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Post by taberone on Sept 3, 2019 4:28:55 GMT
That's strange. When I hit him - even just unarmed and no extra skills - it does damage. And his stamina does go down when he attacks. Have you modified the values in <gamedir>\Resources\Data\Actors.csv by any chance? No mods because I upgraded to a new version.
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MP
Member
Posts: 150
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Post by MP on Sept 3, 2019 13:40:40 GMT
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Post by taberone on Sept 6, 2019 23:28:57 GMT
uploaded. Note that in the meantime I've modded Martial Arts to add +10 Disarm and removed the "boredom" chance from books, but that's all I've modded.
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MP
Member
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Post by MP on Sept 7, 2019 4:36:13 GMT
Thank you. I see the problem now. You may have mentioned it and I just missed it, but I see now that it's because you are playing as JM, not against him.
Looking at the code I can see a gap where the player has never come across him, then dies and is reinc as him, which would cause invincibility. I've fixed that now - will be included in Release 7-2
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Post by taberone on Sept 12, 2019 14:58:58 GMT
Suggestion: Different possible starts? Always being a civilian sucks. The possibility of spawning as a cop, hospital patient, hospital doctor, etc might add more variety to game starts. Maybe even the option of "late-game" (Start a week later, not right when the apocalypse hits) starts like Bikers, Gangsters, National Guard, etc?
Also is it me, or do hospital patients never try to leave the hospital and always remain on the floor they spawn on? Last time I went to the hospital, I got swarmed by hungry hospital patients that turned aggressive due to hunger, yet could not "kill in self defense" until they actually threw a punch despite them threatening me.
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Post by zaimoni on Sept 12, 2019 21:02:05 GMT
The AI augmentations needed to get reasonable behavior out of the hospital are extreme. (Ideally, the doctors and nurses would be a civilian sub-faction that try to use the hospital as their base.) You have to be able to chain sub-objectives and actually estimate how many turns a subobjective would cost; not even RS Revived has a prototype of a behavior using this functionality (at this time).
In general, CivilianAI needs to have the ability to path to squares not seen recently to avoid being resource-starved when starting in the hospital or wandering into basements/subways. Preferably in a way that isn't a CPU and RAM hog.
So, no it's not you. BehaviorExplore and BehaviorWander just aren't enough to get the patients out of the hospital (the zone buffer isn't nearly large enough).
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MP
Member
Posts: 150
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Post by MP on Sept 13, 2019 10:42:58 GMT
Suggestion: Different possible starts? Always being a civilian sucks. The possibility of spawning as a cop, hospital patient, hospital doctor, etc might add more variety to game starts. Maybe even the option of "late-game" (Start a week later, not right when the apocalypse hits) starts like Bikers, Gangsters, National Guard, etc? I do agree that it would add a bit of spice, but my main concern is how I would handle that from a scoring perspective. I'm keen on the idea of this game having the two quintessential (but not mandatory) roguelike objectives: beat the game and beat a high score. But if the playing field varies then how can we measure high scores. For example, starting as a bikie with weapons and a gang for support is heavily advantaged over others. Starting as a cop gives you guns, armor and Leadership, and starting as a doctor gives you meds and Medic. I need time to ponder this one. I'm happy to take it into consideration down the track, but at the moment my focus is on introducing more variety of items and buildings, and then doing a proper job of the horrible audio I'd hastily added. I suspect that RJ designed it that way