Potential Buildings

In other words - best design wins, no upping, no zipping.
I’ll use those good examples from the save folder to get me started.
Thanx to acidia.

@glyphgryph - I didn’t check mods for the game, but I’m positive that some hard core mode has, or will have large cities with style{} of your liking.

Hey wait, I’ve got another couple projects on the burner. Best of luck though, if you need any help just ask. I finally got around to finishing spawns in the hotel and I have the interior locked door code up and working, old pic in the OP. Here is a big question though, How should the game move forward with locked doors? It gives a major boost to strong characters and could potentially make the crowbar a required item. Theoretically you could pick or beat down every door but if locked doors are as common as they are in real life, the bar is going to be indispensable. Should older buildings be back-fitted with interior locked doors? I think they should be but it also slows down the game a bit if you have to pop more than one door in a given building… but it also means you could easily get cornered :smiley:

The NCBR is progressing nicely. I would release maps but that defeats the point. I had to add an ‘overgrowth’ plant tile to simulate plants that can be walked through but still obscure vision. Mist is in but I haven’t gotten it working the way I want. Making a gas field translucent doesn’t seem to change much when vision is already limited by a flashlight. Ideally I was hoping to have vision obscured to an average rage of ~3 tiles when in the mist but it still obscures the tile the cloud is on so no luck.

Floor 1 - Visitor entrance, exterior gardens, cafeteria, shops, admin offices
Floor B1 - The Understory of the Rainforest ‘exhibit,’ genome lab, isolated labs
Floor B2 (Haven’t started yet) Restricted Staff Only Labs - ???
Floor B3 (Haven’t started yet) Restricted Staff Only Labs / Maintenance - ???

1 Like

Make an interdimensional portal special that warps you a good ways away, back and forth travel through a 1 tile square.

You could just make an addition to the vision range code that says something like:
If (tile player is on) is terrain type “fog”:
vision radius -= 5

or something similar. That would even have the effect of “blinding” characters if they were already visually impaired in some way.

[quote=“i2amroy, post:104, topic:913”]You could just make an addition to the vision range code that says something like:
If (tile player is on) is terrain type “fog”:
vision radius -= 5

or something similar. That would even have the effect of “blinding” characters if they were already visually impaired in some way.[/quote]
I wish I could find the vision radius stats… I was digging through the lightmap file and a couple of others where I created bio-luminescent plants but I didn’t find it. If anyone knows I’m all ears.

Conservative
The conservative/Stalinist (?) apartments are done. Goody density is much higher but most apartments limit what you can have so don’t expect to find a pot/drug/weapon trove. A separate tenement/projects will have items more along those lines. The porches will become more of a unique feature/identifier for apartments when multi-z is in.

Modernist
I’m working the modernist apartment tower in game now so those should be up tonight. Modernist is different in that the rooms are structurally different from each other and the exterior of the building doesn’t conform to a geometric design. All of the parts are more or less there otherwise.

Now we need propane grills and plastic chairs for the porches.

Why are above ground z-levels not in yet? Beside what I posted here I don’t see what more, or what else are we waiting for, do you know?

On another note, if you want to do something completely different for a change, there is “hellmouth” entrance in the game but is unfinished and the stairs lead nowhere. This could be epic stage, it just needs to be unique in some way, like temples and triffid heart are unique. I think you are going in right direction with the mist and stuff like that, each area has to have some unique challenges, not just by having different monsters using different tactics and attacks, but also having different terrains bringing its own challenge to the area one way or another. I think you should do mist like you said, as smoke but without negative effects except limiting vision, and transparency is already taken into account relative to smoke density so you don’t have to worry about it.

By the way, does anyone know what was the original plan for hellmouth?

acidia! great work! looking forward to exploring/fortifying/looting/burning all these new buildings! as for you NCBR idea, thought you might like to know about this if you didn’t already…

http://www.news.com.au/technology/sci-tech/scientists-develop-glowing-plants-they-hope-will-replace-street-lights/story-fn5fsgyc-1226638431336

i also like the idea of fog. i’ve heard a lot of talk about how a ranged character build has advantages over melee - so if fog became implemented in game as a weather effect as well, such as rain, it might level that playing field just a little. nothing like waking up to an eerily grey city shrouded in mist.

keep up the good work! any grunt work a non-coder can do, let me know!

