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Post by zaimoni on May 13, 2016 9:31:30 GMT
I'm undecided on whether this is enough of a change list to cut a release: - Hungry civilians do not push anything jumpable (this includes wrecked cars)
- Living AI self-awareness of stamina costs closer to correct.
- Energy stat now displayed to player (AI was using it)
- Giving an item that doesn't fully fit in the destination, won't destroy it.
- Equipping a flashlight, should immediately give you enhanced visibility range at night
- Sound has been restored.
- AI item juggling is in the middle of an overhaul. Getting police to hold onto their radios requires multiple features that haven't been built out.
- The midnight invasions actually are at midnight.
- The civilian followers of a cop should no longer be terminated by their leader, for killing their leader's enemies.
- Crash reports should be informative, even when they are triggered in districts other than yours.
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Post by zaimoni on May 13, 2016 9:23:55 GMT
I also happen to have make the source code open source on github just a few hours ago: github.com/roguedjack/Rogue-Survivor-Alpha-9linkThis is the original source code from 2012 with all comments, region blocks etc... that might help you understand stuff and other people start their own thing. Thank you. I have updated the Rogue Survivor Revived home page accordingly.
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Post by zaimoni on May 11, 2016 22:51:56 GMT
Menu music...generally appropriate. (Note that I don't *play* a lot of games -- once I commit I want to get fairly good at what I play. So I've heard of L4D but not actually played it).
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Post by zaimoni on May 11, 2016 18:29:25 GMT
Going commercial is a non-option, yes.
I Am Not A Lawyer, but from what I read up on back in 2000 the copyright status for decompiled source code is jurisdiction-dependent. In particular, the European Union looks like it would assign the decompiled source copyright to you, which completely blacklists commercial use for anyone else.
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Post by zaimoni on May 11, 2016 1:51:30 GMT
Shakedown testing continues to reveal gross lack of artificial intelligence in living AIs. The pathfinding failures were unmasked by adjusting the item priorities when taking from stacks. ("Fixing", is not really an option at this time. While I'm policy-clear to break savefile format at this time, that does mean abandoning the test game and its turn-zero backup. It's a moderately good start [business district with subway entrance, sewer entrance, and an atypically high rate of residences, one of which is an apartment complex.)
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Post by zaimoni on May 11, 2016 1:40:13 GMT
Working assumption is that not all of the audio made it to the recording. (The wind made it on my end.)
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Post by zaimoni on May 8, 2016 0:55:05 GMT
The WAV files are about 10x-12x as large as their corresponding MP3 and OGG -- but they do play. Next release (no ETA) will not have a binary-only archive in order to change around the sound files.
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Post by zaimoni on May 7, 2016 3:07:25 GMT
Right. (Note: I find CDDA very hard to "pick up".) Barricading is there as a genre thing; the AI shouldn't play "optimally", it should play "thematically".
I don't see gas stations as an immediate "add in" -- I'm trying to fix/extend the game within the lines it already has, and the gas stations not being there isn't an oversight. It's a hint to how to retcon what CHAR was doing.
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Post by zaimoni on May 6, 2016 3:46:42 GMT
RC 6 is the final release before savefile format breaking.
EDIT The savefile corruption issue (making it rarely impossible to load a savegame that had just been saved) appears to have been another multithreading issue. I think taking the lock explicitly should make things work, but actually testing that would take days to weeks.
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Post by zaimoni on May 5, 2016 23:38:30 GMT
I'm running behind on the shakedown testing. Key features after savefile format breaking - Re-introduce sound.
- Generally unbreak CharGuardAI and SoldierAI : these two do not have proper item search/retrieval/use as the current code only works for CivilianAI/GangAI (which need food).
- Early steps to prepare the game for single player multi PC
- We have two authoritative sources for the player: Actor::IsPlayer and the underlying Playercontroller, and RogueGame::m_Player (which dictates the UI). Make sure the correct authority is used in all cases
- Loading a savegame should restart on the map the save was made from, not give free turns to all earlier maps.
- The overall savegame's current time should not race far ahead of the current map's sense of time.
- After the above, it will be possible to evaluate how to revise the district simulation. Typical current machines appear powerful enough to simply simulate all districts without PCs at once. The current simulator identifies the district to not simulate as the district RogueGame::m_Player is in.
Impressions regarding setting: - I have been advised that there are similarities with the Resident Evil series, and have read the spoilers for both the movies and the games.
- Conspicuously absent: gas stations. The building construction has zombie-proof walls (i.e. even the interior walls are not highly destructble gypsum drywall). The wrecked cars could be retconned as electric cars. Recall that the car flip is a strongman competitive event, so the stamina cost for pushing them may need adjusting at high levels of Strong.
