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MALL #7663

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merged 10 commits into from May 20, 2014

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@acidia
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commented May 17, 2014

THREAD:
http://smf.cataclysmdda.com/index.php?topic=6292.0
Vote there for the next project!

There is no way for me to thoroughly test this, I've become familiar enough with it that I'll zone out before I spend much time looking for details.

Need lots of feedback.

@Rivet-the-Zombie

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commented May 17, 2014

Welcome back, @acidia!

Hooray for new places!

@Nickboom1

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commented May 17, 2014

Hey welcome back @acidia I'm looking forward to dieing many times in your new buildings :D

@vache

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commented May 17, 2014

One nasty issue with the specials placement right now is the road connection. Most specials are designed with the road entrance facing north, and the road connection code generalizes this assumption. The road connections are going to have to be re-examined for this.

@KA101

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commented May 17, 2014

Nice job.

The primary problem I have with the mall is that it's a giant impenetrable block of M on the map. (OK, the error messages prevent merging, but I'm sure we can work that out.)

Gonna ask that you break that up: lowercase for the Mall-parking lot, with entry points highlighted Ms and (if you like) stores with entry points having a color to go with: most mall-entry stores have external signs on the wall so you should be able to tell that this M has a department store, the one over there is a restaurant, etc.

is embarrassed that he didn't recognize the movie theater as such for a few minutes

We have skylights but they don't seem to be working as well as I'd expect, so shan't ask you to incorporate them.

Had one spawn adjacent to a Lab. Should probably have these out along Highways, but we can hash out the location in mapgen.

And welcome back. :-)

@acidia

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commented May 17, 2014

Thanks everyone!

Check to see if the new map is a bit better. Adding descriptive names to the tiles works some places but most stores are split across a few tiles.

@vache

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commented May 17, 2014

Interesting side note, I got a half bombed mall: http://i.imgur.com/x9ldaCE.png

Also, I've got a working (if inelegant) solution to the rotation problem.

Another side note: I'd change indoor plant to be transparent. It looks weird with it blocking LoS.

@Zireael07

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commented May 17, 2014

@vache : I hope you have Mutation by Radiation off :D

@acidia

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commented May 17, 2014

I thought .jsons were supposed to make things easy... just spent an hour and a half getting basic vehicle support in. :(

The biggest problem I keep running into is that the github repository search doesn't seem to find all instances in jsons and windows explorer by default fails to recognize them as a basic text file.

@KA101

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commented May 17, 2014

I thought .jsons were supposed to make things easy... just spent an hour and a half getting basic vehicle support in. :(

The biggest problem I keep running into is that the github repository search doesn't seem to find all instances in jsons and windows explorer by default fails to recognize them as a basic text file.

Sometimes they make things more difficult. (I couldn't get the Viper Strike to work properly in the JSONified MA code. Was straightforward in C++. I should probably revisit at some point and see if I can break out exceptions in the JSON parser.)

if you use Notepad++, setting it as the default JSON-opener has worked well for me and its find-in-files works pretty well.

@Nickboom1

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commented May 17, 2014

Ok I heard this like 9x9 thats crazy, you should totally work on a military base after this I would love you forever if you did.

@KA101

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commented May 17, 2014

Forgot to mention: new map works great IMO. Can look at it and get a decent idea of where you are in relation to the exits. Much tougher to get lost.

BevapDin's got the vending problem sorted.

Once you're finished we'll be pleased to merge this.

@kevingranade

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commented May 17, 2014

Yea, the non-searchability trips me up too :/
A few minor things:
The 3x3 tables in the food court(?) seem a bit large, most of those tend to be single or two person tables in my experience.
If you cheat a bit and make the counters around the 'skylights' grass with counters on top, they'll let in more light. Only that one square in the center of each open area counts as "outside" right now, which is restricting how much light gets in. Alternately you can use the skylight terrain type, though KA101 says there's a problem with it?

@KA101

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commented May 17, 2014

I tried out the skylight terrain in a hallway and didn't get much light out of 'em (5 skylights, two tiles lit). Might have been a cloudy day.

@kevingranade

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commented May 17, 2014

Aah right, every adjacent square has to also be (not inside), so if you do this:

 #
###
 #

Only the middle square will generate light.
This gives the same result:

###
###
###

so you might want to do:

  #
 ###
#####
 ###
  #

Which will give you 5 tiles that generate light, or this will give a 3x3 square of light-generating squares:

 ###
#####
#####
#####
 ###

Skylight or grass/dirt doesn't matter, they both lack the "inside" flag, which is the important thing.
I want to rework this so that a single "outside" tile simply counts as outside, it'd lead to a performance speedup as well, but there are a lot of corner cases so I've been putting it off.

To make it look right, you can put whatever furniture you want on top of it, I don't think any furniture counts as inside.

acidia added some commits May 18, 2014

Added Vehicle Spawns to Mall
Dear github... why must you randomly change my indention!?!
@acidia

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commented May 18, 2014

Vehicles spawn at 100% until I can get around to making the chance tag actually cut their numbers down to 1/3.

acidia added some commits May 18, 2014

Lots of small changes
Let more light in through skylights.
Bikes in sports shop.
Flowers replacing some of the indoor plants so as not to obstruct view.
@acidia

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commented May 20, 2014

Ok, that is about as far as I can polish without more play testers. I'm almost tempted to increase all interior spawns by a total of about 20%. You are only really dealing with normal zombies and if you take it slow it isn't too hard. I guess we'll see what other people think.

@acidia acidia changed the title [WIP] MALL MALL May 20, 2014

@KA101 KA101 self-assigned this May 20, 2014

@KA101

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commented May 20, 2014

Pulled and test-compiling. Looking forward to final merge-test.

@kevingranade

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commented May 20, 2014

Considering the fact that you're very unlikely to break existing content,
if you're ready to put it out for more play testing it seems reasonable to
land it as is.

@KA101

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commented May 20, 2014

Well, I just had a pile of warnings: C::B doesn't like the initialization order in mapgen.h.

http://pastebin.com/xVuSQrdK

Reordered initialization of 'rotation'
Ya, that was all it was pissed about
@acidia

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commented May 20, 2014

Simplest fix ever :D

@KA101 KA101 removed their assignment May 20, 2014

@kevingranade kevingranade merged commit 0893c67 into CleverRaven:master May 20, 2014

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