenthesis/groups in the regex pattern, and disable lookbehind/lookahead, for performance reasons)
awesome, I hope this can bring more devs on board
also I think we should organize behind a single GitHub tag, like
Wait how does a kart racing game have a half hour tutorial? Lol
Boost can do this
Also I did suggest a tweak to the hot rank for comments, I do feel like Hot is ok for posts but not for comments
here’s the tracked issue for “Instance agnostic links” https://github.com/LemmyNet/lemmy/issues/2987
And dogs, rats, greasels, karkians, and fish if you’re standing (the game doesn’t have a use animation while swimming), and grays too but you’ll take damage when you do it