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Author Topic: Rogue Survivor Revived  (Read 28436 times)

zaimoni

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Re: Rogue Survivor Revived
« Reply #60 on: May 28, 2016, 09:26:02 pm »

Currently, you have less than three days to talk to the Prisoner Who Should Not Be (has been true since gates became destructible) in Classic mode.  The other two modes should be more forgiving, but I do most of my testing in Classic.  I make a point not to be seen with food from day 0 hour 12 or 13 onwards for a couple of days.

The police station should be corrupt (it's a company town).  The police faction is on my list for re-imagining, but that depends on substantial AI improvements.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #61 on: May 30, 2016, 11:59:02 pm »

Code: [Select]
REVIVED 0.9.4 CHANGES
------------------
* Civilian AI failed item pickup travel loop suppressed
* crash bug system involving sound fixed (reincarnation proven trigger)
Save games from 0.9.2 and 0.9.3 should load in 0.9.4.  The AI fix may warrant restarting a map regardless.

The attentive will notice that both of these bugs were reported here, rather than the main forum.  Good work.
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AzyWng

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Re: Rogue Survivor Revived
« Reply #62 on: May 31, 2016, 04:41:21 pm »

Good luck, godspeed.

Posting to Watch
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jorgene0

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Re: Rogue Survivor Revived
« Reply #63 on: May 31, 2016, 09:50:41 pm »

Code: [Select]
REVIVED 0.9.4 CHANGES
------------------
* Civilian AI failed item pickup travel loop suppressed
* crash bug system involving sound fixed (reincarnation proven trigger)

Thanks for your fast fix, you're a genius!

Tested 0.9.4:

Everything went fine, but then I died, trying to choose an option (I think it was "Revive as followers" 0/0 - 0% probability) got an Exception! The game froze afterwards unable to close using normal means (x at window) and had to use Ctrl+Alt+Del :(

Spoiler: "Error Report" (click to show/hide)
« Last Edit: June 01, 2016, 08:47:28 am by jorgene0 »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #64 on: June 01, 2016, 03:17:41 am »

The close button not working typically is a possible misfeature (it should be a synonym for Q)uit, when the game is running.  It behaves typically as long as the game hasn't started or been quit from.).

The other major roguelike family that has this behavior, is Angband v2.79.x and its descendants, which do have save-and-exit.  It prevents corrupt savefiles there; it's a workaround for not having a C89 language-standard lock.

There are arguably multiple bugs in the main report.
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zaimoni

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Re: Rogue Survivor Revived
« Reply #65 on: June 01, 2016, 08:58:13 pm »

Code: [Select]
REVIVED 0.9.5 CHANGES
------------------
* Try to make a crash bug when attempting a reincarnation option with 0 candidates, a graphics glitch.
* Enable the close button, and don't backtalk when Task Manager force-closes the game.
* Waiting for a keypress, once the simulation thread stops, should read very close to 0% CPU in Task Manager.
Savefiles from 0.9.2 through 0.9.4 should load as-is in 0.9.5.
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jorgene0

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Re: Rogue Survivor Revived
« Reply #66 on: June 01, 2016, 11:06:14 pm »

Code: [Select]
REVIVED 0.9.5 CHANGES
------------------
* Try to make a crash bug when attempting a reincarnation option with 0 candidates, a graphics glitch.
* Enable the close button, and don't backtalk when Task Manager force-closes the game.
* Waiting for a keypress, once the simulation thread stops, should read very close to 0% CPU in Task Manager.

Tested 0.9.5:

This time, there was no problemo closing the game with x or reincarnating! Good job!
But some thing strange happened when I died... I reincarnated in a follower even without one O.o (0/0 0%). Dunno if this is a bug or an expected functionality.

Spoiler: "Reincarnating?" (click to show/hide)
« Last Edit: June 01, 2016, 11:08:41 pm by jorgene0 »
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zaimoni

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Re: Rogue Survivor Revived
« Reply #67 on: June 02, 2016, 12:43:22 am »

It's a bug; that's why I said "mitigated" for 0.9.5 .  I suspected something like that was happening (the code tries to check for 0/0 and reject such choices after selecting), but it wasn't testable until the crash bug was dealt with.

