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Author Topic: Rogue Survivor Revived  (Read 28446 times)

Robsoie

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Re: Rogue Survivor Revived
« Reply #45 on: May 13, 2016, 06:35:35 am »

Thanks for pointing this, good to know he's still alive, the disappearance since 2012 was a bit worrying.
And with the source code, i guess it's certainly going to make your work a bit easier if he had comments on it.
Best of luck to your revival project.
« Last Edit: May 13, 2016, 06:39:11 am by Robsoie »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #46 on: May 17, 2016, 02:32:02 pm »

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.

Code: [Select]
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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jorgene0

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Re: Rogue Survivor Revived
« Reply #47 on: May 23, 2016, 08:50:47 am »

It's about time that you broke the savefile! I was hoping that a long time ago :)

Looking what you have done, wow! Are you gonna make this perfect? Good job!

How are you going to manage the simulation of every district at the same time? Will the speed suffer because of this?

The problem of using NET framework 4.6.1 is that you lose compatibility with anything below Windows 7 SP1. So the minimum requirement to run this game will be higher.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #48 on: May 23, 2016, 02:56:37 pm »

Minimum requirement caused by .NET 4.6.1: Acknowledged.  I didn't know the exact threshold but knew it would be going up.

Unfortunately, the *correctness* of the savefile required a library data type that requires a minimum of .NET 4.6 .  I need to adjust various screens to report the command line options that the game was created with (the scoring is broken in any multi-PC game, such as when --subway-cop actually works).

Simulation of every district at the same time: that's already in RS Revived 0.9.1, if you turn it on (the options shipped have it fully enabled).  There were *many* multi-threaded stability issues bringing it up, but modern hardware appears fast enough to keep things responsive (at least until the AI improves!).  The whole district concept has to be redesigned as part of eliminating restricted exits.  (The most mature of the de novo re-implementations is Batch 0, which is currently in closed beta testing; I would prefer something like that for district transitions.)

Perfection...unlikely, that's a long way off even if it was well-defined.  There's also "do we want to pay the RAM for this"?  A fix strategy for the sanity misfeature is not obvious, but it may not matter if the food situation gets even worse than it is now.
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Retropunch

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Re: Rogue Survivor Revived
« Reply #49 on: May 23, 2016, 05:21:14 pm »

This is all much appreciated and amazing work. I know many RL players shun higher system requirements, but I honestly think that as long as the standard isn't above 'basic laptop of the last 3 years' no one can really complain.

In terms of 'perfection' - I'd honestly like this to become a more realistic version of CataDDA. As some may remember, I was quite the opponent of it becoming wild and crazy, and I honestly think that a more serious survival RL would be really, really welcomed by both the RL community, and the wider one. I also believe that there's nothing to lose by you pushing this more in your own direction - there's a lot to fix, but please don't be put off making your own changes!
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

zaimoni

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Re: Rogue Survivor Revived
« Reply #50 on: May 23, 2016, 10:51:29 pm »

My own changes happen to require a lot of fixing before they can be attempted.

I did track down the latest CataDDA design document: It explicitly requires the game to be highly unrealistic EDITThe Wiki is a lot clearer than the design document, fortunately.
« Last Edit: May 23, 2016, 11:54:36 pm by zaimoni »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #51 on: May 25, 2016, 04:18:55 am »

New release expected in 1-2 days subject to work schedule.  A very bad drop-pickup loop bug made it into 0.9.1.  I also have some reports on the main forum of other crash bugs (bikers vs. traps, and re-killing of starve-to-death).
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Retropunch

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Re: Rogue Survivor Revived
« Reply #52 on: May 25, 2016, 03:05:46 pm »

My own changes happen to require a lot of fixing before they can be attempted.

I did track down the latest CataDDA design document: It explicitly requires the game to be highly unrealistic EDITThe Wiki is a lot clearer than the design document, fortunately.

It does now, when it started out it was sort of a hardcore survival game with elements of crazy-ness, whereas now it's just completely crazy with massive deathmobiles and clowns and everything. There's nothing wrong with that at all (it's great sometimes!), just that I think there's definitely a space for a more realistic, hardcore survival game
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

zaimoni

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Re: Rogue Survivor Revived
« Reply #53 on: May 25, 2016, 05:08:14 pm »

Whale does not appear to be on the CataDDA devteam.  It would be intellectually interesting to compare Cataclysm 2 and/or the Whale-maintained branch of Cataclysm, but the implicit background in Rogue Survivor Revived is enough for me to make reasonable extrapolations for now.  (The entire CataDDA bionics system is physically impossible by hand calculation; as for the rest of the game, it's probably best to consider it swords & sorcery with the swords updated to more recent technology.  What stopped me from playing it in 2014, was a control system as abstruse as the git command line.)

