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Author Topic: Rogue Survivor Revived  (Read 28423 times)

zaimoni

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Re: Rogue Survivor Revived
« Reply #90 on: September 15, 2016, 11:03:43 pm »

Code: [Select]
REVIVED 0.9.8 CHANGES
------------------
* savefile corruption fix
* bluffing being a cop in single-PC mode fixed
* pointless retreating by firearms users mitigated
* unnamed multi-PC bugfixes
* CivilianAI and GangAI theoretical bugfix regarding left-hand items
** Triggered by NPC civilian having two or more of: cell phone, flashlight, stench killer.  As bikers/gangsters
   do not use stench killer, it cannot trigger the theoretical bug.
This is a savefile-breaking update.  Level generation has not been changed yet (a seed value read off the I)nfo command and fed into the command-line --seed option will recreate the map unchanged).
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George_Chickens

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Re: Rogue Survivor Revived
« Reply #91 on: September 16, 2016, 02:59:17 am »

I have noticed a few odd things with the last version, so ignore this if they've been fixed. It never seems to close when you exit, instead hanging around as a background process, and the controls are SUPER unresponsive for me. I can press a movement key five times and it sometimes won't register once.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #92 on: September 16, 2016, 02:48:13 pm »

Keypresses are rate-limited by a lock on the screen graphics during rendering/player command processing, so keypresses will be dropped while that lock is in place.  The development system is too powerful to test this currently without de-optimizing Windows 10, but I have not done any changes that would fix this compared to Rogue Survivor Alpha 9 which I was able to test this on.  (I can bog down the development system enough to test this, by re-enabling virtual memory.)

Background process: confirmed for the close button on the development system; not reproducible on the development system for the Quit command.  I can't say this is surprising, as the close button was explicitly disabled for Rogue Survivor alpha 9.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #93 on: September 17, 2016, 09:55:39 pm »

... and the controls are SUPER unresponsive for me. I can press a movement key five times and it sometimes won't register once.
There is one change I made that may have driven the dynamic memory loading through the roof: I completely disabled all simulation levels less than full simulation.  (Low quality simulation turns for the most part, don't happen.  This causes problems with changes I plan to land within a year or so.)
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zaimoni

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Re: Rogue Survivor Revived
« Reply #94 on: September 19, 2016, 10:09:22 pm »

Keypresses are rate-limited by a lock on the screen graphics during rendering/player command processing, so keypresses will be dropped while that lock is in place.
True, but the explanation is wrong (I took a closer look while diagnosing what turned out to be a deadlock when bringing up a new command line option).

Rogue Survivor Revived did not inherit a keypress queue from Rogue Survivor.  I went ahead and made some changes that should allow the last keypress to survive while the current player command is being handled.
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Rumrusher

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Re: Rogue Survivor Revived
« Reply #95 on: September 20, 2016, 07:17:49 am »

I also notice RSR doesn't seem to have CSV. and crashes every time I boot it up.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #96 on: September 20, 2016, 01:21:43 pm »

1) Use the full download the first time.  The binary-only updates are for overwriting a previous recent install.
2) If the highest .NET on the system is less than 4.6, game open will fail on the first .CSV file accessed because of a devteam oversight in the array API that was corrected in .NET 4.6.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #97 on: November 08, 2016, 09:27:56 pm »

Threat tracking prototype http://imgur.com/gallery/Pflg7
Spoiler (click to show/hide)
This cannot be released as-is: savefile load time is ~2 minutes at the start of the game.  Turning off a C# define pares it down to something reasonable in load time, but the undead players would not appreciate the highly telepathic sweeping by the police when that AI is built out.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #98 on: February 08, 2017, 06:19:54 pm »

New binary-only unstable release cut (0.9.9 unstable 2017-02-08, uses 0.9.8 support files).  Development machine needs ~1 minute to load savegames. 
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George_Chickens

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Re: Rogue Survivor Revived
« Reply #99 on: February 08, 2017, 09:45:45 pm »

Super cool! Can't wait for release.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #100 on: May 18, 2017, 06:04:24 pm »

Copying from main forum:

Quote
I have started regression testing for 0.9.9.9 on my end.  (It wasn't clear when my work schedule would clear up enough for this.)  I have run out of features and fixes that can be cleanly done without touching either the *.CSV configuration format, or map generation.
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George_Chickens

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Re: Rogue Survivor Revived
« Reply #101 on: May 18, 2017, 11:21:32 pm »

Oh, wow! There's a main forum? Could you provide a link and maybe put it in the opening post on the thread? I'm sure a lot of people would love fresh updates from there.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #102 on: May 19, 2017, 04:53:31 am »

The main forum is the very first link from the landing page for the repository.  Bay12 is much more live than either the main forum, or C/DDA's forum post for Rogue Survivor Revived. (in fact, I feel like an interloper on C/DDA so try not to spam vaporware progress reports there.)
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zaimoni

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Re: Rogue Survivor Revived
« Reply #103 on: May 24, 2017, 10:59:07 pm »

Code: [Select]
REVIVED 0.9.9 CHANGES
------------------
* keypress buffer of size one implemented.  Only the last keypress survives.
* new command line option --socrates-daimon.  Enables cheat commands; cf the RS Revived Manual.
* new command line option --PC.  Cf. the RS Revived manual for details.
* Savefile format has been broken
* Vintage games no longer overwrite options that are forced (the forcing is handled elsewhere)
* PC zombies are on the same skill upgrade options as NPCs.
* hours until needing to sleep is correctly reported (will not jump around at sunrise/sunset)
* Waiting now guarantees maximum realistic energy rating on the next turn.
* You may stop running even if too tired to run.

