Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#61

Post by Ænima » Sat Feb 28, 2015 12:27 am

Deathtoll wrote: Oh, something else. The hemp plants should bud outafter say two or three days so you can get hemp seeds and either plant them to grow more or make hemp oil for fueling the chainsaw. That chainsaw is ungodly handy.
I had a random idea of super long interpolated model frames of the plant growing (which only progress while sector light > 176 or whatever), so that farming requires patience and protecting your plants, not just throwing seeds everywhere and waiting. This would apply to all farmable plants, not just hemp and beets. Also only farmable plants should have these models. I mean they're low poly but if every tree in DoomZ had a 3D model it would be run hellabad for most people and wouldn't really look that great from a distance compared to sprites which have distinct edges from every angle. Also flowering and fruiting states. That way once you've had a plant for x number of days, you can pick fruit once a day (without killing the actor and starting over, unless it's actually a veggie like the beets). This also encourages "settling in" to one location where you can farm well and expanding around that -- a.k.a. civilization. I think plants should automatically die after x days (respawn "wild" ones the same way you spawn monsters).

I also had an idea to make it so that identifying and killing every male plant in a hemp crop yields an obligatory snoop dogg easter egg or something.

A hunger system would be cool too, to tie into the farming system. Not sure if starvation should be damaging though or if you just like, get slower and have less damage resistance when you're in a hungry state. That means that diligent farming is in the best interests of you and your teammates once you've already established shelter. Hunger should increase very slowly, and wild fruits and veggies should spawn just barely often enough to satisfy the player who spends 100% of his time looking for them. Which means that the need to farm is inevitable unless you want to be a total nomad.

Anyways, it might be an over-complication of a system that already works but I figure fuckit whynot? If most survival FPS's don't take the importance of agriculture doesn't mean we can't go there ourselves.
Last edited by Ænima on Sat Feb 28, 2015 1:26 am, edited 1 time in total.
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#62

Post by Deathtoll » Sat Feb 28, 2015 2:21 am

I like some of these ideas, they're neat.

Laughing at the Snoop Dogg easter egg idea!

Also - your avatar - I'm working on something you might find interesting that's related to it. Hit me up and I'll give you a peep.
Last edited by Deathtoll on Sat Feb 28, 2015 2:22 am, edited 1 time in total.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#63

Post by Ænima » Sat Feb 28, 2015 3:23 am

Cool.


Also I think that ideally, gameplay should be a driven by constant need, but at the same time make good use of the account system to create a player's sense of security and progress. Ideally newbies should be able to just jump in, but be required to start contributing ASAP and not just be able to bask in the decadence of the sea of chickens that some dude left on the server.

The idea of unavoidable loss would be another idea to play with. Like a tornado that slowly A_Wander's and quickly damages all constructed objects within its radius, but does minimal damage to monsters and players unless you're really close. Tearing up the trees would also be a cool effect. Or maybe an earthquake idunno. Or a swarm of locust that only target your crops but don't hurt you directly. Disasters challenge stagnation, and learning how to adapt to unavoidable chchchchchanges is another important lesson in survival.
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#64

Post by lord of darkness the brony » Sat Feb 28, 2015 5:31 am

yeah the natural disaster thing would be a fun thing to experience same for caves the mines could have some kind of cave in after some amount of time any player trapped inside will have to wait until his friends can break open the entrance[which is covered with debris or rocks
watch this when you feel bad or down
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#65

Post by Deathtoll » Sat Feb 28, 2015 6:35 am

Ænima wrote: Cool.


Also I think that ideally, gameplay should be a driven by constant need, but at the same time make good use of the account system to create a player's sense of security and progress. Ideally newbies should be able to just jump in, but be required to start contributing ASAP and not just be able to bask in the decadence of the sea of chickens that some dude left on the server.

