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Hordes #6827

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@Reaper42
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commented Mar 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)

@Zireael07

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commented Mar 21, 2014

Great!

@Headjack

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commented Mar 25, 2014

Homan, is this actually instituting roving hordes of zeds? Will fortifying my compound actually be worthwhile? Will cities repopulate after a swarm goes through?
If so, awesome, good work

@KA101

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commented Mar 25, 2014

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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commented Mar 25, 2014

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.

@kevingranade

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commented Mar 25, 2014

Actually the hordes are in addition to the preexisting zombie population, it more or less doubles the number of zombies globally...
By the way, this still has the same issue of the light model being broken, only the first light source encountered by the renderer will ever have any effect.

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commented Mar 25, 2014

By the way, this still has the same issue of the light model being broken, only the first light source encountered by the renderer will ever have any effect.

All right. I fix it.

@kevingranade

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commented Mar 31, 2014

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.
Also this still ignores the formatting we're using in the rest of the project.

@Reaper42

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commented Apr 1, 2014

Also this still ignores the formatting we're using in the rest of the project.

Yes.
if (a) {
...
}
and
if (a)
{
...
}
It's very big problem.

Now it does a ton of work in the very performance-critical lightmap code,

Yes, yes ,yes..
Once in 10 turs and i test it and all ok. You test it? I think no.

I outlined a good way to do this in the previous PR

And it's not accurate solution.

I tired. Do what you want.

@Reaper42 Reaper42 closed this Apr 1, 2014

@ghost ghost referenced this pull request Apr 7, 2014

Merged

Visible wandering hordes #7086

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