partly for atmosphere (that's also why the lights were out), and partly to ensure challenge. Given that the basement is stocked with meds and is a pretty good safe haven, if it were too easily accessible it would take a sizable chunk of challenge out of the game. Again, one I might circle back to in the future. This one has played on my mind a bit. I even logged it as an issue on Gitlab. I assume RJ had the same thoughts, and that's why you can turn it off in the options. It begs a means of standing your ground without having to outright kill an NPC to get them to leave you alone. Perhaps landing a hit or firing a warning shot scares them off... It hasn't quite bubbled up to the top of the priority list yet, but watch this space Thanks again for the feedback; it's good to get a player's perspective. These days when I play it I don't really see a roguelike survival game, I just see bugs, missing features, and frightening visions of AI code routines
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Post by salsacookies on Sept 27, 2019 10:26:42 GMT
Hello, got an error when I tried to look at hints. Here's the report. Start of report. ----------------------------------------------- EXCEPTION System.ArgumentOutOfRangeException: unhandled hint text Parameter name: hint at djack.RogueSurvivor.Engine.RogueGame.GetAdvisorHintText(AdvisorHint hint, String& title, String[]& body) at djack.RogueSurvivor.Engine.RogueGame.HandleHintsScreen() at djack.RogueSurvivor.Engine.RogueGame.HandleMainMenu() at djack.RogueSurvivor.Engine.RogueGame.GameLoop() at djack.RogueSurvivor.Engine.RogueGame.Run() at djack.RogueSurvivor.RogueForm.OnShown(EventArgs e) at System.Windows.Forms.Form.CallShownEvent() at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme) 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.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) 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() at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at djack.RogueSurvivor.Program.Main() ----------------------------------------------- LOG 0 init main : starting program... 1 init main : date : 9/27/2019 5:21:40 AM. 2 init main : game version : Still Alive 2.5.0.9 ALPHA. 3 init main : loading setup... 4 init main : setup : VIDEO_MANAGED_DIRECTX, SOUND_SFML 5 init main : creating main form... 6 init main : Form::InitializeComponent... 7 init main : creating GameCanvas... 8 init main : DXGameCanvas implementation... 9 init gfx : DXGameCanvas::InitializeComponent 10 init gfx : DXGameCanvas::SetStyle 11 init gfx : DXGameCanvas() done. 12 init main : SuspendLayout... 13 init main : setup GameCanvas... 14 init main : setup RogueForm 15 init main : ResumeLayout 16 init main : InitializeComponent() done. 17 init main : Form::SetClientSizeCore... 18 init main : Form::SetStyle... 19 init main : create font 1... 20 init main : create font 2... 21 init main : create RogueGame... 22 init main : Building RogueGame() 23 init main : creating Music Manager 24 init main : creating Sound Manager 25 init main : creating Ambient Sound Manager 26 init main : creating MessageManager 27 init main : creating Rules 28 init main : creating Town Generator 29 init main : creating options, keys, and hints 30 init main : creating databases 31 init main : RogueGame() done 32 init main : bind form... 33 init main : creating main form done. 34 init gfx : creating device... 35 init gfx : device info : 36 init gfx : - device desc : Intel(R) HD Graphics 37 init gfx : - max texture size : 8192x8192 38 init gfx : - vertex shader version : 3.0 39 init gfx : - pixel shader version : 3.0 40 init gfx : device reset.. 41 init gfx : creating sprite... 42 init gfx : creating text sprite... 43 init gfx : creating blank texture... 44 init gfx : creating render texture... 45 init gfx : creating render surface... 46 init gfx : creating minimap texture... 47 init gfx : init done. 48 init gfx : loading images... 49 init gfx : loading images done 50 init main : checking for manual... 51 init main : found manual! 52 init main : checking for manual... done! 53 init main : loading Skills data file... 54 init main : loading Skills data file... done! 55 init main : loading Items data files... 