Re: fog

The next big project I want to tackle is finishing the conversion of the vision system to fully use the lightmap. Currently it’s a bizarre chimera that uses the lightmap in some places and overrides it in others. Once this is done, whether (and how well) you can see a given tile will be based on light level of the tile - the sum of opacity of intervening tiles. Currently “clear” tiles will have a low but non-negligible opacity level to simulate detail loss over distance (basically tuned so that low light level still has an appreciable effect), and “smoke” will have non-total, but still high opacity. Adding a fog or mist somewhere in the middle will be relatively simple.

Here it is… Local Area Post-Office

It should represent a classic community area and a place of business. The majority of space should be open for traffic, and a portion may be reserved for seating. Technical and electronic devices are intentionally omitted, as I don’t see a point in showing ATMs and such. In open, non-designated areas there could be one terminal computer device, usually on one of the desks close to rooms 9 and 10.

Rooms:
1 - A storage room used for keeping bags of mail and single mail items of smaller volume. It can contain the usual items found in a business space such as scissors, maybe some tape or even a knife. Two bigger compartments should be the spots to place something of importance, being that item is of smaller or virtually no volume.
2 - The main storage deck. If you shipped a build-it-yourself elephant to your nephew, it’s here. Not only racks, there are big drawers and sturdy shelves, some even locked. The office desk is used for the main computer so keep in mind useful items.
3 - Storage compartment, or a back room if you wish. I recommend dumping some clothes and usual homely items found in kitchens and bathrooms. May contain a very small box of ammo.
4 - The usual post office terminal, dealing mostly with incoming mail. It has a computer and a sticky picture of your grandson. Note that walls between rooms 4 and 8 are glass, such as those facing the majority of space to the south.
5 - Same as above.
6 - This is a double-space, a main staff entrance to working area and the main terminal for usual post-office dealings. A pair of computers here keep track of people’s accounts. Some commercial stuff here, maybe a gift USB drive for every 5000th customer.
7 - Used for dealing with cargo, or bigger volume mail items. Few or many boxes, mainly consisting of less fragile items.
8 - Same as 7
9 - A designated administrative area, with two desks facing each other. A limited waiting space for the locals, also. Two computers and some office stuff stored here.
10 - The big boss lives here. Has a wide desk, a comfortable chair and controls your mail. He even keeps a couple of chairs for his clients. He could have something for show-off - a couple of nice books, good supply of scotch and cigars and a big-ass picture of HIM. I wouldn’t draw this room with a weapon; a small chance for a tazer, though.
11 - a glass-wall room (north and east) is used for your endevours via telephone lines. Six slot telephones are here, and a local phone listing. There could be a small amount of useful miscellania here.

Note that usually one, rarely a couple of security guards are here also, near the back entrance. Usually they carry small arms, but wear none protection whatsoever. They love keeping cans of cola and bags of potato chips near their seating.

0123456789012345678901234567890
1┌────────┬──────────┬──┐
2│█▀▀▀▀▀▀█│▓░█▀▀▀▀▀▀█│..│ Rooms 1-3
3│........+..........+..│
4├─+┬──┬──┴──┬───┬─+─┼──┤
5│..+..+.....+...+...│░.│ Rooms 4-8, a back entrance metal door
6│░▓│░▓│░▓.▓░│▓░.│▓░.│..+
7├──┴──┴──+──┴───┴───┘..│
8│......................│
9│.....................░│
0│...............┌──────┤
1│▒..▒..▒........│.▒▒..░│ Room 9
2│▒..▒..▒.......▓│.....▓│
3│▒..▒..▒.......▓│.....▓│
4│.▓▓.▓▓.........│.▒▒..░│
5│▒..▒..▒........+──────┤
6│▒..▒..▒........│..░.▓.│ Room 10
7│▒..▒..▒.......▓│....▓░│
8│..............▓│....▓.│
9│...............│░.....│
0│...............└──────┤
1├+──────┐..............│
2│......∞│..............+ Room 11, three door main entrance
3│∞∞°∞∞.∞│..............│
4└───────┴────────────+─+

Legend:
░ - an ordinary office chair
▒ - an ordinary office bench
▓ - an office desk
█ - a big rack
▀ - a small rack
∞ - a sturdy telephone
° - a vintage phone listing (only one!)

The system is currently limited to ASCII characters, so those ANSII characters won’t render.

I really need to figure that out. >_>

Why are above ground z-levels not in yet? Beside what I posted here I don’t see what more, or what else are we waiting for, do you know?

