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Absorbs Smaller Goons
Mar 16, 2006
This is a game that keeps on delivering more and more with each update. it is a good game™

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FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME
Haha, they insert characters from a giant .BMP file instead of just using an actual font with Unicode support. No wonder non-Latin support was such a mess.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I got a new mouse that has a stupid smooth rather than clicky feeling scroll wheel now I can't zoom at all in this game. Other games are fine, just this one. RIP playing this game.

nielsm
Jun 1, 2009



FronzelNeekburm posted:

Haha, they insert characters from a giant .BMP file instead of just using an actual font with Unicode support. No wonder non-Latin support was such a mess.

Yeah that's the most 1990'es reason to have broken text in your game. Why would anyone choose to suffer bitmap fonts in the year 2015?

Without having looked at the update either, I'm guessing they might also have hosed up on CJK support even though that was supposed to be the major gain from it: Since CJK characters in Unicode are encoded "unified", some characters that are logically the same across the languages (Simplified Chinese, Traditional Chinese, Japanese, Korean) are written differently. So you actually need to use different fonts for each of those languages, or you need to use a font that has glyphs for all of the languages, along with a text rendering system that knows how to pick the right glyph.
But baking your own font rendering system for Unicode, that's just a recipe for disaster. I hope they don't ever plan on supporting Indic languages.

nielsm fucked around with this message at 18:35 on Jun 30, 2015

BillBear
Mar 13, 2013

Ask me about running my country straight into the ground every time I play EU4 multiplayer.
Wow these guys... and gangs will continue to get work! Now I need to get back into PA, I haven't had a proper run since like 22. So much to catch up on. :v:

Tercio
Jan 30, 2003

BillBear posted:

Wow these guys... and gangs will continue to get work! Now I need to get back into PA, I haven't had a proper run since like 22. So much to catch up on. :v:

That's exactly how I feel. I've been waiting for gangs for so long. I want machinations in my prison outside fulfilling base needs.

Hadlock
Nov 9, 2004

What engine are they using, or is it home grown? A bunch of "build your own game engine in 21 days" books from the 1990s have you use BMP fonts, but I would imagine there's a bunch of excellent 2D engines out there now to choose from.

nielsm
Jun 1, 2009



I think they mentioned the engine being home-grown/purpose-built yes.

Gaj
Apr 30, 2006
I feel the fact that gang members cannot work is somewhat unrealistic. I believe they should be still allowed to work in factory and laundry settings, like the rest of their security-peers. Does anyone have any idea on how to mod this functionality ?in?

RadioDog
May 31, 2005

Gaj posted:

I feel the fact that gang members cannot work is somewhat unrealistic. I believe they should be still allowed to work in factory and laundry settings, like the rest of their security-peers. Does anyone have any idea on how to mod this functionality ?in?

For one thing it'd be a great way to steal "weapons".

Away all Goats
Jul 5, 2005

Goose's rebellion

Damnit I JUST started a new prison :saddowns:

Still I'm glad they finally started implementing gangs after there were rumors they found them too difficult/complicated to implement. The Store sounds neat too.

Coolguye
Jul 6, 2011

Required by his programming!

Away all Goats posted:

Damnit I JUST started a new prison :saddowns:

Still I'm glad they finally started implementing gangs after there were rumors they found them too difficult/complicated to implement. The Store sounds neat too.

By contrast, this is perfect for me, as I've run across a few things I'd like to correct in my current prison, and it's been going great for the last few weeks and my valuation is through the roof!

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
Being the first pass with the new feature I'd expect they'll finesse how gangs over the next couple of alphas. It's starting to look good for the actual full release, since the store's another feature they'd discussed in the past and now put in.

Anyway did the mailroom fixes include a nerf on the endless supply of mail or whatever it was that made setting up a mailroom a bad idea?

