V2.5 Survival Revival Dev Diary

Здравствуйте! Я играю в эту игру уже давно, и мне хотелось бы вы попробовать добавить в нее лошадей. Это было бы дополнительным дополнением, и выглядело бы великолепно. Я понимаю, что это сложно реализовать, и вряд ли вас это интересует. Однако я надеюсь, что вы прочтете это письмо и рассмотрите возможность добавить этих великолепных животных.
 
Last edited by a moderator:
@faatal

Ok, this is weird.
I was having one CTD after another (no Mods). So I tried to verify the game multiple times and... no joy.
I had lowered the terrain detail to High instead of Ultra to save resources and because I didn't like how much the fans were spinning.

Well, since that was the only change I did with 2.5, I've had an intuition and tried to switch back to Ultra terrain detail (I said, WTF).
Since then in my last 2 gameplay sessions I haven't crashed yet.

How is that possible? 😮
Shouldn't a higher graphics setting be more prone to making the game crash?
I don't get it. 🤔
 
@faatal

Ok, this is weird.
I was having one CTD after another (no Mods). So I tried to verify the game multiple times and... no joy.
I had lowered the terrain detail to High instead of Ultra to save resources and because I didn't like how much the fans were spinning.

Well, since that was the only change I did with 2.5, I've had an intuition and tried to switch back to Ultra terrain detail (I said, WTF).
Since then in my last 2 gameplay sessions I haven't crashed yet.

How is that possible? 😮
Shouldn't a higher graphics setting be more prone to making the game crash?
I don't get it. 🤔

You really should find your log file and make a bug report. It’d be especially useful for QA to see, when you’re not using mods. The devs share your interest in answering the ‘WTF, how is that possible’ question, and a bug report gives them the best chance of doing so. :)
 
You really should find your log file and make a bug report. It’d be especially useful for QA to see, when you’re not using mods. The devs share your interest in answering the ‘WTF, how is that possible’ question, and a bug report gives them the best chance of doing so. :)
I checked. Can't do a bug report. The form has many required things I don't have (like a screenshot).
One of the logs however has a huge amount of "failed allocations" before the crash.
 
I checked. Can't do a bug report. The form has many required things I don't have (like a screenshot).
One of the logs however has a huge amount of "failed allocations" before the crash.
Post it without a pic then. The logs are more important for that. But this isn't the place for issues like that.
 
I don't really know what the bias system does since I really don't do anything with rwgmixer or RWG in general. But if that does what I said, then that's good.

It definitely takes time to create POI. I'm very slow with it and have pretty much given up on making much since it's so time consuming. I appreciate all the work you do in making your prefabs. As far as locations for things, it kind of depends what size POI you're talking about. There are a lot of 42x42 for most districts, while there are far fewer 100x100s. But it definitely isn't easy to get only unique POI in towns because of the placement restrictions for many POI and the limited number of POI to choose from. You'd pretty much need to quadruple the total number of vanilla POI or so, with an emphasis on higher tier POI, if you wanted to not see duplicates. But it takes a LOT of time to create them, as you said. That's why I use a few different POI packs to help increase the variety.

And you're definitely right about people seeing patterns. We recognize things very easily and remember them just as easily. Even with 1000+ vanilla POI, if you've played a few hundred hours (random number, it could be more or less), you know where all the zombies spawn in most of the POI. It's surprising how well we remember that when it can sometimes be difficult to remember other kinds of information. The unfortunate effect of that is it looks very repetitive to us no matter what is done to help with that. I really think more tiles would end up making more of a difference than more POI, though. A new tile with a different layout of POI sizes can help to make a block look different more than just a new POI you see here and there. If they could spend some time making some more tiles, perhaps doubling what is there already, it would really help to improve the variety in how towns look.
Post automatically merged:
Well, The solution can be to make a tier 1 POI that can have tier 1, tier 2, tier 3, tier 4 or tier 5 quests. If you have to Fetch, Clear bandits, rescue a NPC and BOMB the place after then a tier 1 becomes a Tier 3 pretty quickly.
 
Well, The solution can be to make a tier 1 POI that can have tier 1, tier 2, tier 3, tier 4 or tier 5 quests. If you have to Fetch, Clear bandits, rescue a NPC and BOMB the place after then a tier 1 becomes a Tier 3 pretty quickly.
There isn't a good way to make a tier 1 POI work for tier 5 quests in most cases. You need a decent danger for tier 5 and not something that can be cleared in a few minutes. There just isn't room in most tier 1 POI to handle enough enemies to make them dangerous enough to be a tier 5. In the same way, you can't easily make a tier 5 POI work well as a tier 1 POI. You can reduce enemies so they are tier 1 equivalent, but then the large POI is practically empty, making it boring and also making it take too long to complete for a low tier quest, not to mention that it makes scrapping stuff far too easy if you can scrap a huge tier 5 with only having to fight a small number of enemies.

There isn't anything wrong with having a lot of quest types, but you just can't really make a POI work for all tiers and have it be good.

Besides, that doesn't help with the problem of seeing duplicate POI. Just because you add more tiers to a POI doesn't change the distribution of POI.
 
There isn't a good way to make a tier 1 POI work for tier 5 quests in most cases. You need a decent danger for tier 5 and not something that can be cleared in a few minutes. There just isn't room in most tier 1 POI to handle enough enemies to make them dangerous enough to be a tier 5. In the same way, you can't easily make a tier 5 POI work well as a tier 1 POI. You can reduce enemies so they are tier 1 equivalent, but then the large POI is practically empty, making it boring and also making it take too long to complete for a low tier quest, not to mention that it makes scrapping stuff far too easy if you can scrap a huge tier 5 with only having to fight a small number of enemies.

There isn't anything wrong with having a lot of quest types, but you just can't really make a POI work for all tiers and have it be good.

Besides, that doesn't help with the problem of seeing duplicate POI. Just because you add more tiers to a POI doesn't change the distribution of POI.
What about small tiles with very tall buildings?

Imagine a small skyscraper with a small 50x50 base, but with 10 stories!
That could easily become a Tier 4 POI but with a very small "cell footprint"... do you agree?
 
What about small tiles with very tall buildings?

Imagine a small skyscraper with a small 50x50 base, but with 10 stories!
That could easily become a Tier 4 POI but with a very small "cell footprint"... do you agree?
Yes. However, we were talking about duplicate POI and the issues related to creating more, namely the time involved. Making a small footprint tier 4 or 5 POI that has many levels can easily be done, but it still requires a lot of time to create it and it still wouldn't be something you'd use for both tier 1 and tier 5.
 
Back
Top