MP
Member
Posts: 150
|
Post by MP on Mar 28, 2018 11:49:58 GMT
Got this exception in several runs after a day or so ingame. I had it too with 1.5.32.5. I haven't been able to replicate this one yet. Is there a pattern that leads to it occurring for you? Have you tweaked any of the options from default?
|
|
|
Post by roguedjack on Mar 28, 2018 16:00:46 GMT
Got this exception in several runs after a day or so ingame. I had it too with 1.5.32.5. I haven't been able to replicate this one yet. Is there a pattern that leads to it occurring for you? Have you tweaked any of the options from default? Got some saves! I can't attach the files even zipped, I'll send you an email. One triggers on turn 617/618, the other 539/540. Just wait and the exceptions will fire. This is for 1.5.32.8. It happens consistently near the end of day 0. C&I game. All options are default except animations and advisor which are off.
|
|
|
Post by zaimoni on Mar 28, 2018 18:27:06 GMT
Problem is likely in all of the following theoretically: RogueGame::NextMapTurn/DoButcherCorpse/DoEatCorpse. (There's some common code in all of those places that Rogue Survive Revived refactored into Map::Destroy(Corpse c) and Actor::StopDraggingCorpse().]
|
|
MP
Member
Posts: 150
|
Post by MP on Mar 30, 2018 7:37:42 GMT
So this bug ended up being because there is multiple paths to zombification in C&I, and corpses would be deleted twice if some cases. I've uploaded 10.5.32.10 with the fix. (It was a rush job because I'm heading out to dinner now, so apologies if there's still issues)
|
|
|
Post by ericomont on Apr 13, 2018 23:03:50 GMT
Long time lurker...even to the point of thinking about doing a version or RS. I guess with this going on and Rogue Jack back, all is fine! I have been trying this latest version and I can´t get the prisoner-that-should-not-be to talk, did something change on the story front or is that a bug?
|
|
MP
Member
Posts: 150
|
Post by MP on Apr 14, 2018 0:46:48 GMT
Hi ericomont. You're right, it is a bug - apologies. I tweaked the PWNN code because the dialog could trigger after he'd already been released, but there must be some bad logic in there. I'll try to get out a fix for it this weekend.
EDIT: 1.5.32.11 is now uploading. It was a last-minute upload as I was racing out the door, so please let me know if there's any issues.
|
|
|
Post by ericomont on Apr 14, 2018 22:35:45 GMT
Super thanks @mp all fine on the prisoner´s front now! I will start a very dense game now and if I spot something wrong I´ll be sure to let you know.
|
|
MP
Member
Posts: 150
|
Post by MP on Apr 15, 2018 9:41:32 GMT
Cool. Thanks ericomont
|
|
|
Post by ericomont on Apr 18, 2018 15:40:39 GMT
Abou day 30 something now, I´m starting to suspect there is something wrong with the rain, it hasn´t happen once yet. ...but I´m still surviving.
|
|
MP
Member
Posts: 150
|
Post by MP on Apr 18, 2018 22:04:13 GMT
Well done. Are you having much trouble with food? Also, do district changes take a really long time? (Have you changed any of the game options?)
|
|
|
Post by ericomont on Apr 19, 2018 3:22:25 GMT
Yep, I´m playing VTG, city and district sizes are at their highest count (gotta make the computer work ) I think I did reduce zombie upgrade one level down. I also got the numbers of survivors one notch up and the zombie count to the max. I think that is it. Food is fine and plenty so far to the point I don´t need to carry any, in fact, just about almost everything else. I had trouble almost dying out of a close surprise encounter with the "Those guys", but then I went into the hospital and made plenty of nights there so to upgrade unsuspicious and a few other things. Now I pretty much have to carry as many green pills I can so to avoid zombie clog in. Ammunition is somehow troublesome but that comes with surviving. I will try to look for a base(I don´t think it is worth at this point) and hunt for the sewer thing soon. Also, the crazy pills just add up a bit when taken, I thought that was an original bug in the first place. Cheers!
|
|
|
Post by ericomont on Apr 19, 2018 3:25:33 GMT
District changes are completely fine time wise, only once I got a crash out of that. Older official versions were waaaay longer. Loading a saved game takes ages though (enough to brew coffee). Is it re-simulating the whole game path?
|
|
MP
Member
Posts: 150
|
Post by MP on Apr 19, 2018 10:27:59 GMT
To be honest - without wanting to jinx it - I'm quite surprised it's run so well, especially with districts and actors maxed. I haven't touched the simulating directly, but a couple of features I've added/modified should have had a negative impact. So I'm very surprised to hear the district changes are faster. Myself, I ran into problems with district simulation taking ages, even from early game, but it would only affect some rounds and not others.
I suspect that the crash you had is similar to what I see occasionally, which I suspect is due to an inherited multi-threading deadlock. It's on my to-do list.
The loading times for me haven't changed from Alpha 9a to any of my releases (~11 seconds iirc), even on slow HDD, but you're not the first to report that issue. If I can ever replicate it I'll certainly try to address it.
I really appreciate the detailed feedback. Glad to hear it's going reasonably well for you though; hopefully it stays that way.
|
|
|
Post by scorpionwasp on Jun 28, 2018 4:06:21 GMT
Any chance of the balance changes being configurable/optional? I like the new content, but I think the changes to difficulty - in particular the abundance and nutrition value of food - trivialize the game...
|
|
MP
Member
Posts: 150
|
Post by MP on Jun 28, 2018 11:56:29 GMT
Yeah I agree, and so I plan on winding back the food growth. I thought the other survivors would snatch all of it up much more than the do. I don't want to throw too many separate options into the game, but maybe a "resources scarcity" slider would be a good way to allow those more savvy to up the challenge.
|
|