Away all Goats
Jul 5, 2005

Goose's rebellion

Yeah they mention it in the full patch notes

quote:

= Gangs
Some prisoners will now have gang allegiences upon entering your prison. This can make those prisoners much harder to deal with, as they will work to defend each other during trouble.
This is an optional feature, enabled by ticking the new "Gangs" tickbox in the New Map screen.
(Nb. You can also hack gangs into an existing prison by adding 'EnabledGangs true' to the top of the .prison file)
More dangerous / higher security prisoners are more likely to be gang members.
Gang members can be identified visually by their full body tattoos
Gang members will always come to the aid of their fellow gang member when fights break out.
This includes coming to the aid of a fellow gang member involved in a fight with guards.
Gang members more likely to try to steal weapons, and more likely to carry them rather than stash them.
Gang members will not participate in any voluntary reform programs
Gang members will not work for the prison
New view : Intelligence => Gangs. Highlights all known gang members and shows the total number of members of each gang.
Nb. This is part 1 of a larger feature.

= New room: Shop
Requires shelves and a shop front. The shop front should go on a wall such that prisoners can acces the shop front from a corridoor.
Shop goods will be brought into the prison in the usual way, and taken to the shop.
Prisoners can work in the shop, and will unpack the boxes of goods onto the shelves.
Prisoners can buy items from the shop to help with their needs:
Soap, shampoo etc for Hygene
Towels, blankets etc for Comfort
Magazines for entertainment
Snacks for Hunger
All prisoners are now paid a fixed wage of 50 cents per hour when working for the prison
Items in the shop cost $5 each
Prisoner wages and shop takings are now shown in the daily cashflow report (updated at midnight)
Prisoners are more inclined to participate in voluntary training programs, and will concentrate harder, when there is a shop on site. (They want to earn that wage to buy things for themselves).
The shop is a potential source of smuggled contraband
= Asian language support
The game now supports asian character sets, paving the way for translations into
Japanese
Chinese
Korean
etc
- Mail room (continued)
Fixed: Mail satchels would be endlessly delivered in certain circumstances
You can now dump mail satchels if you end up with too many

- Escape tunnels (continued):
Each member of a dig team now brings diminishing returns to the overall speed of digging. This represents the fact that (say) 10 prisoners just couldn't dig all at once in one square. Previously 4 prisoners would dig four times faster than just 1 prisoner. it will now take 4 prisoners to dig twice as fast as just 1 prisoner It will take 11 prisoners to dig three times as fast as just 1 prisoner
Searching a toilet manually will now reveal any escape tunnels. Nb this requires you specifically search the toilet itself, and does not apply if the toilet is searched as part of a "search cell" or "search cell block" order
Conventional fences no longer slow diggers down
- The research screen now flashes a warning if you are attempting to research an item, but are missing the neccesary Administrator, or he does not have an office

- Emergency services personel no longer need to rest in a staff room

- More prisoner faces added to the sprite bank, for greater variety

= BUG FIXES
0003270: [Control & User Interface] Flashing Yellow area in deployment screen not explained
0004990: [Gameplay] Basic Detention Center fails to recognize completed rooms if other rooms are incomplete
0003318: [AI & Behaviour] Delivery Trucks fail to stop and unload (when delivery zone at bottom of the map)
0006493: [AI & Behaviour] prisoners use the same seat/phone/shower etc
0007248: [Mod System] Special Characters prevent mods from work
0008666: [AI & Behaviour] Prisoners reading books will stop following regime and freeze up unable to fulfill needs.
0008916: [AI & Behaviour] Mail Room keeps ordering more Mail Satchels
0007670: [Control & User Interface] Spelling of bureaucratic in Chapel Description
0003271: [Gameplay] Clone Tool + Water
0007630: [AI & Behaviour] Gardeners and other AI vibrate when in 3x speed mode
0006067: [Gameplay] Prisoners are tunneling too fast (through perimeter wall)
0001166: [Gameplay] Guards wont take prisoners to Solitary Confinement, prisoner stuck in limbo
0008714: [AI & Behaviour] Some dump jobs are never done
0008766: [AI & Behaviour] Empty Parole Program slots not being filled despite long queue of eligible prisoners
0005953: [Graphics] Uniform's are sometimes under the bed
0006142: [Graphics] Render issues when stacking drains with other items
0008750: [AI & Behaviour] Prisoners do not leave Transport Bus if reception is full of laundry
0005453: [Gameplay] Power Switch + Cctv Monitor = UNLIMITED VISIBIlITY!
0008996: [AI & Behaviour] Prisoner released during shower leaves naked
0000665: [Gameplay] pausing stops the limit-check for daily spending
0008034: [AI & Behaviour] Chefs Don't Cook
0008129: [Graphics] Death Row font too dark
0006952: [AI & Behaviour] In large prisons suboptimal transport job causes death of overdosing prisoners during transportation to infirmary
0005830: [Gameplay] Bureaucracy research never finishes if started during pause after firing warden
0002935: [Gameplay] Guard dogs kill prisoners
0007920: [AI & Behaviour] Unconscious dog and dead handler
0006228: [AI & Behaviour] Dog handlers can't get tazers anymore, but research says they can
0009032: [AI & Behaviour] Dead guards in hearse still have flashlight on
0003311: [AI & Behaviour] Guards escorting prisoners to from their cell to the same cell over and over
0008135: [AI & Behaviour] Dirty trays are being stacked outside canteen (in a remote solitary cell, for example)
0007151: [Gameplay] Truck drivers can be sacked
0006966: [AI & Behaviour] 0 demand for meals in the second hour of Eat
0003132: [Gameplay] Sometimes contraband is listed as "None"
0007437: [AI & Behaviour] Cooks Not Cooking
0007933: [Other] cooks wont cook (Cellblock assigned to non-canteen in logistics)
0008904: [AI & Behaviour] Laundry without door breaks near-by rooms
0008624: [AI & Behaviour] Riot Police get tired
0007675: [Graphics] Altar not displaying properly against a wall
0008988: [Save & Load] Last Game Save causes a Crash to Steam Client
0008946: [Gameplay] Library Books keep coming