EDIT Comparing the two reports, I'm going to assume the root cause for both is trying to reincarnate from the simulation thread.  I'm not positive all of the closely related, easily found, bugs have been identified yet.
« Last Edit: June 02, 2016, 02:30:05 am by zaimoni »
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MoonyTheHuman

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Re: Rogue Survivor Revived
« Reply #68 on: June 02, 2016, 12:47:45 am »

You inspired me, just like mr factorio on nix of factorio forums did (; keep up the good work

zaimoni

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Re: Rogue Survivor Revived
« Reply #69 on: June 02, 2016, 03:41:36 pm »

Code: [Select]
REVIVED 0.9.6 CHANGES
------------------
* The simulation thread should not attempt reincarnation.
Savefiles from 0.9.2 through 0.9.5 should load as-is in 0.9.6 .
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jorgene0

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Re: Rogue Survivor Revived
« Reply #70 on: June 02, 2016, 10:34:11 pm »

Code: [Select]
REVIVED 0.9.6 CHANGES
------------------
* The simulation thread should not attempt reincarnation.

    Tested 0.9.6:

    The reincaration 0/0 0% bug was fixed... but a new one emerged :( and also a bunch of AI fails :)... Let's GO!

    Reincarnation Bugs:
    • This happened when I tried to choose the last option in Reincarnation menu, Revive as Zombified self:
    • Also playing STD game, I was killed by a zombie while running but there was no killer in reincarnation menu...
      Spoiler: "No killer" (click to show/hide)

    Movement Bugs:
    • This happened while i was running away from a zombie through a fence. I was going without problems but then I couldn't move!
      Spoiler: "Fence container?" (click to show/hide)

    AI Bugs:
    • Skeleton won't follow down the metro?
      Spoiler: "Skeleton follow" (click to show/hide)
    • Why AI don't reload when bullets are low and there aren't enemies around?
      Spoiler: "Weapon reload" (click to show/hide)
    • Policeman drops an equipped Anti-Riot Armor for a plank!?
      Spoiler: "Anti-Armor plank" (click to show/hide)
    • The plank streak continues... The policeman drops a plank for a spray can... Do they even use them?
      Spoiler: "Plank for a spray" (click to show/hide)
    • Trading items using Drop&Pick? Is this allowed? Yeah, you guessed right... it was a plank!
      Spoiler: "Illegal trading?" (click to show/hide)
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    zaimoni

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    Re: Rogue Survivor Revived
    « Reply #71 on: June 03, 2016, 01:47:21 am »

    movement bug: this is wrong message.  The correct message would mention insufficient stamina (you're below 10). Edit No clean fix; fairly invasive redesign involved.

    skeleton not following into subway: This is inherited from alpha 9, and not a priority to revise.  Skeletons have no sense of smell and no memory.  If you are out of sight of them, they will not chase you...just the usual wander randomly 20% of the time.  Whether that wander randomly should include map changes is a good question.

    AI/no early reloading: Inherited from alpha 9.  The proper heuristics for this are difficult to estimate correctly, so
    until the savefile-breaking update for pathfinding is in this is not scheduled to fix in general.  The correct heuristic should depend on time scale.

    Item examples: probably the same prioritization issue.
    « Last Edit: June 04, 2016, 03:31:11 am by zaimoni »
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    RAM

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    Re: Rogue Survivor Revived
    « Reply #72 on: June 03, 2016, 03:44:25 am »

    Much post.
    Very watch.
    So to.
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    zaimoni

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    Re: Rogue Survivor Revived
    « Reply #73 on: June 04, 2016, 03:29:00 am »

    Code: [Select]
    REVIVED 0.9.7 CHANGES
    ------------------
    * keep the player count accurate during reincarnation (addresses both reincarnation crash
       and AWOL player killer entries)
    * counter-adjust the drop/pickup loop fixes of 0.9.3
    * It is possible for civilians (and survivors, technically) to bluff being cops well enough
       to become one for the duration of the apocalypse. The Prisoner Who Should Not Be
       currently will not divulge the location of the CHAR base to a cop.  See the
       RS Revived manual for details.
    Savefiles from 0.9.2 through 0.9.6 should load as-is in 0.9.7.  However, the AI change is large enough to cause maps to play differently.
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    zaimoni

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    Re: Rogue Survivor Revived
    « Reply #74 on: June 04, 2016, 03:35:06 am »

    Skeletons can be evaded very easily in RS Revived 0.9.3+ :
    Code: [Select]
    ...
    #@#
    s..
    Step NW:
    Code: [Select]
    @..
    #.#
    s..
    Safe!  Until the s wanders, but even then it may not step where it can see you.

    This would be expected to work in RS alpha 9, but the flaky vision postprocessing makes it very unreliable.
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