56 init main : loading Items data files... done! 57 init main : loading Items models... 58 init main : loading Items models... done! 59 init main : loading Actors data file... 60 init main : loading Actors data file... done! 61 run main : loading options... 62 run main : loading options... done! 63 run main : loading hints... 64 run main : loading hints... done! 65 run main : loading keybindings... 66 run main : failed to load keybindings (first run?), using defaults. 67 run main : loading keybindings... done! 68 init sound : loading music army file Resources\Music\RS - Army.ogg 69 init sound : loading music big bear theme song file Resources\Music\RS - Big Bear Theme Song.ogg 70 init sound : loading music biker file Resources\Music\RS - Biker.ogg 71 init sound : loading music blackops file Resources\Music\"Those guys".ogg 72 init sound : loading music char underground facility file Resources\Music\RS - CUF.ogg 73 init sound : loading music duckman theme song file Resources\Music\RS - Duckman Theme Song.ogg 74 init sound : loading music famu fataru theme song file Resources\Music\RS - Famu Fataru Theme Song.ogg 75 init sound : loading music fight file Resources\Music\RS - Fight.ogg 76 init sound : loading music gangsta file Resources\Music\RS - Gangsta.ogg 77 init sound : loading music hans von hanz theme song file Resources\Music\RS - Hans von Hanz Theme Song.ogg 78 init sound : loading music heythere file Resources\Music\RS - Hey There.ogg 79 init sound : loading music hospital file Resources\Music\RS - Hospital.ogg 80 init sound : loading music insane file Resources\Music\RS - Insane.ogg 81 init sound : loading music interlude file Resources\Music\RS - Interlude - Loop.ogg 82 init sound : loading music intro file Resources\Music\RS - Intro.ogg 83 init sound : loading music limbo file Resources\Music\RS - Limbo.ogg 84 init sound : loading music playerdeath file Resources\Music\RS - Post Mortem.ogg 85 init sound : loading music Post-rescue file Resources\Music\Post-rescue.ogg 86 init sound : loading music roguedjack theme song file Resources\Music\RS - Roguedjack Theme Song.ogg 87 init sound : loading music santaman theme song file Resources\Music\RS - Santaman Theme Song.ogg 88 init sound : loading music sewers file Resources\Music\RS - Sewers.ogg 89 init sound : loading music sleep file Resources\Music\RS - Sleep - Loop.ogg 90 init sound : loading music subway file Resources\Music\RS - Subway.ogg 91 init sound : loading music survivors file Resources\Music\RS - Survivors.ogg 92 init sound : loading music surface file Resources\Music\RS - Surface.ogg 93 init sound : loading sound player undead eats file Resources\Sfx\sfx - undead eat player.ogg 94 init sound : loading sound player undead rises file Resources\Sfx\sfx - undead rise player.ogg 95 init sound : loading sound nightmare file Resources\Sfx\sfx - nightmare.ogg 96 init sound : loading sound player does melee attack file Resources\Sfx\melee_attack_player.ogg 97 init sound : loading sound melee attack nearby file Resources\Sfx\melee_attack_nearby.ogg 98 init sound : loading sound player misses melee attack file Resources\Sfx\melee_attack_miss_player.ogg 99 init sound : loading sound missed melee attack nearby file Resources\Sfx\melee_attack_miss_nearby.ogg 100 init sound : loading sound player fires pistol file Resources\Sfx\pistol_single-shot_player.ogg 101 init sound : loading sound player fires pistol burst file Resources\Sfx\pistol_rapid-fire_player.ogg 102 init sound : loading sound player fires hunting rifle file Resources\Sfx\huntingrifle_player.ogg 103 init sound : loading sound player fires shotgun file Resources\Sfx\shotgun-a2_player.ogg 104 init sound : loading sound player fires crossbow file Resources\Sfx\crossbow_player.ogg 105 init sound : loading sound player fires precision rifle file Resources\Sfx\precision_rifle_player.ogg 106 init sound : loading sound player fires revolver file Resources\Sfx\revolver_single-shot_player.ogg 107 init sound : loading sound player fires revolver rounds file Resources\Sfx\revolver_rapid-fire_player.ogg 108 init sound : loading sound player fires army rifle file Resources\Sfx\army_rifle_single-shot_player.ogg 109 init sound : loading sound player fires army rifle burst file Resources\Sfx\army_rifle_rapid-fire_player.ogg 