jerichojx
Oct 21, 2010
Oh snap! Shops and Gangs! =

Coolguye
Jul 6, 2011

Required by his programming!
I think I'm gonna leave Gangs off until they're fully implemented. As they stand, anyone who shows up with tats gets slapped with a Supermax status and put on lockdown for 20 hours a day in a kitted out cell to keep them placid. I don't see the benefit in trying to integrate them. Their Reform score is invariably going to blow rear end since they will not work and will not attend programs (the two chief ways of raising that score), so if you want to get rid of them as quickly as possible without murdering them, you will have to double down on the other scores to try to get rid of them on parole. If they're lifers you have even less incentive to let them out, and you might as well leave them on 24 hour lockdown with meal delivery enabled. The occasional broken door as dumbasses boil over from Freedom need is just the cost of doing business at that point.

Actually, while writing this post I got half of an idea on something. It is possible to set up doors such that they automatically lock shut at certain times in the day, right? Could someone provide a tutorial on that? Googling for it yields little.

Moridin920
Nov 15, 2007

by FactsAreUseless

Coolguye posted:

Actually, while writing this post I got half of an idea on something. It is possible to set up doors such that they automatically lock shut at certain times in the day, right? Could someone provide a tutorial on that? Googling for it yields little.

I haven't played for quite a few updates but it's fairly simple assuming things haven't radically changed; just set up a door timer object (which has a GUI to let you set it up), connect to a door servo.

Coolguye
Jul 6, 2011

Required by his programming!
Door servos were always super loving picky for me. You're supposed to put the gear part over the door you want to connect, right? Every time I tried that with a Remote Door it never opened, ever, for any reason. Are there any other rules you have to follow?

jerichojx
Oct 21, 2010
I bought like 5 remote doors only for them not to work with or without servos. I am very confused how remote doors work.

Away all Goats
Jul 5, 2005

Goose's rebellion

You guys are connecting the remote door+door servo combo to a door control console right? It needs to be manned as well.

Captain Postal
Sep 16, 2007
Is the servo connected to a command console in the security room? (Note that the connection is directional - from console to servo or it won't work). Is the console manned by a guard? I've never had an issue when those conditions are met.

But don't bother with them because if the console is unmanned, they just make a backlog. The doors need to have a local security override (so they behave as security doors with added remote access) to work properly. It's really loving annoying.

Coolguye
Jul 6, 2011

Required by his programming!
Yep. Wired them up to a door control console in the security room for an airlock out of the big self-contained cell block I was showing off a page back or so. Never did work.

Captain Postal
Sep 16, 2007

This one? It looks like the servos are one tile too far up to me. The cog part should be the same tile as the closed door. Or it might just be weird perspective...

