Fool
Junior Member
Posts: 58
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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?
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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 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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L33TMaster
Member
I lurk and mess with tiles, not much else to say.
Posts: 108
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Post by L33TMaster on May 13, 2016 12:40:59 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? Yeah, I lost one of my boots. HAHA
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Fool
Junior Member
Posts: 58
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Post by Fool on May 17, 2016 4:01:32 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.
Glad you got rid of npcs pushing vehicles. Getting police to hold onto radios should be a simple matter of adding a flag to the radios themselves that says 'never trade/never drop' and then checking that flag any time the npc attempts to trade or drop, but idk, suppose it might not be that simple. The proper midnight invasions are relief too! And the cops killing their followers for killing enemies is hilarious. Good work mate. And L33tmaster, your gonna have to get on those graphics mods to freshen them up haha.
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Post by zaimoni on May 17, 2016 19:29:00 GMT
I.e. release justified. RC 6 will remain up as a backup source for the mp3 and ogg files. C# only plays wav files natively, and they're bloated.
REVIVED 0.9.1 CHANGES ------------------ * 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. ** Police radios are now an implicit item for cops. * 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 without players. * new command-line option --seed=... Cf. the RSRevived Manual for details. * new command-line option --subway-cop Cf. the RSRevived Manual for details. * Antiviral pills have been banished from Classic mode; infection in the game mode is now required.
Savefiles are incompatible with Alpha 9 fork RC 6. Please start a new game.
NOTE: the .NET version has been re-targeted from 3.5 to 4.6.1 for technically motivated reasons. This shouldn't be a problem on Win7 or higher; download from Microsoft if it is a problem.
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Fool
Junior Member
Posts: 58
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Post by Fool on May 17, 2016 20:11:00 GMT
Hey Zaimoni, seeing as you're online, quick question. Are you planning on removing 'exits' and just making any map edge enterable to change districts?
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Post by zaimoni on May 17, 2016 21:37:01 GMT
Removing restricted exits: Yes, but likely late in the pathfinding re-implementation, which is closely related to the orders re-implementation. (Neither of which has started yet).
There needs to be an orders stack in order to enable reasonable pathfinding (e.g., have the NPC police intentionally sweep the district). (Right now if an enemy is sighted, it is either completely ignored or the order is erased.)
My current testing games are particularly good for both testing an order stack, and redesigning the police station:
RogueSurvivor.exe --seed=204740729 and RogueSurvivor.exe --seed=204740729 --subway-cop , with options shipped in the release ZIP; Classic mode. Any legal 32-bit integer should work as a seed value.
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Post by zaimoni on May 17, 2016 21:56:23 GMT
Actually, retconning the z spawn locations is difficult. The game start is "anywhere outdoors" and is essentially a cold-start simulation, while later midnights are at the district edges. (Coincidentally, where the implicit peace walls needed to rationalize restricted exits would have to be be. The restricted exits are scheduled for removal because peace walls and gun shops don't mix.)
Retconning the district edges as the z spawn/summon location is easier (ley lines or teleport anchors). The first night difference could be retconned as "the initial breach that also wrecked all of the electric cars and auto-shutdown the generators" (it may have had an Electromagnetic Pulse bundled with it).
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Post by zaimoni on May 19, 2016 22:20:59 GMT
Further improvements to civilian AI item management (beyond those in the next release) depend on building out action queues, which is very low priority. It's good enough that the general store in the test game is thoroughly looted by 3AM game time.
At this point, pathfinding improvements have to be before the orders stack. They are not next, however: there has to be more reasonable choices of what to pathfind *to*. Anything the AI needs should be made available to the player as well.
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Post by Deon on May 22, 2016 8:39:24 GMT
This is crazy. Glad to hear people are still hanging on .
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Post by zaimoni on May 23, 2016 0:20:52 GMT
Note that there are feral dogs in the source code(!). They're just set to maximum population zero and otherwise look unready for deployment. (In particular, one would expect them to be zombifiable.) They do have their own AI type.
Artwork has not yet been changed/extended in RS Revived, so the graphics mods should work.
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Post by cairo283 on May 25, 2016 4:08:52 GMT
Hey, is there anywhere I can post my error reports? I've been getting quite a few lately, mostly having to do with bikers stepping on traps and the game trying to kill people who already died to starvation.
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Post by zaimoni on May 25, 2016 8:54:18 GMT
Private message me with them. My test games have been failing fast (often before first sunrise) so I haven't gotten far enough to trigger those.
I'm going to have to cut a point release within a day or two, subject to work schedule. (There is a *very* bad drop-take loop that made it into 0.9.1). It would be better to include those fixes if feasible.
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Post by zaimoni on May 26, 2016 4:29:22 GMT
REVIVED 0.9.2 CHANGES ------------------ * Civilian AI item handling now "stable". Also, drop/pickup loop involving food and an inferior item fixed. * The player may put items into containers. AI...not yet. * The player may choose which item to take from a stack in a container * Being told the location of the CHAR underground base should be slightly safer * Speculative attempt to prevent crash from AI picking up activated traps * Require killing an actor, to remove him from the map. Should mitigate/prevent re-killing by starvation. * new command: Item Info, default command Shift-I to match City Info default command I. Presentation is awful. The civilian AI is scheduled to use this information as well, but doesn't do so yet.
Savefile formats are incompatible. Please start a new game (but be sure to record the seed value from City Info in 0.9.1 if you want to recreate the map with --seed=... in 0.9.2).
The binaryonly for 0.9.2 only works with 0.9.1, not RC 6. It does not have sound files, whose format has changed. You may want to delete config/config/keys.dat if using the binaryonly, to force Shift-I to be configured.
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