Potential Buildings

golf course / country club sounds AWESOME! indeed, more fluff locations are a +

and as always, your buildings looks fantastic acidia! even without multi-levels, i can only imagine the complexity when you get to work on them completely!

Hey there, not trying to nag, just wondering if you were gonna write up that tutorial for building creation.

Mod action: Removed a tangent post. I donā€™t want to see any more a) complaining about stuff from other threads or b) complaining about people complaining about stuff from other threads. If you think a post requires action, use the report button - helping with the derail is not actually helping.

Hey acidia (and others), heads up on proper spawn_item usage:

This is buggy:

// each iteration will have a different upper bound, which is not what you want
for (int i = 0; i < rng(lower, upper); ++i) { spawn_item(x, y, type, 0); }

This works, but isnā€™t quite idiomatic:

rn = rng(lower, upper);
for (int i = 0; i < rn; ++i) { spawn_item(x, y, type, 0); }

This is preferred:

// this has spawn_item do the iteration for us
spawn_item(x, y, type, 0, rng(lower, upper));

Just giving you a heads up because I saw a few cases of the first style (which is potentially buggy) in your mapgen code.

Keep up the good work, btw :).

8|
Whoops, Iā€™m double checking but I think you are looking at the

line 12689: spawn_item(rng(5,18), rng(5,18), g->itypes["black_box"], 0);
Here random range is only for locationā€¦ I donā€™t think Iā€™ve been doing a rng() function in a for loopā€¦ wellā€¦ not that Iā€™m aware of.
I get lazy and throw these around but those are really the only times I used rng() in the last push.

Anywho, building hasnā€™t stopped. I threw in 6 new rooms in the underground labs and add two new missions to recover a black box from a crash site and have it deciphered in the new data lab room. If anyone has any lab room ideas I can throw them in now while the code is still fresh on my mind.

Additions:
On outcroppings - Prisoner Containment and Armory
Interior - Data Lab, Alien Containment, Utility, and ā€œTributeā€

To Do:
Incinerator

[quote=ā€œacidia, post:125, topic:913ā€]8|
Whoops, Iā€™m double checking but I think you are looking at the

line 12689: spawn_item(rng(5,18), rng(5,18), g->itypes["black_box"], 0);
Here random range is only for locationā€¦ I donā€™t think Iā€™ve been doing a rng() function in a for loopā€¦ wellā€¦ not that Iā€™m aware of.
I get lazy and throw these around but those are really the only times I used rng() in the last push.

Anywho, building hasnā€™t stopped. I threw in 6 new rooms in the underground labs and add two new missions to recover a black box from a crash site and have it deciphered in the new data lab room. If anyone has any lab room ideas I can throw them in now while the code is still fresh on my mind.

Additions:
On outcroppings - Prisoner Containment and Armory
Interior - Data Lab, Alien Containment, Utility, and ā€œTributeā€

To Do:
Incinerator[/quote]

Someone was talking about a way to check oneā€™s mutation-trend. Any progress on that?

(If not, thatā€™s OK as even the debug menu didnā€™t, last I checked. Beat the debug menu!)

acidia: nope, Iā€™m referring to how in ot_public_works, youā€™ve got this:

     for (int j = 0; j <= rng(1, 3); j++) {
         spawn_item(21, 2, g->itypes["log"], 0);}
     for (int j = 0; j <= rng(1, 10); j++) {
         spawn_item(15, 2, g->itypes["pipe"], 0);}
     for (int j = 0; j <= rng(1, 7); j++) {
         spawn_item(4, 2, g->itypes["glass_sheet"], 0);}
     for (int j = 0; j <= rng(1, 20); j++) {
         spawn_item(16, 5, g->itypes["2x4"], 0);}
     for (int j = 0; j <= rng(1, 20); j++) {
         spawn_item(16, 7, g->itypes["2x4"], 0);}

I addressed that in PR #1220, but figured Iā€™d give you a heads up as well. Using rng the way you do in those two lines you posted is fine, of course :).

[quote=ā€œKA101, post:126, topic:913ā€]Someone was talking about a way to check oneā€™s mutation-trend. Any progress on that?

(If not, thatā€™s OK as even the debug menu didnā€™t, last I checked. Beat the debug menu!)[/quote]

That does sound like an interesting idea, and would make for some added lab utility.

That makes a lot more sense.

Whelp, this weekend wasnā€™t too bad. I ended up spending my free time today on polishing some of the mission code and working on one of the story paths. So, as it stands the patriot missions are retrieving a flag, finding a black box, and getting said black-box deciphered. Next weekends goal is getting the sarcophagus elevator working based on the codes retrieved from the black-box and fleshing out the underground there.