- The Bikers/Gangsters/Survivors may not be able to leave the way they came if they arrived in gasoline/diesel vehicles. Likewise, the helicopters are almost certainly gasoline/diesel based.
- The emergency generators are both zombie-proof, and do not require normal fuel. The latter part is probably best ret-conned as Nikolai Tesla technology (that is, they pull power from the bow shockwave of the magnetosphere.)
- The gun control laws are U.S. Red State Red city: we have gun shops, and the general store also has firearms. One in five basements has that survivalist shelf with grenades. Very few other real world nations have public legal gun shops for civilians. A few more real world nations have public illegal gun shops for civilians [and police who are explicitly forbidden to go there without direct orders.] There's some room for difficulty-increasing options here.
- We have no manufacturing districts.
- The district setup is hard to visualize; the limited exits on the surface could be retconned as doorways through peace walls (cf. Ireland), but other parts of the map don't confirm this.
- The communications radios used to trigger district-wide aggression when a cop or National Guardsman is attacked, are class props that do not have an inventory presence. They appear to be hyper-efficient and recharged automatically by walking or running around.
- There almost certainly is a specific "conversion serum/infection/process" for making zombie masters. The Prisoner Who Should Not Be was a test subject for them.
- The CHAR Offices are stocked with food, but the CHAR Guards don't need to eat it. The offices do have both zombie detectors and "those guys" detectors.
- This suggests that CHAR has/had a damage control plan for the outbreak, that predates a conversion process to eliminate the need to eat but leave sleep intact. This conversion process is also used on National Guard and "those guys", but not on police.
Policy decisions needed: - Are multiple tactical classes of living AI needed, beyond what is currently there? Police and soldiers should have a better tactical sense than civilians, at least until they panic.
- The police station needs reimplementing. I'm also generally unhappy with the container interface (there is no easy way to put items on shelves, or to pick a specific item off of a shelf).
- It's hard to see how to extend the gameplay past the CHAR Underground Base. It would be exceptionally convenient to have the origin of the outbreak documented there.
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Post by zaimoni on May 4, 2016 18:49:39 GMT
One more day to shake down bugs on my end, then final release in this series followed by immediately breaking savefile format.
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Post by zaimoni on May 3, 2016 0:34:40 GMT
The problem was that both the UI and the simulator were modifying the district being entered. (I was using my own savegame as the test case. Run, enter next district: crash two times in three with highly inconsistent error messages.) So it had nothing to do with district generation. Part of the C# dynamic memory overhead is that Object has an integral operating-system lock as one of its implicit members (otherwise the lock keyword wouldn't work; it *doesn't* work correctly on raw types like int). Basically, the simulator thread wasn't reacting immediately to the Abort() call on it so explicitly locking the district was required. The official documentation advice not to do this (not a private data member) is mostly wrong-headed. (The technical issues mentioned are real, but need to be solved at a project management level.) I'm not positive it's 100% fixed, but it is fixed in the normal cases. The code in question is up for a savefile-breaking invasive rewrite as part of supporting multiple player characters, so getting a perfect fix is not needed.
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Post by zaimoni on Apr 29, 2016 17:01:54 GMT
RC 6 has been released. Savefiles are compatible; using the binary-only release to overwrite RC 5 with RC 6 should work.
Critical: multi-threaded crash bug on district change mitigated (or fixed).
Trading with the player should work more reasonably now (one of the legacy reduced reality checks for the player actually was needed)
The text description for expired and spoiled food should be correct now. Icons and nutrition value were correct.
EDIT: Don't like your skill choices? Get wiser ones.
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Post by zaimoni on Apr 28, 2016 18:42:08 GMT
If that's early game, quite likely it's those NPC cops (the NPC cops seem to have 2x-3x kills in my testing game for R5, than alpha 9).
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Post by zaimoni on Apr 28, 2016 4:48:59 GMT
Thanks. If I don't get any truly broken reports (as opposed to cosmetic issues) by May 2nd (the 7-day point for RC 5), I'll feel free to do save format breaking changes and indulge in more radical restructuring. [Trading failure messages are known misleading. but generally it's failing when it should fail.]
Strangely, the decompiled alpha 9 *did* have special crosschecks to try to keep cops from trading away their weapons and ammo. It just didn't work, and ended up being replaced when the concept of "tradeable item" went in.
I am not looking forward to deciphering the multi-threading in Rogue Survivor. [Yes, there is a thread specifically for simulating destricts the player isn't in. That whole section is up for re-implementation as I think effects related to that code are why I have a number of games that crash on entering a new district.]
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