110 init sound : loading sound pistol firing nearby file Resources\Sfx\pistol_single-shot_nearby.ogg 111 init sound : loading sound pistol shots nearby file Resources\Sfx\pistol_rapid-fire_nearby.ogg 112 init sound : loading sound hunting rifle firing nearby file Resources\Sfx\huntingrifle_nearby.ogg 113 init sound : loading sound shotgun firing nearby file Resources\Sfx\shotgun-a2_nearby.ogg 114 init sound : loading sound crossbow firing nearby file Resources\Sfx\crossbow_nearby.ogg 115 init sound : loading sound precision rifle firing nearby file Resources\Sfx\precision_rifle_nearby.ogg 116 init sound : loading sound revolver firing nearby file Resources\Sfx\revolver_single-shot_nearby.ogg 117 init sound : loading sound revolver shots nearby file Resources\Sfx\revolver_rapid-fire_nearby.ogg 118 init sound : loading sound army rifle firing nearby file Resources\Sfx\army_rifle_single-shot_nearby.ogg 119 init sound : loading sound army rifle burst nearby file Resources\Sfx\army_rifle_rapid-fire_nearby.ogg 120 init sound : loading sound pistol firing somewhere file Resources\Sfx\pistol_single-shot_far.ogg 121 init sound : loading sound pistol shots somewhere file Resources\Sfx\pistol_rapid-fire_far.ogg 122 init sound : loading sound hunting rifle firing somewhere file Resources\Sfx\huntingrifle_far.ogg 123 init sound : loading sound shotgun firing somewhere file Resources\Sfx\shotgun-a2_far.ogg 124 init sound : loading sound precision rifle firing somewhere file Resources\Sfx\precision_rifle_far.ogg 125 init sound : loading sound revolver firing somewhere file Resources\Sfx\revolver_single-shot_far.ogg 126 init sound : loading sound revolver shots somewhere file Resources\Sfx\revolver_rapid-fire_far.ogg 127 init sound : loading sound army rifle firing somewhere file Resources\Sfx\army_rifle_single-shot_far.ogg 128 init sound : loading sound army rifle burst somewhere file Resources\Sfx\army_rifle_rapid-fire_far.ogg 129 init sound : loading sound zips armor file Resources\Sfx\zipper.ogg 130 init sound : loading sound equips gun file Resources\Sfx\equip_gun_player.ogg 131 init sound : loading sound clicks torch file Resources\Sfx\torch_click_player.ogg 132 init sound : loading sound climbing fence file Resources\Sfx\climb_fence_player.ogg 133 init sound : loading sound climbing fence nearby file Resources\Sfx\climb_fence_nearby.ogg 134 init sound : loading sound climbing on car file Resources\Sfx\jump_on_car_player.ogg 135 init sound : loading sound climbing on car nearby file Resources\Sfx\jump_on_car_nearby.ogg 136 init sound : loading sound sprays scent file Resources\Sfx\spray_scent.ogg 137 init sound : loading sound sprays tag file Resources\Sfx\spray_tag.ogg 138 init sound : loading sound eats food file Resources\Sfx\eat_food.ogg 139 init sound : loading sound vomits file Resources\Sfx\vomit_player.ogg 140 init sound : loading sound opening glass door file Resources\Sfx\glass_door.ogg 141 init sound : loading sound opening wooden door file Resources\Sfx\wooden_door_open.ogg 142 init sound : loading sound closing wooden door file Resources\Sfx\wooden_door_close.ogg 143 init sound : loading sound uses medicine file Resources\Sfx\medicine.ogg 144 init sound : loading sound uses pills file Resources\Sfx\pills.ogg 145 init sound : loading sound scream nearby 01 file Resources\Sfx\scream_nearby_01.ogg 146 init sound : loading sound scream nearby 02 file Resources\Sfx\scream_nearby_02.ogg 147 init sound : loading sound scream nearby 03 file Resources\Sfx\scream_nearby_03.ogg 148 init sound : loading sound scream nearby 04 file Resources\Sfx\scream_nearby_04.ogg 149 init sound : loading sound scream nearby 05 file Resources\Sfx\scream_nearby_05.ogg 150 init sound : loading sound scream nearby 06 file Resources\Sfx\scream_nearby_06.ogg 151 init sound : loading sound scream nearby 07 file Resources\Sfx\scream_nearby_07.ogg 152 init sound : loading sound scream far 01 file Resources\Sfx\scream_far_01.ogg 153 init sound : loading sound scream far 02 file Resources\Sfx\scream_far_02.ogg 154 init sound : loading sound scream far 03 file Resources\Sfx\scream_far_03.ogg 155 init sound : loading sound scream far 04 file Resources\Sfx\scream_far_04.ogg 156 init sound : loading sound scream far 05 