AI overhaul includes but is not limited to
* Followers should have far less difficulty finding their leader now.
* The police are learning what organized force means.
** They now can sweep the districts (cheating eidetic memory, but mostly not using the exact location of unsighted z). 
   This includes limited cross-map pathfinding, but it does account for non-vintage mode sewers being unclearable.
*** CHAR building codes have requirements on the police accessibility of residential basements.  You plausibly have
    three to four game hours to get any survivalist grenades before the police do.
**** There were RNG side effects.  If you use a seed from 0.9.8
***** The overall map layout is the same.
***** All items should be where they were.  Random quantities are expected to be different.
***** A noticeable minority of livings will have different name/gender.
***** The type of z of the day-zero cold start are completely inconsistent.  Positions are consistent.
** If you have an active police radio, the chatter may be informative.
** Threat tracking and newly interesting locations to see have transparent overlays for police.  The minimap also reports on these,
   with inconsistent color coding to the overlays.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #104 on: May 25, 2017, 12:33:53 am »

Code: [Select]
Current change plans, subject to revision based on discussion:
* Start: slow technical code cleanup that doesn't change file format, to give time for bug reports to land before radical changes land.
* Name generation: both new names, and reclassifying names, is on the table.  We have several instances where the women's spelling sounds the same
as the men's spelling, and is assigned to men.
* Actors.CSV: the stamina column will be revised out.  This particular statistic should be space-time scaled; the current unconditional 60 stamina
for all livings is 30 time ticks of stamina regeneration.  I need this hardcoded so it automatically does the right thing when TURNS_PER_HOUR
(the fundamental space-time scale parameter) is adjusted.
* Actors.CSV: reduce the entries to those exemplars required to construct the others.  It's the simplest way to introduce a policewoman model
(to complete the bluffing being a cop mechanic).
* Remove the Wait command.  It's a death trap, and doesn't play nice with multiple player characters.
* More reasonable survivalist basement stockpiles.
* Police station layout adjustments.

Then we hit the high-risk subproject: taking down the peace walls.
1) Universally existing exits for both ground level and sewers levels; the absence of an exit is equivalent to it being blocked i.e. no more
surprise losing turns when changing districts.  This may happen late enough to not radically alter level generation, but given how many
unexpected side effects I've hit with level generation I wouldn't count on that.  The peace walls aren't gone, but they're porous.
2) Enabling cross-district pathfinding.  This is technically simple (the heavy lift was cross-map pathfinding), but is likely to expose bugs. 
It also triggers massive CivilianAI revisions (e.g., livings now can change districts to get food, rearm, etc.)
3) Optionally, outright take down the peacewalls i.e. enable line of sight/line of fire across the district boundaries.  This may be impossible
to do with a reasonable ETA, and can only be attempted because I'm using proper source code control.  Success triggers another round of CivilianAI
revisions.

After completing #2 and rejecting or completing #3, I can consider thematic adjustments. 

E.g., a new difficulty option may be provided, stating the general politics of the city before the z apocalypse in U.S. terms:
RED CITY,RED STATE (default): No changes; game will be balanced around this.  The law is so far from world standards that those gun shops
are registered, legal businesses and general stores are allowed to stock firearms, etc.  Pre-apocalypse, civilians can be licensed to
conceal-carry firearms (and this is implied by starting with the Firearms skill).

The nearest real-world analogs, outside of the named cities/states in the U.S.: Yemen.  No other nation has Internet-documentable legal
gun shops as of 2013 (when I last checked).

Extra names stereotypical for this difficulty option will be considered for revising in.

BLUE CITY,RED STATE: Changes from RED CITY, RED STATE: Gun shops won't be found near the police station (two district radius:
police station in C2 allows in  A0/A4/E0/E4 in a 5x5 district game, but no others).  General stores can still have ammo, but not
ranged weapons.

RED CITY, BLUE STATE: Changes from RED CITY, RED STATE: Gun shops won't be found near the police station, one district radius:
police station in C2 disallows in B1/C1/D1/B2/C2/D2/B3/C3/D3. General stores can still have ammo, but not ranged weapons. 
Pre-apocalypse, civilians cannot be licensed to conceal-carry firearms; residences will not spawn with pistols, but still can
spawn with rifles or shotguns.  Survivalist caches are not affected.

EUROPE: Changes from RED CITY, RED STATE: Gun stores banned (none in the city).  General stores will not have
either ranged weapons or ammo.  Pre-apocalypse, civilians cannot be licensed to own firearms; residences will not spawn with
either ranged weapons or ammunition.  Survivalist caches are not affected, again.
While the proposed difficulty levels are correlated with Liberty Crime Squad's C through L++ legal spectrum, an exact analogy is not going to happen.
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