The humanitarian missions currently ask you to retrieve the patient list from the hospital, venture to one of the FEMA camps, and secure a farm for the NPC. Part of the mission polishing was getting NPCs to join your party for the mission and leave it at the end (if necessary). The other part was creating new mission types to bring an NPC not to a point but to a type of building. At the moment, bringing NPCs to a building is a little annoying since they chase squirrelsā€¦ but that is a different issue. Next weekend I hope to expand on the ā€œdemon slayerā€ mission set so that the NPC will be joining you to go kill the triffid heart/jabberwock/hulk or zombie swarm. You know, bring me the gorgonā€™s head and letā€™s head down to the incinerator to burn this bad boy.

The two additional mission elements I need to add are randomized next mission (pick from a list) and diverging paths (depending on how you complete it or what you complete it with). Both actually arenā€™t hard to add at allā€¦ just no more time this weekend. Iā€™m thinking it isnā€™t ā€œdark days aheadā€ unless there are missions that are ā€œdoomed from the start.ā€

I also got rid of ā€œtoo many fence wallsā€ in farmsā€¦ so fields are connected now. It was just a personal irk.

Thanks so much for all the work youā€™re putting into this, itā€™s a real inspiration to keep grinding on the infrastructure bits when people are making great content like this. I had an awesome time running through the patriot missions to test them :smiley:

A thought, might just want to have crash sites have a blackbox spawn in them instead of having the mission spawn them. Also a (very) low chance of having your special monster spawn in appropriate areas wouldnā€™t be amiss. (though for that one you probably do want to have the mission spawn a nearby one).

Also Iā€™ll take a look at having the blackbox act as a radio beacon so you can use a radio and directional antenna to track one down.

Might want to patch in something to be displayed when you read the blackbox transcriptā€¦ actually it might be a better fit if thatā€™s a note object instead of a book, Iā€™ll take a look at that one.

Oh, just remembered, the metal gates in one of the new lab rooms didnā€™t seem to be working, If I remember correctly, having two gates side-by-side like that might be confusing the code.

Yeah, Great work folks. Loving the sarcophagi. :slight_smile:

Would it be possible to create a custom small town to act as a college campus? I know thatā€™s where Iā€™d hole up in an apocalypse. Ready to use backup generators, chem labs, machining labs, bio labs, computer labs and all the knowledge you could want or need. Plus cafeterias, residence halls, student unions filled with possible entertainments, not to mention the sporting equipment. I mean seriously, paradise in the wastelands.

On second thought it really would be too good, unless it was filled with the worst of the worst of zombies.

Hehe, the black boxes spawn in crash sites from the git-go. Since it doesnā€™t tell you where you might find one, I figured it was unlikely that you just so happen to find the nearest. The radio idea for tracking down crash sites sounds pretty cool. Iā€™m not too familiar with the flyer type itemsā€¦ my only encounter with it was seeing it listed in the trash spawn group.

I ran into the wacky stuff with the garage doors last night and didnā€™t think of why it was doing it until this afternoon. I remember someone saying that it parses along the wall till it finds a door type tile and then it keeps opening the door until it reaches the endā€¦ I figured it probably doesnā€™t consider the concrete walls in the lab to be one of the wall types. It could be the two doors next to each other though.

As far as the flesh golem/amalgamation type monsters, the Jabberwock will eventually be a very rare dense forest/swamp spawn and the pure human equivalent will spawn in mass graves (ie the pit in the FEMA camps and in the sarcophagi).

The college campus idea is cool but I think bigger buildings might be on a bit of a hold until the road glitches are worked out.

Hurray for progress.

I should just about finish the mission preliminary work this weekend, the pull request is below. The hazardous waste sarcophagus has a basement now but it is only accessible once you get the elevator access codes from one of the new missions. Check out the pull request if you want to see the full list of things going on but the short version of missions added:

Demon Slayer 2 (in this update)- Kill 100 Zombies, help the other survivors out
Demon Slayer 3 (in this update)- Kill the Horde Master, a master zombie has taken residence in a local building and you must kill the Masterā€¦ beware the group that surrounds him

Martyr 2 (in this update)- Recover Priestā€™s Diary, determine how the churches are reacting to the outbreak
Vigilante 2 (in this update)- Retrieve Safe Deposit Box, suspicious lead based on ledger
Vigilante 2 (in this update)- Find Deputy Badges, raid police station