On another note, if you want to do something completely different for a change, there is “hellmouth” entrance in the game but is unfinished and the stairs lead nowhere. This could be epic stage, it just needs to be unique in some way, like temples and triffid heart are unique. I think you are going in right direction with the mist and stuff like that, each area has to have some unique challenges, not just by having different monsters using different tactics and attacks, but also having different terrains bringing its own challenge to the area one way or another. I think you should do mist like you said, as smoke but without negative effects except limiting vision, and transparency is already taken into account relative to smoke density so you don’t have to worry about it.

By the way, does anyone know what was the original plan for hellmouth?[/quote]

This could be entirely unrelated, but the only thing I can think of that has a ‘hellmouth’ is Buffy the Vampire Slayer. I don’t really see how this ties in with the other references (usually sci-fi) in Cataclysm, so I’m probably wrong.
I’m just assuming you’re referring to something Whales left unfinished in the code TBH, so I may have the entirely wrong end of this stick.

I want to suggest a nice effort from my side, only if the team wants to give it a go sometime between 0.5 and 0.6 CataDDA.
I have a detailed drawing of Heathrow airport, London, from the 90’s. A biiig area. Could we pay it a visit in Cataclysm?

@glyphgryph - you could do wonderful things in nfopad if you wanted to.

As someone mentioned before “crack” and “snap” sounds should naturally be done by making a new trap derived from bubblewrap trap.

Impaired visibility combined with danger of making too much noise is excellent concept. It reminds me of movie Alien and egg chamber. Perhaps monsters could all be sleeping in that area and due to fog you would have no idea the room is actually full of them… until you make noise and they start waking up. But it should be possible to sneak through without waking any monsters, maybe by using some item like infra-red or night vision goggles to avoid noise making traps. Or maybe by coking some sleeping pheromone you sprinkle around that makes monsters harder to wake up. The more different and unique ways there are to solve any particular puzzle like that the better. – Speaking of which, aliens, alien eggs with jumping facehuggers, and even predators could easily fit in this game and feel like they are at home.

Make aluminum cans kickable.

The system is currently limited to ASCII characters, so those ANSII characters won't render.

I really need to figure that out. >_>

Well, Lua is full-on ANSI, so maybe port whatever you’re doing into it?

 Welp, this week sucked.  It looks like work is going to be killing all of my free time during the week and I'm stuck running errands on Saturday.  To top it off I lost a deal of progress on the NCBR when my laptop decided to restart, I'm not sure how much was lost since I haven't had the patience to check but I'm certainly not happy about having to redo it.  On a brighter note, I threw in the Cathedral that resembles an up-scaled gothic church with a basement.  To build some exploratory elements, I threw in six basic missions to augment the existing six.  Shooting for a slightly different style of mission than what exists; for example "I want an American flag"... it doesn't give you the exact point that you would find the item but will drop hints that federal buildings and schools are bound to have them.  Other than these fetch quests that drive you to the office tower, school, hospital/doctor's office, cathedral, and radio station I also wanted to play around with a "kill elite monster" type thing.  Most of the stuff is just to drive exploration of new buildings.  So, I have six mission/story paths to work with now... patriotic/military, religious/humanitarian, corporate/vigilante, science/subspace, medical, and monster slayer.  I'll try and throw new buildings into an associated mission path... seems easy enough.  Plenty of things to think about for next weekend.

For those interested:
https://github.com/TheDarklingWolf/Cataclysm-DDA/pull/1094

P.S. Sorry vultures, I’ll try and get the post office up tomorrow. :frowning:

[quote=“acidia, post:116, topic:913”][/quote]

Apparently they don’t want above ground z-levels in vanilla build, but if you are still keen to make some upper floors for your building just give me the maps and I’ll put them in my mod.

By the way I added church bell tower to your church building.

Floor 1 & 2: “church tower”

mapf::formatted_set_terrain(this, 0, 0,
"........................\n\
......#####...#####.....\n\
...#####_#######_####...\n\
...#_________+______#...\n\
...#_________#______#...\n\
...#__-------###__>_#...\n\
..##__|        ######...\n\
..##__|        #____##..\n\
..#___|        #_<__##..\n\
..##__|        #_____#..\n\
..##__|        ##|__##..\n\
...#__|          |__##..\n\
..##__|          |__##..\n\
..##__|          |__##..\n\
..#___|          |___#..\n\
..##__|          |__##..\n\
..##__|          |__##..\n\
...#__------------__#...\n\
...#________________#...\n\
...#________________#...\n\
...#####_######_#####...\n\
......#####..#####......\n\
........................\n\
........................\n",

	mapf::basic_bind(". # _ | - + > < :", 
		t_air, t_rock, t_floor, t_railing_v, t_railing_h, t_door_c, t_stairs_down, t_stairs_up, t_window),
mapf::end() );