(Also, the servo can be rotated 90 degrees so it's built into the wall and parallel to the direction of door travel. Does the same job but looks better)

Captain Postal fucked around with this message at 05:45 on Jul 1, 2015

Coolguye
Jul 6, 2011

Required by his programming!
There's an error state on Remote Doors if you misplace the servos, telling you that they won't function without servos attached. They don't have those in my screenshot so as far as I can tell it's correct.

Here's a screenshot with them closed to make it easier to see though:

Away all Goats
Jul 5, 2005

Goose's rebellion

Servos need to be placed over a wall and parallel to the the way the door slides, like these (left side)

Coolguye
Jul 6, 2011

Required by his programming!
Well that is documented approximately nowhere. Alright, thanks, I'll give that a shot tomorrow.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Hadlock posted:

Across the top is my super-Amistad holding cell I was working on filling (and also the purpose of the giant canteen on the bottom-left) before it started crashing regularly. I setup a three hour eating period so that all the prisoners could get to and eat at the canteen before it closed.



I am borrowing this idea for my next prison. Big-rear end holding cell with beds and poo poo for the minsec guys since, hey, they ain't gonna be in there long anyway. Why go through the song-and-dance of making individual cells?

Away all Goats posted:

Servos need to be placed over a wall and parallel to the the way the door slides, like these (left side)


Oh. Well poo poo. Thanks for the heads up.

GamingHyena
Jul 25, 2003

Devil's Advocate
Short Door Control System Tutorial:



As it currently stands, the Door Control System (DCS) is great at some things and terrible at others. DCS is great at making sure only authorized people get into critical areas. Because as of right now only guards can use DCS panels, even an inmate with jail keys can't open a remote door without smashing it. 99% of DCS problems are because the guard who is supposed to man the door control is stuck behind a remote door.

The basics:

Step 1:


Find a door you want to open remotely, and put a door servo next to it. Note the gear part should be in the blank spot where the door opens to run correctly. I like to place it where it looks like the gear is actually opening the door, but that's optional. Note that the servo will work without power, but will endlessly flash a blinking lightning icon if you don't give it power. To stop this, make sure the gear part of the servo is connected to an electrical wire.

Step 2:

Click "Connect" on a DCS panel, then a blue line will appear. Click again on the door servo. Now the DCS panel will open the door servo. Note if you do this backwards it won't work. You can connect servos to other things like pressure pads which I'll explain later.

Places you should use DCS linked doors:

Vehicle Gates

Vehicles are always getting slowed down waiting for some guy to finish what he's doing and unlock the gates. Vehicle gates are great for using DCS because it's highly unlikely there's going to be a guard behind the vehicle gate (essentially outside your prison) who is going to be randomly selected to man the DCS panel. Even if he is, guards can open vehicle gates so there's no risk.

Cells that must be secured with few if any guards

Here a set of guards are stationed in hallways that link to a pod of 6 Supermax cells. In this case, I put a remote door attached to a DCS panel in a security room elsewhere. The reason I made this setup is so that a guard is around to unlock the prisoners' cells for the janitorial staff who clean the rooms. However, even if he's attacked and a prisoner steals his keys, the prisoner can't go anywhere because the remote door can't be opened locally. Since the guard is stationed there (and thus already has a job), he should only leave his post when he gets tired and should minimize the chance of him getting directly assigned to man a DCS panel.

Armories

Armories are another great place to use a remote door linked to a DCS panel because they are rarely visited by guards (except when picking up their tazers after they get certified) and are full of things you'd rather prisoners not have.

Any heavily trafficked area that you'd like to keep a secure door

The visitation and Parole rooms see a bunch of prisoners every day. But, they're also close to the front of my prison and filled with civilians who don't want to be killed by rampaging inmates. Here, a solitary door linked to a DCS panel keeps the rooms relatively secure against damage while making sure inmates can get in and out quickly. Note that this is NOT a remote door. If a guard who is near the entrance gets assigned to run the DCS panel handling these doors, he can still unlock them and get by. The drawback to this design is that if an inmate steals a guard's jail keys, he can bypass all of the doors and make it outside (where he'll be gun downed by the armed guards set to permanent free fire).