Patriot 4 (in this update)- Follow Sarcophagus Team, you get access codes to enter the basement of a sarcophagus

https://github.com/TheDarklingWolf/Cataclysm-DDA/pull/1307

[quote=ā€œacidia, post:133, topic:913ā€]I should just about finish the mission preliminary work this weekend, the pull request is below. The hazardous waste sarcophagus has a basement now but it is only accessible once you get the elevator access codes from one of the new missions. Check out the pull request if you want to see the full list of things going on but the short version of missions added:

Demon Slayer 2 (in this update)- Kill 100 Zombies, help the other survivors out
Demon Slayer 3 (in this update)- Kill the Horde Master, a master zombie has taken residence in a local building and you must kill the Masterā€¦ beware the group that surrounds him

Martyr 2 (in this update)- Recover Priestā€™s Diary, determine how the churches are reacting to the outbreak
Vigilante 2 (in this update)- Retrieve Safe Deposit Box, suspicious lead based on ledger
Vigilante 2 (in this update)- Find Deputy Badges, raid police station

Patriot 4 (in this update)- Follow Sarcophagus Team, you get access codes to enter the basement of a sarcophagus

https://github.com/TheDarklingWolf/Cataclysm-DDA/pull/1307[/quote]

Uh, Acidia, without some way to seriously protect against radiation, I really donā€™t fancy spending enough time in the sarcophagus to check out its basement. Might be worth holding off a bit.

It should be getting addressed soon (https://github.com/TheDarklingWolf/Cataclysm-DDA/pull/1317) but I also cut the radiation level down a bit as the thing gets larger. Might as well throw a picture upā€¦ so as the tunnels to the north and west (in this orientation) get larger radiation levels will drop and you will get a small golf cart-esc tram to blow through the tunnels (spawn in the garage on the south of the main structure). The intention is that you are half-baked by the time you get out but it simply adds to the sense of urgency. There are radiation safe areas and some supplies will be recoverable from the army squad who you are sent to join but the mission preface alerts you to pack all your most valuable supplies since the original objective of the mission is to join up with the squad and bug-out with them. Look for references to the old Day of the Dead movieā€¦ these buildings acted as mass graves for the prisoners that were being experimented on prior to the outbreak and for the dead in the first few days.

Whoops: Iā€™m the same KA101 as in that thread. Uneron wants to make radiation more lethal, not create actually-protective protective gear. Respectfully suggest that you try a different thread.

(The sarcophagus was a good place for xyr to get radiated in a hurry whilst testing xyr mod.)

I figured that was part of the main suggestions for uneron to implement before changing the danger of radiationā€¦ so he was staring work on it. No?

Welp, that is about all the time for work I have this weekend. The basement of the sarcophagus now generates at roughly the same size as a lab. I have a lot of tweaking to do with the generation code, Iā€™m trying to make it look more like roots from the central hub rather than a blob. I probably wonā€™t stick it in a pull request until next weekendā€¦ I already have one that covers all the mission work pending. The elevator bug is my main source of problems for now.

Not to my knowledge. Kevinā€™s supporting the idea, though. Try this thread for the discussion of radiation-protection gear.

Thanks much, in any event.

Update: Of course, once I said that they started discussing radiation suits in that thread you mentioned. Never mind.

I got the sprawl code working to some degree so the next project is creating different tilesā€¦ if you look close, there are only 1 of each tile in this picture. Every elbow, straight path, and intersection is identical just rotated differently. This is an in game composite image with all of the zombies being vaporized when I long distanced teleported around taking the pictures. The individual vaults contain sewage, dirt, and wreckage as tiles and are filled with garbage and trash item spawning groups. Along with a healthy does of zombies. The few scattered zombies in the halls will provide incentive to use the provided tram to drive through the tunnelsā€¦ but Iā€™m starting to think the tunnels need to be at least 1 more tile wide to make it a bit easier. To spice this thing up before a lot of players experience it (the only way to gain access is to complete part of an NPC mission path) I was hoping to get some ideas for underground tiles.

To be added:
-mining operation to expand tunnels
-broken vault with zombies and trash spilling out (you can already open them but zombies quickly rush you)
-crashed trams
-barrel/crate storage of waste in some vaults (so you may want to listen to the door to see if zombies or goodies may be inside)
-references to the old day of the dead survival vault/research center

Because this is on the bottom floor of the z-map, interactions with other structures are very rareā€¦ so making the complex sprawling isnā€™t a problem.

Query: Why would there be lots of zeds so far in the sarcophagus? I imagine they arenā€™t all workers there.

It would probably make sense to have spare fuel for the carts here and there, since I donā€™t think we have charging stations in-game yet.