file Resources\Sfx\scream_far_05.ogg 157 init sound : loading sound scream far 06 file Resources\Sfx\scream_far_06.ogg 158 init sound : loading sound scream far 07 file Resources\Sfx\scream_far_07.ogg 159 init sound : loading sound bash something wooden file Resources\Sfx\bash_wood_player.ogg 160 init sound : loading sound something wooden bashed nearby file Resources\Sfx\bash_wood_nearby.ogg 161 init sound : loading sound turns page file Resources\Sfx\turn_page.ogg 162 init sound : loading sound nearby undead eats file Resources\Sfx\sfx - undead eat nearby.ogg 163 init sound : loading sound nearby undead rises file Resources\Sfx\sfx - undead rise nearby.ogg 164 init sound : loading sound vomits nearby file Resources\Sfx\vomit_nearby.ogg 165 init sound : loading sound shoves actor file Resources\Sfx\shove_player.ogg 166 init sound : loading sound actor shoved nearby file Resources\Sfx\shove_nearby.ogg 167 init sound : loading sound pushes visible metal object file Resources\Sfx\push_metal_object_visible.ogg 168 init sound : loading sound pushes audible metal object file Resources\Sfx\push_metal_object_audible.ogg 169 init sound : loading sound barricade repair fortify file Resources\Sfx\building.ogg 170 init sound : loading sound player steps on can file Resources\Sfx\can_trap_player.ogg 171 init sound : loading sound player triggers bear trap file Resources\Sfx\bear_trap_player.ogg 172 init sound : loading sound player steps on spikes file Resources\Sfx\spike_trap.ogg 173 init sound : loading sound player in barbed wire file Resources\Sfx\barbed_wire_player.ogg 174 init sound : loading sound can trap nearby file Resources\Sfx\can_trap_nearby.ogg 175 init sound : loading sound bear trap nearby file Resources\Sfx\bear_trap_nearby.ogg 176 init sound : loading sound can trap somewhere file Resources\Sfx\can_trap_far.ogg 177 init sound : loading sound bear trap somewhere file Resources\Sfx\bear_trap_far.ogg 178 init sound : loading sound dynamite explosion file Resources\Sfx\dynamite_visible.ogg 179 init sound : loading sound dynamite explosion nearby file Resources\Sfx\dynamite_audible.ogg 180 init sound : loading sound grenade explosion file Resources\Sfx\grenade_visible.ogg 181 init sound : loading sound grenade explosion nearby file Resources\Sfx\grenade_audible.ogg 182 init sound : loading sound molotov explosion file Resources\Sfx\molotov_visible.ogg 183 init sound : loading sound molotov explosion nearby file Resources\Sfx\molotov_audible.ogg 184 init sound : loading sound flashbang explosion file Resources\Sfx\flashbang_visible.ogg 185 init sound : loading sound flashbang explosion nearby file Resources\Sfx\flashbang_audible.ogg 186 init sound : loading sound player smokes file Resources\Sfx\smoking.ogg 187 init sound : loading sound roller door file Resources\Sfx\roller_door.ogg 188 init sound : loading sound player fires nail gun file Resources\Sfx\nail_gun.ogg 189 init sound : loading sound break wooden door file Resources\Sfx\break_woodendoor_player.ogg 190 init sound : loading sound wooden door breaks nearby file Resources\Sfx\break_woodendoor_nearby.ogg 191 init sound : loading sound break glass door file Resources\Sfx\break_glassdoor_player.ogg 192 init sound : loading sound glass door breaks nearby file Resources\Sfx\break_glassdoor_nearby.ogg 193 init sound : loading sound break metal door file Resources\Sfx\break_metaldoor_player.ogg 194 init sound : loading sound metal door breaks nearby file Resources\Sfx\break_metaldoor_nearby.ogg 195 init sound : loading sound player bashes other object file Resources\Sfx\bash_other_objects_player.ogg 196 init sound : loading sound bash other objects nearby file Resources\Sfx\bash_other_objects_nearby.ogg 197 init sound : loading sound something ceramic breaks file Resources\Sfx\break_ceramic_visible.ogg 198 init sound : loading sound something ceramic is bashed file Resources\Sfx\bash_ceramic_visible.ogg 199 init sound : loading sound bash metal door file Resources\Sfx\bash_metaldoor_player.ogg 200 init sound : loading sound metal door bashed nearby file Resources\Sfx\bash_metaldoor_nearby.ogg 201 init sound : loading sound pushes visible wooden object file Resources\Sfx\push_wooden_object_visible.ogg 202 init sound : loading sound