Bad places to use Remote Doors:

Security Room Entrances and High Traffic Areas

If you stick Remote Doors everywhere, 99% of the time you'll end up with this situation.

Here, the guard who was newly assigned to man the DCS panel to open the remote door is outside the security office. The guard who previously manned the DCS panel is stuck inside. Since none of the lazy little shits inside the security office will lean over and press the button to open the door, everyone is going to jam themselves as close to the door as possible in a vain attempt to open it (making it very difficult to click on the door to open it). Worse yet, while this is going on no other remote doors linked to that DCS panel will open. The solution?

Pressure Pads

I've added a pressure pad next to the remote door. Now, the door sirvo is set to open if someone uses the DCS panel or steps on the pressure pad. Now, if the situation in the above shot happens the guard who manned the DCS panel (and is leaving to rest or go to another assignment), will press on the pad which will open the remote door. This should keep the system running smoothly.


Lastly, is a bonus shot on my prison. It's as efficient as I can make it.

GamingHyena fucked around with this message at 08:43 on Jul 1, 2015

Away all Goats
Jul 5, 2005

Goose's rebellion

Great write up! Do you know if there's any advantage linking multiple doors to multiple systems? Can two DCS 'share' the load and maybe speed up the reaction times of doors being opened?

uXs
May 3, 2005

Mark it zero!

Away all Goats posted:

Great write up! Do you know if there's any advantage linking multiple doors to multiple systems? Can two DCS 'share' the load and maybe speed up the reaction times of doors being opened?

Yeah you can do that. I don't know if it helps with speed, but there's certainly an advantage in having a backup DCS.

Captain Postal
Sep 16, 2007

Away all Goats posted:

Servos need to be placed over a wall and parallel to the the way the door slides, like these (left side)

It looks like rear end if the servo is hovering in air, but it works fine.

GamingHyena posted:

Short Door Control System Tutorial:
:words:

This is great! I didn't know that servos work on other door types.

Care to do an advanced door control system tutorial with all the features like logic gates next?

uXs posted:

Yeah you can do that. I don't know if it helps with speed, but there's certainly an advantage in having a backup DCS.

I've found that it does help with speed. I've got two DCS's each linked to every door and it's faster when both are manned than when just one is.

Captain Postal fucked around with this message at 10:41 on Jul 1, 2015

DeepQantas
Jan 13, 2008

Ah, to be a Hero... Keeping such company...
DCS can handle 7 doors at a time. If you link more than that, they'll rotate which doors they're monitoring, causing a slight (but acceptable imo) delay at times.

Two DCSs means a door is more likely to be monitored at any given time

Absorbs Smaller Goons
Mar 16, 2006
Hum what? The way DCS (used?) to work is that every 2s a signal can be sent from the console, but it'll receive alerts from any doors connected to it. So you can connect any number of doors to it, but it will eventually jam if there are too many that need opening at once.

The solution was to get more consoles connected to all the doors, so that every console could send signals to every door, giving a good efficiency to the system.

Are you sure you are not confusing DCS with camera consoles, which can monitor up to 8 cameras before going in a rotation?

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


So today I learned the importance of why you should close off everything.


They were all MinSec, too.

Takanago
Jun 2, 2007

You'll see...

https://www.youtube.com/watch?v=Vey7GKNpl4Q

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.



Alpha 35: Revolving Door Prisons Funded By Mayor Quimby.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.




WHY CAN'T I RUN A MIXED SEC PRISON.

Info: Riot started. Flipped on Freefire. Armed Guards go postal.
And the prison was worth over a mil before the riot.

Miss Lonelyhearts
Mar 22, 2003


Don't use armed guards if you're just doing min sec, needlessly suppressing inmates doesn't help them. If they're being treated fairly they're more likely to go to reform programs.

KillHour
Oct 28, 2007


Miss Lonelyhearts posted:

Don't use armed guards if you're just doing min sec, needlessly suppressing inmates doesn't help them. If they're being treated fairly they're more likely to go to reform programs.

He said "mixed," not "min."

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widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


KillHour posted:

He said "mixed," not "min."

That, and the riot happened near the MaxSec block anyway.

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