Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upMap memory #19053
Comments
Coolthulhu
added
Info / User Interface
(P5 - Long-term)
labels
Oct 31, 2016
This comment has been minimized.
This comment has been minimized.
|
Somewhat relatedly the unmappable nature of labs is an anti-feature. I presume it's modelled on the abyss from DCSS but whereas that level is infinite labs are not so all it does is result in player frustration. Now if someone wants to write an abyss style level for CDDA that could be interested. Where does the 'map fog' switch for labs live? |
This comment has been minimized.
This comment has been minimized.
|
Labs just use old mapgen, unlike vaults which are updated. |
This comment has been minimized.
This comment has been minimized.
|
But what makes them 'unmappable'? |
This comment has been minimized.
This comment has been minimized.
|
Overmap terrain types being identical, meaning that every tile is just "lab tile". |
This comment has been minimized.
This comment has been minimized.
|
Would it be possible to create additional notation in the saves that define regions as being "seen"? It could definitely keep the size down, but there would be a lot of complexity shoved into the memory code. |
This comment has been minimized.
This comment has been minimized.
No, a single tile can be seen, unseen and "wrongly seen" (changed since it was last seen) by different players. |
This comment has been minimized.
This comment has been minimized.
|
That's not really what I meant by region. I meant that it would store it as geometric information that describes bounded polygons whenever possible. the "wrongly seen" parts make this even more challenging to implement that I guess, and would require additional changes in order to determine if something has even changed since it was last seen. If we were to get rid of the "wrongly seen part" it might be possible to use a bloom filter to store it reasonably efficiently. That's probably not going to do well here. |
This comment has been minimized.
This comment has been minimized.
|
Speaking of HD/RAM space, the mapping system could use some kind of compression. All the submaps with empty fields have something like a 90% compression rate when zipped on disk. The submap struct could probably be serialized and compressed decently in RAM too. |
This comment has been minimized.
This comment has been minimized.
|
Some additional details from previous discussion.
I can see two solutions that might be good enough. |
This comment has been minimized.
This comment has been minimized.
Each roguelike has a different atmosphere. I don't find it jarring in cdda. I seem to be in the minority, but I prefer the dark atmosphere. It thematically fits with the game as I imagine it. If any such feature were added, I recommend making it optional via a setting or mod. |
This comment has been minimized.
This comment has been minimized.
|
Implemented in #25551 |
Coolthulhu commentedOct 31, 2016
Discussion started in #17766 but it's worth giving it its own issue.
To sum up:
Almost all roguelikes have map memory. DDA has giant maps that can be easily forgotten, but no map memory. Map memory would be great and lack of map memory is pretty jarring here.
Technical problems:
So we'd need almost 2x as much HD space and possibly RAM to make it work.
Still, could just be optional. Possibly with an option to forget the map outside bubble or have an aggressive memory purge on save that would only preserve last
nsubmaps.Further details: