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Post by zaimoni on Nov 6, 2016 19:46:22 GMT
The floodfill pathfinder tested clean, with a few API and crash fixes. (Followers looking for their leader will use it in the next release.)
(It probably is related to A*, and as such should have performance issues when used for an entire map.)
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Post by leonelhenry on Nov 7, 2016 23:18:11 GMT
Thanks for all your hard work, btw this is just something that annoys me a little and i would like fixed, i play as an undead because i like experiencing the zombie side, too. In options, i want to have the same time that the survivors need to upgrade their skills, so i put it at a single day (the time it takes for the survivors to increase their skills by 1), but for some reason instead of taking a single day it takes two days. I would really like if you could do something about that, or at least tell me if that's supposed to happen, i found it weird because they're supposed to increase their skills at night, but it's not supposed to take two days (especially when i put it to take a single day). If you can fix this it'd really help me out to enjoy the zombie experience more, thanks!.
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Post by zaimoni on Nov 8, 2016 2:06:30 GMT
Looks like the PC isn't on that option at all (hardcoded at two days). That doesn't match up with how I want to the game to work. This should be fixed in trunk when I next push changes to Bitbucket.
I'm fuzzy on when the next release will be. (I would rather have the police AI augmentations in, but if there is a compiler upgrade from Microsoft I will have to do a snap release before upgrading.)
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Post by zaimoni on Nov 9, 2016 2:04:15 GMT
Technically working, but slow: Load time is about 2 minutes for a file size cost of 26MB; that is not obviously playable, but does allow full testing of the foundations. Lesser versions are much faster, but would result in telepathic cops. It is not practical to save the image's rating on Imgur.
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Post by taberone on Nov 9, 2016 14:28:28 GMT
Is it possible to download and play right out of the box, or is compiling absolutely necessary? Any options for infinite reincarnation?
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Post by zaimoni on Nov 9, 2016 16:58:14 GMT
Historically compiling is absolutely necessary, but that can be changed. I'd rather only provide downloads that have been minimally stress tested.
I have little interest in infinite reincarnation, so that is unlikely to reach trunk as-is. I have considered some themed variants, but really it's hard to meaningfully control more than a few PCs at once.
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Post by zaimoni on Nov 11, 2016 5:28:18 GMT
I've gone ahead and cut an unstable binaryonly only ZIP. Note that it is laggy on the development system, even with the police threat tracer nerfed. (The police have not yet been wired into it, but they do update it).
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Post by zaimoni on Nov 18, 2016 11:31:04 GMT
I've found a version of infinite reincarnation I find tolerable. I'm not quite ready to cut another unstable ZIP yet (the pathfinding changes are breaking down about 6AM-8AM in the bad-start test game I'm using currently), but the next one will have a --PC option.
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Post by zaimoni on Feb 8, 2017 22:47:26 GMT
New unstable version uploaded. I've only pushed playtest for this through to 3AM day 0.
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Post by zaimoni on Feb 9, 2017 20:32:47 GMT
0.9.9 unstable 2017-02-08 had multiple critical issues with CivilianAI and ground inventory stacks, and has been withdrawn in favor of 0.9.9 unstable 2017-02-09.
It's not clear whether the next release actually would be 0.9.9 or 0.10.0. No ETA is known in either case.
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Post by redrook on Mar 7, 2017 20:18:23 GMT
Glad to see you're still plugging away at this.
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Post by zaimoni on Mar 29, 2017 23:44:06 GMT
Trunk is approaching feature-complete for the presumed 0.9.9.9; no ETA, however. Load time for a turn-zero savegame is down to ~70 seconds.
A version 0.10.0.0 is planned; this will intentionally change/break map generation and the CSV configuration files.
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Post by zaimoni on May 18, 2017 22:57:40 GMT
I have started regression testing for 0.9.9.9 on my end. (It wasn't clear when my work schedule would clear up enough for this.) I have run out of features and fixes that can be cleanly done without touching either the *.CSV configuration format, or map generation.
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Post by burbank on May 21, 2017 21:09:48 GMT
Zaimoni,
Just wanted to reach out and say thank you for your continued work. i'm enjoying looking forward to your updates
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Post by zaimoni on May 21, 2017 23:01:56 GMT
You're welcome. There's an ugly problem with house basements generating with inaccessible walkable tiles that didn't matter before, but "breaks" one of the uses of the new pathfinders (which itself has been adjusted as part of the regression testing).
Test game has this in the lower left corner of a residential basement, which causes debug build to hard-crash "at turn 186". I think release build would just have a police officer ping-pong up/down the stairs to the affected basement.
### # ###
At each corner, a residential basement would be expected to have a one in 125 chance of this kind of setup (of which four in 625 are actually problematic). I need to fix this without causing globally visible changes to map generation i.e. without changing the RNG usage.
Other than that, this may be ready to release. Hard to say when it's not practical to get to midnight day two in the debug build.
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