Fool
Junior Member
Posts: 58
|
Post by Fool on May 16, 2016 3:07:21 GMT
Glad to here it rook. Thanks for the update.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 11, 2016 22:00:15 GMT
Wow! You are both insane and awesome! Not only you revive the source code but you also revived me! Don't worry, I'm fine with you decompiling the code and doing your own thing, as long as you don't go commercial and don't name it exactly like the original (Rogue Survivor Revived is fine by me). You are free to streer the game in any way you want, don't feel obiglated to follow my original intents! I also don't plan to update the game, so go ahead! 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. Sorry for not doing that earlier! I hope you won't feel your hard work decompiling and understand the code is wasted! From what I understand you already did some improvements! I'm afraid I won't be available to answer many questions, but you seem to do fine on your own! So good luck to you and others! With love - The original Zombie Grand Master! MUCH LOVE. I'm sure when L33t sees you hes going to jump out of his shoes guy. Hows life treating you?
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 11, 2016 21:57:29 GMT
Working assumption is that not all of the audio made it to the recording. (The wind made it on my end.) That helps a bit, still haven't figured out whats going on with it. Also, did you get a chance to listen to the menu music? Reminds me a lot of L4D.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 10, 2016 2:05:33 GMT
Here, got a short video with the beginnings of real time weather. Mondays are starting to become a thing. Turned off clouds and didn't spawn in any NPCs. Overlays such as the weather sprites and UI conflict with the rain for some reason. Fix that as I go. Heres the link mates. www.dropbox.com/s/r8ee01ynigig0e4/weather-system.avi?dl=0There was audio, but my screencap software only ever cooperates at her majestys pleasure. Priority right now is getting AI follow sorted out, fixing combat bugs, adding menus, tweaking things like opacity, putting in sounds and music, writing some rudimentary systems for npcs that don't want to eat your face and so on.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 7, 2016 2:31:36 GMT
A lot of what needs improvement isn't even mechanics. Its just whats there needs streamlined. Barricading isn't even worth it. The business district is bland like my mum. Every map seems like it could use better building generators, and buildings that are more distinct (like the gas station you mentioned).
And interaction could use a rework like you said, putting things on containers and so forth mate. But then I'd probably just play CDDA. Got to ask what distinguishes it from CDDA.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 3, 2016 2:03:13 GMT
Every time I've had to implement objects that access and modify the state of other objects, I've regretted it. And its always been because I was 1. working with someone elses code, 2. didn't work out the object model beforehand.
UI should be strictly pulling data from districts, and if its doing any modification at all it should be through events or setters.
But its easy to give advice than to follow it, so ymmv. I'm not complaining. Keep up the interesting work, especially the technical details.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 2, 2016 22:53:37 GMT
I'm late with the update, monday being what it is. No screenshots, but heres the menu music I've chosen. "Autopsy" menu musicJust click 'download' on dropbox, you'll get sign in menu, go to the bottom of that, and hit "No thanks, continue to download." Meanwhile I'll be busy continuing to crank away at bugfixes and polish for RC1.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on May 2, 2016 22:50:08 GMT
I'd just go with upfront district generation. That doesn't change needing to do simulation before entering a new district, but I'm sure it would help. Unless I'm misunderstanding something?
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 27, 2016 19:21:47 GMT
Haven't had time to play due to work but just wanted to say keep up the good work Zaimoni. You're really something.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 24, 2016 22:48:36 GMT
What systematic error, and is it fixed in rc3?
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 24, 2016 22:16:24 GMT
Sleeping is fixed. You're fast, thanks, but while I was testing to see if the fix worked on my system I accidentally walked into an npc, and it crashed on trade.
************** Exception Text ************** System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. Parameter name: Trading with a player is unimplemented at djack.RogueSurvivor.Engine.RogueGame.DoTrade(Actor speaker, Actor target) at djack.RogueSurvivor.Engine.RogueGame.DoChat(Actor speaker, Actor target) at djack.RogueSurvivor.Engine.Actions.ActionChat.Perform() at djack.RogueSurvivor.Engine.Actions.ActionBump.Perform() at djack.RogueSurvivor.Engine.RogueGame.DoPlayerBump(Actor player, Direction direction) at djack.RogueSurvivor.Engine.RogueGame.HandlePlayerActor(Actor player) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(Map map, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(District district, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.GameLoop() at djack.RogueSurvivor.Engine.RogueGame.Run() at djack.RogueSurvivor.RogueForm.OnShown(EventArgs e) at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 24, 2016 18:23:27 GMT
Protip for the guests, the 'binary only' means it doesn't include the game resources.
Also, sleeping causes the game to crash with this bug.. (something about maxstep < 1)
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: 0 Parameter name: 0 < maxSteps at djack.RogueSurvivor.Engine.LOS.AngbandlikeTrace(Int32 maxSteps, Int32 xFrom, Int32 yFrom, Int32 xTo, Int32 yTo, Func`3 fn, List`1 line) at djack.RogueSurvivor.Engine.LOS.FOVSub(Location fromLocation, Point toPosition, Int32 maxRange, HashSet`1& visibleSet) at djack.RogueSurvivor.Engine.LOS.ComputeFOVFor(Rules rules, Actor actor, WorldTime time, Weather weather) at djack.RogueSurvivor.Engine.RogueGame.UpdatePlayerFOV(Actor player) at djack.RogueSurvivor.Engine.RogueGame.HandlePlayerActor(Actor player) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(Map map, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(District district, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.GameLoop() at djack.RogueSurvivor.Engine.RogueGame.Run() at djack.RogueSurvivor.RogueForm.OnShown(EventArgs e) at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8689 (QFE.050727-8600) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- RogueSurvivor Assembly Version: 0.9.1.0 Win32 Version: 0.9.1.0 CodeBase: file:///C:/Users/Asus/Downloads/RSrevive.RC1/RogueSurvivor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8670 (QFE.050727-8600) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8686 (QFE.050727-8600) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8681 (QFE.050727-8600) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.30729.8693 built by: QFE CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8670 (QFE.050727-8600) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8679 (QFE.050727-8600) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 24, 2016 18:19:39 GMT
No screenshots today guys, sorry. Nothing big and exciting as far as feature changes. Went to the market yesterday. Working on bug fixes and the animation system to add polish.
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 22, 2016 19:09:37 GMT
Most of the code from what I can see is understandable. How hard was it to recompile? And if you removed SFML, and DirectX, whats it using for rendering?
|
|
Fool
Junior Member
Posts: 58
|
Post by Fool on Apr 21, 2016 17:33:10 GMT
Wow that code is kind of thick and not at all self-documenting. Welcome to the jungle. You're talking about making LoS sane, do you mean you're cleaning it up so we can see whats going on in the code, or making it more performant? I take it you're talking about the " AsymetricBresenhamTrace/AngbandLikeTrace" lines in Los.cs?
|
|