MP
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Post by MP on Feb 19, 2018 8:54:12 GMT
I can confirm that supplies drops are still firing. Given that I'm adding extra food items, the algorithm used to trigger a drop may need to be rebalanced. I'll slip that into R5-5.
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MP
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Posts: 150
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Post by MP on Feb 24, 2018 23:26:50 GMT
I've uploaded what might be just a release candidate. It includes some significant changes to gameplay, and also defaults the game to fullscreen. I'm looking for feedback before I consider moving onto R6.
STILL ALIVE 1.5.32.5 (aka Release 5-5, 25/02/2018) --------------------
Features: -Game is now fullscreen by default (windowed mode available via RSConfig). -Can now use seeds and a shovel/pick to plant vegies.
Fixes: -Changed the way berries are grown to avoid stack overflows. -When a corpse rises from the dead their body is no longer duplicated. -Made rain sfx thread-safe to prevent collision crashes. -Adjusted army supplies drop to balance with new food sources. -Warning message is more specific for attempts to pick up items with a full inventory. -Increased the nutrition value of all foods to varying degrees. -Fixed sloppy advisor hints.
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Post by redrook on Mar 17, 2018 3:40:52 GMT
Howdy, long time no post. Been lurking a while but hey... trying most recent release of SA. Trying to create a Male Zombie, though the Female triggers the same crash. Shambler, Master and Skeleton all still load just fine; Survivors boot up just fine as well. Am I missing something?
CRASH LOG
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at djack.RogueSurvivor.Engine.RogueGame.Zombify(Actor zombifier, Actor deadVictim, Boolean isStartingGame) at djack.RogueSurvivor.Engine.RogueGame.GeneratePlayerOnMap(Map map, BaseTownGenerator townGen) at djack.RogueSurvivor.Engine.RogueGame.GenerateWorld(Boolean isVerbose, Int32 size) at djack.RogueSurvivor.Engine.RogueGame.StartNewGame() 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()
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.6421 (Win8RTMGDR.050727-6400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Rogue Survivor Still Alive Assembly Version: 1.5.32.5 Win32 Version: 1.5.32.5 CodeBase: file:///C:/Users/Zack/Desktop/Rogue%20Survivor%20Still%20Alive%201.5.32.5/Rogue%20Survivor%20Still%20Alive.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.6427 (Win8RTMGDR.050727-6400) 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: 2.0.50727.6421 (Win8RTMGDR.050727-6400) 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: 2.0.50727.6428 (Win8RTMGDR.050727-6400) 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: 3.5.30729.6387 built by: Win8RTM CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- Microsoft.DirectX.Direct3D Assembly Version: 1.0.2902.0 Win32 Version: 9.05.132.0000 CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll ---------------------------------------- Microsoft.DirectX.Direct3DX Assembly Version: 1.0.2911.0 Win32 Version: 9.12.589.0000 CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2911.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll ---------------------------------------- Microsoft.DirectX Assembly Version: 1.0.2902.0 Win32 Version: 5.04.00.2904 CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll ----------------------------------------
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MP
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Posts: 150
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Post by MP on Mar 17, 2018 23:27:40 GMT
Hi redrook. Thanks for letting me know. I'll look into it.
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Post by zaimoni on Mar 19, 2018 18:04:50 GMT
Just unhibernting (had to drop off all social networks for a week or so, too many things reducing available time for work).
That particular call of Zombify has two special circumstances at once: null Zombifier and the isStartingGAme bool is true. (I think isStartingGame *implies* null Zombifier in the original game.)
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Post by roguedjack on Mar 24, 2018 16:33:15 GMT
HEY YOU!! Good job on keeping the game alive! I hope the source code didn't cause you too much trouble The addition of sfx is very nice, it really improves the game! I thought about it but wasn't sure how to handle spamming sfx each turn and left it for later (never as it turned out!). Did you have this problem with sfx "spamming" (eg: many actors shooting on the same turn = shooting sfx spam) and if yes how did you handle it? Additionally here's an exception report for you, happened when I got a notification for a new hint after taking a shovel:
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MP
Member
Posts: 150
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Post by MP on Mar 25, 2018 4:10:05 GMT
Hi roguedjack. Nice to see you, hope you're doing well.
Actually, you already had something in to limit the sound effects. You basically gave them a 10% chance to fire each on instance. That was still a bit spammy when there was a few survivors around, so I implemented three ranges to the sfxs. It's crude but seems to work ok.
Thanks for the bug report. The shovel hint just went in for growing vegies; I'll tidy that up alongside the zombification bug.
EDIT: 1.5.32.7 is now uploaded, for anyone interested in testing.
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Post by roguedjack on Mar 25, 2018 14:46:34 GMT
Just tried 1.5.32.7.
There is a problem with RSConfig, it writes to the wrong folder because the assembly version was not updated.
Got this exception in several runs after a day or so ingame. I had it too with 1.5.32.5.
I don't remember if this was a bug in rs9 or something new.
I really like all the new buildings and items you added.
