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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1880544 times)

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #420 on: January 16, 2013, 04:40:16 am »

(a)ctivate a crowbar towards one. I'm planning on making it the quick but noisy alternative and adding a slow but quiet one at some point.
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DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #421 on: January 16, 2013, 05:02:31 am »

Adding a lockpick would be pretty easy. :P
Also can we fix horde spawning a bit more?

I took a truck through a 8-9 house town in the middle of nowhere, a horde the size of a fucking riot.
Sped up and hit the road. Only to get swarmed by giant versions of every fucking member of the insect kingdom.

Unless theres a source like a beehive or fungal spire, could we please have populations limited?
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #422 on: January 16, 2013, 05:21:09 am »

Yeah, we're working on the spawning stuff.
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GalenEvil

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Re: Cataclysm: Dark Days Ahead
« Reply #423 on: January 16, 2013, 05:22:42 am »

I would be cool with loads of zombies if they respected location population limits (at least initially): Small town might have a few hundred zombies, but spread out due to lack of nomming material (tasty tasty long pork :P ) but a larger town/city might have a great number more zombies just milling around in large groups since dispersal can only work so fast.
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Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #424 on: January 16, 2013, 05:48:02 am »

I would be cool with loads of zombies if they respected location population limits (at least initially): Small town might have a few hundred zombies, but spread out due to lack of nomming material (tasty tasty long pork :P ) but a larger town/city might have a great number more zombies just milling around in large groups since dispersal can only work so fast.

Pretty sure it does, although maybe not to the extent you want.
The game::spawn_mon takes into account remaining monster group populations from the overmap when it is spawning new ones. These are generated from the mapgen code so tied to what the map tiles are.

It's possible groups are replenished, I've not looked to at the overmap code in a long time so don't recall how it adds them.
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GalenEvil

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Re: Cataclysm: Dark Days Ahead
« Reply #425 on: January 16, 2013, 06:41:46 am »

Ah, didn't know that. It's mostly the on-demand spawning that is getting to me I think. While it is reasonable that loud noises would cause zombies to move to an area they shouldn't just spawn immediately to hordes. How does the out-of-view follow work for the zombies? It feels like even if I run away for an entire visible-map section going through only woods that the horde keeps finding me. It may be another group of zombies that is finding me but I am not sure.
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Quote from: Mr Frog
Digging's a lot like surgery, see -- you grab the sharp thing and then drive the sharp end of the sharp thing in as hard as you can and then stuff goes flying and then stuff falls out and then there's a big hole and you're done. I kinda wish there was more screaming, but rocks don't hurt so I guess it can't be helped.

SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #426 on: January 16, 2013, 01:31:06 pm »

My problem isn't so much with the numbers as how quickly they appear.  You're walking around exploring this completely empty place, but at the same time there are always two dozen zombies waiting for an excuse to simultaneously jump out of the edges of your screen.  It's rather jarring.  I would even be fine with higher populations, but under the provision that you actually encounter them hanging around the environment when they're not alerted to you and enter into the scene more realistically when they are.
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Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #427 on: January 16, 2013, 01:36:53 pm »

Another random suggesty thought being thrown out there by me after attempting to do it and determining that it probably isn't suite possible.

What if we made the vehicle handbrake both not so '60 to 0 in half a foot' and a toggle?  Might be pretty cool to be able to use that really high skill driving to drift around sharp turns at 60 mph with a bit of skilled handbrake turning and acceleration control.

Also as a little visual thing, how bout if skidding created a thin smoke trail where the tires were between where the skid started and where they are now.
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #428 on: January 16, 2013, 02:46:28 pm »

My problem isn't so much with the numbers as how quickly they appear.  You're walking around exploring this completely empty place, but at the same time there are always two dozen zombies waiting for an excuse to simultaneously jump out of the edges of your screen.  It's rather jarring.  I would even be fine with higher populations, but under the provision that you actually encounter them hanging around the environment when they're not alerted to you and enter into the scene more realistically when they are.
Am I gonna have to dance around naked waving a flag that says 'We're working on fixing the spawn system?' Because I will :P
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Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead
« Reply #429 on: January 16, 2013, 02:50:02 pm »

Am I gonna have to dance around naked waving a flag that says 'We're working on fixing the spawn system?' Because I will :P

Know what you should do? Work on the spawn system ;] Hah, what are the current developments anyway? After the latest release there's got to be some overarching goal of some sort in the works I assume?
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #430 on: January 16, 2013, 02:56:36 pm »

No particular long term goals, fixing whatever's broken right now mainly.
Generally I just do whatever I feel like doing at a particular time, which is why things are always half implemented and fragmented :P
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SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #431 on: January 16, 2013, 02:58:14 pm »

Not doubting it.  Just offering my own perspective input on the issue, since everyone else has focused strictly on population.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #432 on: January 16, 2013, 03:04:14 pm »

DW, maybe we should look into this spawn thing? It seems like a lot of people have concerns about it.

Personally, my own goals are mostly technical and relatively non-game-related:
I want to move more stuff out to raws.
I want to get the tileset versions working again and offer them for download.
I want to finish up the website.

kevingranade obviously has his "todo" list on the forums, as well.
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Moogie

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Re: Cataclysm: Dark Days Ahead
« Reply #433 on: January 16, 2013, 03:11:40 pm »

(can't remember the real name, I stopped playing after it corrupted my save again)
What save corrupting issues have you been having, and when did you last play? Saving was changed a little recently so the game actually saves the map when you return to the main menu. Autosaving was also added, (although I've only just thought to suppress it while the player is in a vehicle)

About a week ago, my post a couple of pages back where I got stuck in a mobius strip. I backed up both the pre-saved "current session" save file, and the post-"actual" save file, and both of them were corrupt. I still have the saves, if they would be useful for you to debug the mobius problem occuring. I have no idea what triggered it, I was just walking through the wilderness and suddenly I was walking past the same area again and again.
« Last Edit: January 16, 2013, 03:14:16 pm by Moogie »
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #434 on: January 16, 2013, 03:29:19 pm »

Ahh, that. Kevin's working on a fix for it at last contact, it was proving a bit harder to crack than imagined. I imagine you crossed an overmap border, that's what usually causes them.]

Apologies if I didn't respond at the time.
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