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added some commits
Mar 14, 2014
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Great! |
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Headjack
commented
Mar 25, 2014
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Homan, is this actually instituting roving hordes of zeds? Will fortifying my compound actually be worthwhile? Will cities repopulate after a swarm goes through? |
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Roving dynamic-spawn points, that target sounds and light sources. If your compound's small enough, then yeah, fortifying it will be worthwhile. (If it's multiple map-tiles large, then there's a good chance the horde'll spawn inside. Happens with any dynamic spawn, not just hordes. :-/ ) Swarms are from the cities currently, so once the swarm leaves they'll be largely dead. |
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Headjack
commented
Mar 25, 2014
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That's a bit disheartening, maybe eventually we can have the zeds spawn at a distance and walk a few tiles to their target, or only spawn in places they can path to. |
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Actually the hordes are in addition to the preexisting zombie population, it more or less doubles the number of zombies globally... |
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All right. I fix it. |
Reaper42
added some commits
Mar 26, 2014
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Now it does a ton of work in the very performance-critical lightmap code, and EVERY light source triggers zombie attention. I outlined a good way to do this in the previous PR thread that would have minimal performance impact and still have the strongest light source be used. |
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Yes.
Yes, yes ,yes..
And it's not accurate solution. I tired. Do what you want. |
Reaper42 commentedMar 21, 2014
-Add light signals. (!only from player, items, vehs, fire - it player can control)
-Check light indoor/outdoor
-Move hordes on all overmaps
-Fix show hordes on overmap (show it on all overmap. Not only current)