pushes audible wooden object file Resources\Sfx\push_wooden_object_audible.ogg 203 init sound : loading sound reincarnate file Resources\Sfx\RS - Reincarnate.ogg 204 init sound : loading sound night vision file Resources\Sfx\night_vision.ogg 205 init sound : loading sound access denied file Resources\Sfx\access_denied.ogg 206 init sound : loading sound access granted file Resources\Sfx\access_granted.ogg 207 init sound : loading sound achievement file Resources\Sfx\achievement.ogg 208 init sound : loading sound drinks file Resources\Sfx\drink.ogg 209 init sound : loading sound plants seeds file Resources\Sfx\plant_seeds.ogg 210 init sound : loading sound places trap file Resources\Sfx\place_trap.ogg 211 init sound : loading sound makes molotov file Resources\Sfx\make_molotov.ogg 212 init sound : loading sound male hurt file Resources\Sfx\male_hurt.ogg 213 init sound : loading sound female hurt file Resources\Sfx\female_hurt.ogg 214 init sound : loading sound player uses chainsaw file Resources\Sfx\chainsaw_player.ogg 215 init sound : loading sound chainsaw used nearby file Resources\Sfx\chainsaw_nearby.ogg 216 init sound : loading sound chainsaw used somewhere file Resources\Sfx\chainsaw_far.ogg 217 init sound : loading sound flamethrower burst nearby file Resources\Sfx\flamethrower_audible.ogg 218 init sound : loading sound flamethrower burst file Resources\Sfx\flamethrower_visible.ogg 219 init sound : loading sound fuel can explosion file Resources\Sfx\fuel_can_visible.ogg 220 init sound : loading sound fuel can explosion nearby file Resources\Sfx\fuel_can_audible.ogg 221 init sound : loading sound fuel pump explosion file Resources\Sfx\fuel_pump_visible.ogg 222 init sound : loading sound fuel pump explosion nearby file Resources\Sfx\fuel_pump_audible.ogg 223 init sound : loading sound lights flare file Resources\Sfx\flare.ogg 224 init sound : loading sound lights glowstick file Resources\Sfx\glowstick.ogg 225 init sound : loading sound equips file Resources\Sfx\equip.ogg 226 init sound : loading music outside whilst raining file Resources\Ambients\rain_outside_looped.ogg 227 init sound : loading music inside whilst raining file Resources\Ambients\rain_inside_looped.ogg 228 init sound : loading music helicopter flyover file Resources\Ambients\helicopter_flyover.ogg 229 init sound : loading music stationary helicopter farthest file Resources\Ambients\helicopter_static_farthest.ogg 230 init sound : loading music stationary helicopter far file Resources\Ambients\helicopter_static_far.ogg 231 init sound : loading music stationary helicopter nearby file Resources\Ambients\helicopter_static_nearby.ogg 232 init sound : loading music stationary helicopter visible file Resources\Ambients\helicopter_static_visible.ogg 233 init sound : loading music outside whilst thundering rain file Resources\Ambients\thundering_rain_outside_looped.ogg 234 init sound : loading music inside whilst thundering rain file Resources\Ambients\thundering_rain_inside_looped.ogg 235 init sound : loading music wild animals file Resources\Ambients\night_animals.ogg 236 init sound : loading music hearing church bells nearby file Resources\Ambients\church_bells_within_map.ogg 237 init sound : loading music hearing church bells far off file Resources\Ambients\church_bells_outside_map.ogg 238 run main : Loading text file MANUAL.txt... 239 run main : done! 240 run main : loading high score table... 241 run main : loading high score table... done! 242 clean gfx : disposing... 243 clean gfx : disposing blank texture... 244 clean gfx : disposing minimap texture... 245 clean gfx : disposing sprite... 246 clean gfx : disposing text sprite... 247 clean gfx : disposing render surface... 248 clean gfx : disposing render texture... 249 clean gfx : disposing device... 250 clean gfx : disposing done. 251 clean gfx : disposing bold font... 252 clean gfx : disposing normal font... ----------------------------------------------- End of report.
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MP
Member
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Post by MP on Sept 27, 2019 15:37:49 GMT
Thanks for pointing that out, and for sharing the log. I'd forgotten about hints via the main menu. It will be fixed in the next release.
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MP
Member
Posts: 150
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Post by MP on Nov 4, 2019 11:38:41 GMT
Added some new items this time. I parked some others because I had trouble balancing them, so there may be more to come down the track. There was some nasty bugs in Release 7-1, so I suggest you jump straight to this new one. Next up is a collection of new buildings. Download link in the first post.
STILL ALIVE 2.5.3.11 (aka Release 7-2, 4/11/2019) ---------------------
Features: -Added warning for when an thrown explosive might provoke non-enemies in the blast radius. -Added police riot shields, which have a chance to block incoming melee attacks. -Added 5% per level chance for shield to block to Martial Arts skill. -Added flamethrowers, smoke grenades, flashbangs and stun guns. -Bows can now shoot flaming bolts as an alternative fire mode.
Fixes: -Chainsaw now properly coded for hits and misses. -Chainsaw sound effect now fires only when relevant. -Removed invincibility when reincarnating as an unsighted unique NPC. [credit to taberone] -Melee attack accuracy less affected by drunkeness. -Fixed molotovs hint. [credit to salsacookies] -Fixed AI lack of interest in fuel (ammo) for chainsaws. -Improved night vision screen effect application. -Fixed binoculars causing a crash in GDI+. -Added handler for left-clicking on a candles box. -Prevented binoculars disappearing when dropped. -Fixed duplication of night vision goggles and binoculars.
Development: -Added FLAMING FireMode for bows.
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Post by galthaar on Nov 14, 2019 19:45:53 GMT
-Added police riot shields, which have a chance to block incoming melee attacks.
OH GOD, YOU MADE MY WEEKEND, THANK YOU!!!!!!!!!
As a suggestion, it's possible to create a specific shield skill?
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MP
Member
Posts: 150
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Post by MP on Dec 4, 2019 10:55:15 GMT
Hehe glad you're a fan. It is possible to get up to 25% bonus to shields with the Martial Arts skill. I don't think it would be a good idea to buff them any more than that, because they could quickly become OP. I'm open to suggestions though.
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Post by xan on Dec 8, 2019 9:06:16 GMT
Made an account just to thank you, good job enchacing the game.
Have a nice day.
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MP
Member
Posts: 150
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Post by MP on Dec 8, 2019 10:37:40 GMT
thanks xan
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MP
Member
Posts: 150
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Post by MP on Dec 28, 2019 23:16:46 GMT
Dogs are in! Their AI is fairly basic (I mean, they're dogs, not scientists), but they do have a couple of unique traits. This was the last big bulk addition of new features and game elements. Although it's only a small thing, I'm quite proud of the new ability to cap the number of turns that are simulated when changing district. It was especially necessary for Still Alive, given that my changes have weighed on performance to an extent Next release will normalise all of the audio - including improving some of the worst ones - and re-work the scoring to suit RS:SA. STILL ALIVE 2.5.7.6 (aka Release 7-3, 29/12/2019) --------------------- Features: -Added fuel stations, farms, animal shelters, fire stations, shopping mall, and basketball and tennis courts. -Increased default city size to 7x7, minimum city size to 5x5, and minimum district size to 50x50. -Added dogs. -Added effects to vision when drunk or going insane. -Sleeping survivors now appear as lying down. -Added sleeping bags, which offer SLP restoration but not healing. -Simplified zombification on starvation from a % chance to an on/off choice. -Increased the number of items that civilians spawn with. -You can now set how many catch-up turns to simulate when moving into another district. --Lower numbers mean faster district transitions. --Higher numbers may help to make the world to feel more 'alive'. -Options menu now previews new volume on music, SFX and ambients adjustments (volume normalisation due in next release). -Sanity loss now only occurs when awake. Fixes: -Improved the orientation of picket fences. -Messages now actually display when hearing or seeing an explosion. -Removed confusing flashbanged turn skipping for a notification each turn. -Improved the helicopter. -National Guard units arrival now has a relationship to the expected rescue day. -Eliminated some of the repetitive use of exits caused by AI backtracking. -Eliminated AI looping caused by illegally trying to use certain items in complete darkness. -Eliminated duplication of factions as enemies. Development: -F10 can be used to warp to given locations in debug mode. -Added ability to pause audio playback.
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