There is an AI problem (inherited from rs9) with transparent but impassable and unbreakable fences/gates (eg: graveyard fence). When seeing an enemy or prey through such fences rs9 AI is not smart enough to realize it cannot get to them. So the AIs are "buzzing" around the fences (almost) forever, trying to reach their target (there is no proper pathfinding in rs9). That's why I made eg park fences breakable and jumpable, so both zombies and civs are not trapped behind them forever, and didn't put iron fences on the surface maps. There are iron fences/gates in the subway and sewers, but I don't think it is a problem as not many npc get to the subway and being blocked in the sewers is actually kinda cool. I suggest you make graveyard fences jumpable, so at least civs and advanced undeads are not blocked.
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Post by zaimoni on Mar 25, 2018 18:47:54 GMT
The workaround for that, in Rogue Survivor Revived, is to check whether the location is minimum-step pathable. This let me completely eliminate the concept of taboo tile (for blocking out map inventory stacks that are inaccessible), but is also useful for preventing misguided trades and leadership in the police jails.
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MP
Member
Posts: 150
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Post by MP on Mar 26, 2018 11:41:01 GMT
Just tried 1.5.32.7. There is a problem with RSConfig, it writes to the wrong folder because the assembly version was not updated. Got this exception in several runs after a day or so ingame. I had it too with 1.5.32.5. I don't remember if this was a bug in rs9 or something new. Sorry about that. Almost certainly one that I introduced; the whole of Release 5 has been very sloppy because I tried to push out updates too often. Glad you like the new sfx and buildings though. Those were no-brainers for me, because they add some spice and help with immersion. How badly does that affect civs? It might have a bearing on features in my roadmap. Mindless zombies getting stuck might make sense, but yes, if civs are stuck on fences I'll have to correct that. I haven't been on the lookout for it, and I tend to zip around the map going about my business (I'm actually quite bad at surviving ) EDIT: Uploaded 1.5.32.8 which fixes the RSconfig issue and adds to the tooltip for items related to planting seeds.
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Post by roguedjack on Mar 26, 2018 13:24:34 GMT
How badly does that affect civs? It mostly affect melee fighting when they are willing to charge their target. They will try to come closer to their target, but fail because they end up being blocked by the fence and so another rule fire that make them do something else instead, possibly moving away, but next turn they will probably try again to get in melee, but can't etc... so they get stuck into this repeating on/off behaviour loop. I just had a look at rs9 code, its rule 7 in CivilianAI but more specifically BehaviorChargeEnemy which is also used by other AIs (gangs etc...) I had a follower getting stuck like that, it wanted to charge a zombie, then got stuck and followed me for one tile, then wanted to charge the zombie again etc... It is not such a problem for items being trapped behind fences because when realising it can't get to it the AI will mark the stack location as taboo and ignore it for a few turns. If you still need fences like this, maybe you could try re-using the concept of taboo tiles (MarkTileAsTaboo) for enemies BehaviorChargeEnemy cant reach, and filter out melee targets that stand on taboo tiles. It probably would not work very well and is just a band-aid solution, but I would try that first as the code is mostly already there to be used. zaimoni has apparently implemented a more elegant generic solution, you could take a look at it.
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Post by zaimoni on Mar 26, 2018 16:58:51 GMT
Taking charge behavior was also affected (mainly affects jails -- police would get pinned trying to take charge of a prisoner).
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MP
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Posts: 150
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Post by MP on Mar 27, 2018 7:48:35 GMT
It mostly affect melee fighting when they are willing to charge their target. They will try to come closer to their target, but fail because they end up being blocked by the fence and so another rule fire that make them do something else instead, possibly moving away, but next turn they will probably try again to get in melee, but can't etc... so they get stuck into this repeating on/off behaviour loop. I had a follower getting stuck like that, it wanted to charge a zombie, then got stuck and followed me for one tile, then wanted to charge the zombie again etc... Thanks for pointing that out. I agree, it will be too janky to leave as is. I'll change those back to climbable in the next release. I liked the idea of having areas with only one way in and out. A graveyard is a good place to plant vegies, but you risk being cornered. Although basements and churches do already offer similar. Forgive the cheeky question, but have you got the itch to get back in RS dev?
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Post by roguedjack on Mar 27, 2018 11:55:39 GMT
Forgive the cheeky question, but have you got the itch to get back in RS dev? Yes! Damn you MP and zaimoni If I do, I'll make it open source right away so you guys can take what you like from it. And if I take something significant from your projects I'll ask you first and give you credits. I should reeaaaally finish my damn little android game first though. It's 99.99% done, I just need to do all the annoying marketing stuff like gameplay videos, screenshots and blah blah.
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MP
Member
Posts: 150
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Post by MP on Mar 27, 2018 12:09:50 GMT
Hehe. Hey I say go for it (when you have time of course). You don't even need to let anyone know, so if you change your mind it's not a big deal at all. If you do make progress, even if you choose to let it rest again, zaimoni and I can merge your changes in. I know a lot of people would love to see you pick it up again, even if it were just to throw a few features in. Having said that, please don't think I'm pressuring you. It's still your game at heart though, so don't feel like you'd be stepping on our toes. Awesome, I'll look forward to your Android game. It's so hard to find good games on mobile! Might give me an excuse to upgrade my old S4 too
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