The idea of unavoidable loss would be another idea to play with. Like a tornado that slowly A_Wander's and quickly damages all constructed objects within its radius, but does minimal damage to monsters and players unless you're really close. Tearing up the trees would also be a cool effect. Or maybe an earthquake idunno. Or a swarm of locust that only target your crops but don't hurt you directly. Disasters challenge stagnation, and learning how to adapt to unavoidable chchchchchanges is another important lesson in survival.
I'd go for the earthquake being what refills the mines with harvestable stone, and maybe causing a cave-in you gotta dig out of. You've already got the area shake and stone appearing, just make it fall from the ceiling instead!

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#66

Post by Deathtoll » Tue Mar 03, 2015 7:20 am

I love being able to just outright own a map like this.

Image

Image

It's almost entirely safe, minus the random inside spawn during day and night, and imp storms.

Loving this mod. Can't wait for playing around on R14.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#67

Post by MrEnchanter » Tue Mar 03, 2015 11:42 pm

Hey Deathtoll I see that there's a private server for R14, will R13 still be up?
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#68

Post by Deathtoll » Wed Mar 04, 2015 1:10 am

MrEnchanter wrote: Hey Deathtoll I see that there's a private server for R14, will R13 still be up?
I assume R13 will remain up until R14 is deemed stable!

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#69

Post by haxmurderer » Wed Mar 11, 2015 2:40 am

Hey guys,

I've got a test server up for r14 and it's been through like 6 rounds of bugfixing, so hopefully it's nearly done, but I need your help - Please come and give it a play! The password for the server is "bananas". The inventory and XP is saved in a separate testing database, so keep in mind it'll be lost when I officially launch r14 and update the main server.

104.236.221.85:10667 -> Survivalism (DoomZ) r14 - Test
Password: bananas


What's new in r14?
- XP and level system. The craftable items are now unlocked as you level up. You can get to about level 11 within 1 hour of play time on average, which should unlock.....
- Quest boxes! There's now a crazy quest system built in, which gives you something to do once you have a stable base and shelter. Quests give you loot and more XP, which will help you unlock more stuff. The quests right now somewhat suck, so I could definitely use help or suggestions in just designing good quests. (The quest system itself is pretty decent though, and it's fairly straightforward to add new quests - they're each just one script.)
- Revamped guns
- Revamp the ammo mechanic a bit:
- Ammo can be stockpiled a bit now (though I realize I need to make like an armoury box so you can store stuff... items on the map need to disappear to keep resource usage under control.)
- Almost no ammo drops from zombies at night, so you kinda do have to stockpile and scavenge a bit more during the day.
- Chickens spawn less eggs as the number of chickens grows :)
- Spikes for base defense
- Tons of other tweaks and improvements, which I'll write up when the release is official.
- DoomZ1 and DoomZ3 maps updated. Oh, and try the boattest2 map. :)

Deathtoll, AEnima, and Lord of Darkness: I'm fully with you guys. A more involved farming mechanic would be awesome, and the game definitely needs more stuff like disasters to keep it fresh and challenging. If someone were to try hacking a better farming mechanic in, we could test it out and see if we could merge it in!

In the next major update (r15), I want to start to introduce the endgame. I have some ideas I want to bounce off you guys, but maybe it's worthy of it's own thread...

Thanks, and let me know if you find any bugs!
Hax
Last edited by haxmurderer on Wed Mar 11, 2015 2:41 am, edited 1 time in total.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#70

Post by Deathtoll » Wed Mar 11, 2015 4:45 am

As far as farming goes, maybe have some spawned monsters have a preference to attacking your planted crops, like trees you've specifically planted, turnips, etc, and that way you've gotta protect them. They'll go through anything possible to get at them!

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#71

Post by lord of darkness the brony » Fri Mar 13, 2015 2:51 am

maybe in the future animals could be added? don't see why an incarnate would want to destroy your chickens they are already dead
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#72

Post by Filystyn » Fri Mar 13, 2015 8:19 am

Map with trees lags like shit. Not cool.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#73

Post by Deathtoll » Tue Mar 17, 2015 11:27 pm

Filystyn wrote: Map with trees lags like shit. Not cool.
Maps with tons of actors tend to do that, regardless. See NUTS.WAD for an example.

