Fool
Junior Member
Posts: 58
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Post by Fool on Apr 20, 2016 22:48:26 GMT
Wow, Perl? You must love what you do. I'm not proficient but some of densest code I've ever seen was in perl. So many hackers. Whats your plans for RS?
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 18, 2016 17:52:49 GMT
Both RS alpha 9 fork and the config utility have been decompiled and recompiled, yes. SFML has been disconnected from both programs. The code is mostly properly labeled, as expected from the Cheat Engine seeing all of the class, method, and field names. The compiler generated names for presumed lambda functions are, of course, improperly named. CodeReflect reported that the member function that implements zombification looked obfuscated, so I expect that to be particularly illegible. As of time of posting: The config utility does not crash on open. I suspect it will work as-is, but have not tested yet. The authentic RS alpha 9 config utility will interoperate with RS alpha 9 fork for now. (I was careful not to change any enumeration values when disabling SFML.) The zombification code shouldn't be too hard to reimplement. Detect the conditions for zombification, and create a handler that copies over the relevant stats from the survivor instance to a new zombie instance. Theres other ways you could do it, but thats how I would implement it. I take it you're familiar with C#?
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 17, 2016 19:33:31 GMT
Good on ya mate! You never cease to surprise me Zaimoni. So you managed to decompile and recompile the code? I take it the code is unlabelled, like classes and other? So you're going to have to figure out what classes and lines correspond to different parts of the game?
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 16, 2016 23:29:04 GMT
Good day mates. Cherio. Lets get to it. First thing you'll notice is items you have equipped are now displayed at the bottom left, along the bottom of the screen, next to where inventory displays. The binoculars are used to look across the map and into other districts, but currently are just a bloody decoration. Second thing on our list is stealth. Zombies or hordes spot you, then they get an eye tag. That horde up top has split off into two, which is more dangerous, and alerted the others. As you can see, brits understand the meaning of "discretion is the better part of valor." You can hide in and under any object with the 'enterable' property. Including corpses. Real posh.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 15, 2016 13:36:55 GMT
I am impressed mate.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 12, 2016 1:26:06 GMT
1. The creepy shadow people? Thats a horde. Tactically different from individual zombies. They move slower, spawn individuals, and will kill you if you make contact. Use molotovs to kill them, firecrackers (not implemented) to distract, or sneak around them. 2. Dunno, but I don't see why batteries shouldn't be replaceable L33t 3. Yes there will be other survivors. And yes you can use them for dumb mules. 4. Vehicles will be scavengable and upgradeable when I get to them. I'm a fan of CDDA.
If you have any other questions post them mate.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 10, 2016 1:19:50 GMT
Added lighting, which, at this time is very primitive. It gets dark out (and stays dark out because I haven't fully implemented time of day yet). Turning on the torch illuminates a nearby cone that follows the mouse. The torch fades to show remaining strength as it is used, though I don't know if I'll keep it that way or just include a component to show remaining battery. I also added a bridge and river, though the bridge just lets you walk across it, and water is a blocking tile. You can see the ambulance also illuminates nearby tiles, as does anything thats burning.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 5, 2016 6:53:59 GMT
Well sorry to make you chaps wait so long. Don't get your knickers in a twist over the wait or anything. I went through fifty odd designs before I realized they all belonged in the bin. In a flash of insight, much how Churchhill realized his wife was homely, I figured out the district map had to harmonize with the rest of the game. It had to be simple, clean, and visually limited. And so we end up with this. Its not done, but I spent a lot of time coding the layout. Turns out Stencyl eats text kerning, so layout at runtime is really hard to get just right. Also the bold text? Thats an entirely separate version of the font, because you can't do different text styles in the same text with stencyl. But the hard part is done at the least. I've also done limited work on district generation at the high level. Districts are divided into rural, suburban, and urban residentials, each with their own set of keywords for different district types. So Old Mill Creek is a general district that is rural. Downtown Oakton is obviously an urban commercial district. Oakwood Elementary is suburban residential, etc. The lists are very limited at the moment, and I only have a couple district names to work with. When I get more time I also want to refine these lists, so for example, if an urban residential district is rich it might be "Oakton City Apartments" while, london-style shoddy flats, or american style ghettos might be "Oakton Heights." The name should give you an idea of the district type, density (urban, suburban, rural) AND how nice it is.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 1, 2016 0:00:48 GMT
>the day >3 days later
I'm behind. I'm not one of those gentlemen who is going to tell you "everythings fine! Cherio, developments going smooth!" I've been testing a few different looks for the map, refining details, and hammering on bugs. Are screenshots down again by the way?
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 27, 2016 14:31:39 GMT
Sunday Update. 3/27
No screenshots for now mates. My weekend belongs to the family. Made good progress on freehand scrolling, animation, and the district map, which is starting to look like something properly deserving of the word 'map'. I'll see what I can get out to you gentlemen before the day is through.
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 24, 2016 2:51:33 GMT
This was fun. Too bad the chap vanished.
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 19, 2016 14:46:11 GMT
Saturdays Update 3/19/2016
Spent much of the week fixing bloody bugs. Weather and selector related. I started work on the district map, so lets have a pint in celebration. Lost a days labor to the damn project files acting up because I was a daft fool and installed unstable extensions, but it worked out okay. Thank good god for backups. Right now the map spawns in these little semi translucent squares you can select from. Each of them has a district type, residential, industrial, business, or consumer, though clicking on them only tells you in the debugger for now. The type is randomly generated. It looks a bit like the below mockup, but plainer, so I'll leave you with the mockup instead of a screenshot. Once I setup the game to output district type to screen I'll begin work on a more thorough random generator. And from there tie it into the main game. Edit: My image attachments vanished for some reason, on both posts. So if you don't see them, it means I haven't got around to fixing them again.
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 17, 2016 14:49:23 GMT
>Enough fools round here talking without anything to show for it. This fools got other plans. Everyone says that. Surely OP will deliver. What language / tools are you using? Edit: this came off too pessimistic. I hope I get to see you accomplish your goals; the rhetoric is similar to some of the other dead projects is what I'm saying. The bravado shouldn't be necessary if you know you'll get it done. Don't say you'll do it, just do it. Consider it a pet peeve of mine. The joke flew over you're head. I was alluding to just that mate. This link may be relevant. Just do it.
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 16, 2016 15:51:20 GMT
Brilliant. The colors are lovely. I hope you are going to continue working on this.
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Fool
Junior Member
Posts: 58
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Post by Fool on Mar 16, 2016 15:46:06 GMT
Do it CK. Love technical stuff like this. Almost makes me want to pick up C++ again.
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