Floor 3: “bell tower”

mapf::formatted_set_terrain(this, 0, 0,
"........................\n\
........................\n\
...######::#::#######...\n\
...#________________#...\n\
...#______________>_#...\n\
...#__--------###___#...\n\
...#__|         #####...\n\
...:__|         #6__:...\n\
...:__|   ****  ##__:...\n\
...#__|  ******  |__#...\n\
...#__| ***<**** |__#...\n\
...#__| ******** |__#...\n\
...#__| ******** |__#...\n\
...#__| ******** |__#...\n\
...:__|  ******  |__:...\n\
...:__|   ****   |__:...\n\
...#__|          |__#...\n\
...#__------------__#...\n\
...#________________#...\n\
...#________________#...\n\
...######::#::#######...\n\
........................\n\
........................\n\
........................\n",

	mapf::basic_bind(". # _ | - > * : 6 <", 
		t_air, t_rock, t_floor, t_railing_v, t_railing_h, 
		t_stairs_down, t_bell, t_window, t_console, t_rope_up),
mapf::end() );

You can see it in-game:

What do you think?

P.S. Sorry vultures, I'll try and get the post office up tomorrow. :(

No hf, I thought of this subject as a drawing board for some of ideas around from the very beginning. It is much easier to depict those building features if there is a good solution ready to sink into.

A country club would be an interesting building, add golf clubs as weapons, golf balls (functionally similar to rocks, but cant be used as tools), golf bags with decent storage, golf carts, polo shirts, some booze, cigars, and a very small chance for a suit of armor. Maybe throw in some water hazards that can be used for water supplies.

This is generally how the code wood look after being added to the game.

case ot_post_office_north:
case ot_post_office_east:
case ot_post_office_south:
case ot_post_office_west: {
// Init to grass & dirt;
  fill_background(this, &grass_or_dirt);
   mapf::formatted_set_terrain(this, 0, 0,
"|--------|----------|--|      \n\
|rrrrrrrr|dhrrrrrrrr|..|      \n\
|........+..........+..|      \n\
|-+|--|--|--|---|-+-|--|      \n\
|..+..+.....+...+...|h.|      \n\
|hd|hd|hd.dh|dh.|dh.|..+      \n\
|--|--|--+--|---|---|..|      \n\
|......................|      \n\
|.....................h|      \n\
|...............|------|      \n\
|#..#..#........|.##..h|      \n\
|#..#..#.......d|.....d|      \n\
|#..#..#.......d|.....d|      \n\
|.dd.dd.........|.##..h|      \n\
|#..#..#........+------|      \n\
|#..#..#........|..h.d.|      \n\
|#..#..#.......d|....dh|      \n\
|..............d|....d.|      \n\
|...............|h.....|      \n\
|...............|------|      \n\
|+------|..............|      \n\
|......8|..............+      \n\
|88988.8|..............|      \n\
|-------|------------+-+      \n",
   mapf::basic_bind("r . - | # + w h d 8 9",
         t_rack, t_floor, t_wall_h, t_wall_v, t_bench, t_door_c, t_window, t_chair, t_desk, t_phone, t_phone_book),
   mapf::end() );
   place_items(mi_office,	80, 11,  7, 13,  7, false, 0);
   if (terrain_type == ot_post_office_east)
    rotate(3);
   if (terrain_type == ot_post_office_north)
    rotate(2);
   if (terrain_type == ot_post_office_west)
    rotate(1);
 } break;

After your map, you have a key listed with all of the symbols in the first line and the references in the second. If you want to see which tiles you can use, the master list is in this file starting at line ~82

The next line is a generic spawn items command, it creates a square between two points and generates items in it based on a percentage you pass to it. So place_items(mi_office, 80, 11, 7, 13, 8, false, 0);
You are placing items from the mi_office group into a box with the top left corner at (11,7) and the bottom right at (13,8). The 80% is the spawning probability and the “false, 0” can be safely ignored since they correspond to whether items are spawned in grass/dirt and when the items were created respectively (0 is from the beginning of the world, fresh food like strawberries are spawned on map creation). The final commands are to tell the building to rotate to face the road that is already laid.

Apparently they don't want above ground z-levels in vanilla build, but if you are still keen to make some upper floors for your building just give me the maps and I'll put them in my mod.
I wouldn't worry about it too much, I'm sure they'll get around to it in a few months or so. I'm not going anywhere so when they do decide on something I'll be sure to pull my notepad back up and draw the other floors.