It's just all the constant scripts running. Trees, blocks, etc. all cause their share of server lag.

Right now, though, it appears that perhaps the time issue has been sorted - the server's been on the same map for over 24 hours and still runs fine on my Pentium 4 machine when I connect. :D

Also: Noted issue with R14fix8 - you have to connect/disconnect twice for the inventory to load. So, save+spec, quit game. Start game, reconnect to server, login, try to load inventory, get told you can only do it once per login. Quit again, restart game, reconnect, login, then inventory loads.

EDIT: If you do the save+spec, then rejoin the game before you quit, you can re-load inventory on your next game.
Last edited by Deathtoll on Wed Mar 18, 2015 1:56 am, edited 1 time in total.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#74

Post by Pawlacz » Wed Mar 18, 2015 5:14 pm

Ænima wrote: not just throwing seeds everywhere and waiting. This would apply to all farmable plants, not just hemp and beets. Also only farmable plants should have these models
You could just convert those models into a sprite instead or maybe just use like 2-4 flat planes which eventually shouldnt take too much, it is pretty much common doing that on older games who have lots of trees.

Through I am not sure if <10 polygon model would have similar performance compared to a sprites

Image see the pine tree which consist of only 2 polygons
Last edited by Pawlacz on Wed Mar 18, 2015 5:15 pm, edited 1 time in total.
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#75

Post by Deathtoll » Tue Apr 21, 2015 6:14 am

I noticed that the night time revenants seem to have no problems traversing any height.

Other than that, sorry for not logging in and playing recently. RL funstuff.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#76

Post by Deathtoll » Tue Apr 21, 2015 11:02 pm

The Zandronum 2.0 update broke some stuff. Stone no longer respawns. Dragon won't respawn.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#77

Post by Conmon » Thu Apr 23, 2015 6:38 am

I'll gladly map for this if you'd like. I enjoy making huge-ass maps with lots of secret areas and big views!

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#78

Post by Deathtoll » Fri Apr 24, 2015 1:01 am

And looks like I'm back to Level 1 in XP again.

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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#79

Post by Vincent(PDP) » Mon May 18, 2015 7:26 pm

Hey haxmurderer, I saw this in your PROBABILITIES acs-file:
[spoiler]

Code: Select all

/* 
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME

FIXME: YOU CANNOT mix strings and integers in tables!
http://forum.zdoom.org/viewtopic.php?f=3&t=28111

FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
FIXME FIXME FIXME FIXME FIXME FIXME FIXME FIXME
*/
[/spoiler]


Using my ACS.NET library (or atleast one function inside it) you can have integers and strings in the same array.

This is how you can do it:
Spoiler: Step 1 (Open)
Put quotes around your integers (to make them strings).

Code: Select all

str lootBoxDropChanceTable[LOOTBOX_TABLE_LENGTH][3] =
{
	//{ Item name, 			probability, 	reserved for future use }
	{ "DoomZChaingun",   "20",    "0" },
	{ "ShellBox",        "50",    "0" },
	{ "DoomZPistol",     "200",   "0" },
	{ "DoomZShotgun",    "50",    "0" }
};
Spoiler: Step 2 (Open)
Use the ParseInt function from my library to convert the string to an integer.

Code: Select all

Int myInteger = ParseInt(lootBoxDropChanceTable[0][1]); //Will return DoomZChaingun's probability (which is 20).
//Visual Vincent ( Vincent (PDP) )
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Spoiler: (Open)
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RE: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#80

Post by Deathtoll » Mon May 25, 2015 7:01 pm

It appears that Hax has stopped working on Survivalism. There is a port, though they've screwed up so much in it that I've just about lost interest. Forcing people to learn a whole new system is NOT how one is supposed to fork a project.

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