It would take a substantial investment in planning infrastructure for Whale to catch up in development rate with CataDDA.  I'll need a similar infrastructure once the really obvious changes are in.  (I would have preferred to release after cops were properly sweeping the district on day zero, but with multiple breaking bugs in RS Revived 0.9.1 I'll have to push 0.9.2 before that.)
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zaimoni

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Re: Rogue Survivor Revived
« Reply #54 on: May 25, 2016, 05:09:18 pm »

(Restating a similar list on the main forum)

The key features to be accounted for in RS Revived are:
  • No gas stations.  The wrecked cars presumably have an all-electric mode.
  • The emergency generators do not have a local fuel supply requirement.
  • Unusually durable residential walls (they are not bashable, thus not highly destructible gypsum drywall)
  • There is a process for eliminating the need to eat from humans.  It is applied to CHAR guards and soldiers, but not police.  This process was invented after the CHAR contigency plans for a zombie outbreak were made.  I'm assuming the inferior AI for CHAR guards and soldiers is an implementation defect to be fixed, but a case can be made either way.
  • There is a process for intentionally transforming humans to something like Zombie Masters.  The Prisoner Who Should Not Be was a test subject for an early prototype.  This process is probably "broken".
So...the impression I get is that we start in the CHAR company town, and the upper management has signed off on over-optimistic damage control plans should their research projects fail in a z-outbreak fashion.  The residential wall durability is one of the side effects of that damage-control plan.  The emergency generators can be ret-conned as using Tesla technology to pull power from the bow shockwave of the magnetosphere; they were knocked offline by fail-safes when the invasion started.

It's possible most other cities do not have the Tesla technology and are still on gasoline/diesel vehicles, etc -- that is, the Bikers and Gangsters are finding themselves in Hotel California after they arrive.

CHAR is presumably responsible for researching both processes mentioned (#4 works, #5 hopefully does not implement specification).

I do not plan to add any more "unreality" than what is already in RS Revived, or implied by the above observations, or required for the AI to play competently.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #55 on: May 25, 2016, 11:37:47 pm »

Code: [Select]
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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zaimoni

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Re: Rogue Survivor Revived
« Reply #56 on: May 27, 2016, 01:49:24 pm »

Code: [Select]
REVIVED 0.9.3 CHANGES
------------------
* drop/pickup loop issues suppressed more
* Line of Sight handling of cardinal direction visibility blocking less restrictive

0.9.2 savefiles should load in 0.9.3 fine, but the civilian AI fix mentioned above may warrant restarting a map anyway.
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jorgene0

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Re: Rogue Survivor Revived
« Reply #57 on: May 28, 2016, 12:24:02 pm »

Hello Zaimoni!

Tested the latest build: 0.9.3

I found a looping bug while playing: The survivor keep moving toward the item, over and over again, and never leave the place or pick it up.

Spoiler: "Screenshots" (click to show/hide)

EDIT: Died sleeping and got a fatal error!

Spoiler: "Error Report" (click to show/hide)
« Last Edit: May 28, 2016, 01:01:12 pm by jorgene0 »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #58 on: May 28, 2016, 05:43:25 pm »

Seen; thanks.  The sound crasher actually appears to be an inherited systematic error (and I find it intellectually interesting that the simulation thread is trying to set music).  That bug family (there were four closely related bugs) should be fixed in the next release (which will not be today, my work schedule is unfavorable).

I have some ideas regarding the looping bug as well.

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Fniff

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Re: Rogue Survivor Revived
« Reply #59 on: May 28, 2016, 06:33:16 pm »

I've been picking this up again, and remember my love for Rogue Survivor. I love how much the city changes over the duration of the apocalypse - shops get looted, barricades get set up, corpses pile up.
Here's an interesting detail - the cops have left all the prisoners to die. If you wait long enough they start starving and no-one lets them out. When I released them they tried mugging me for my cans of food, made the escape from the Prisoner much more intense. Presumably the police force in this town is corrupt to all hell.
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