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[No Hope] Hope for No Hope #73268
[No Hope] Hope for No Hope #73268
Conversation
i think no hope makes/tries to make maps more destroyed and less full of furniture, but i think it also can be resolved in a better way, like changing the weight of some pallets |
For the house palette it should already be changing the variant weights but I haven't found whether it currently is or not yet otherwise I'll add it. |
we could possibly do it by scattering more "smash things up" map extras around the world at high frequency |
Eh that's really messy and we want variable damage for vanilla anyway, I'd rather it just ramps up the vanilla versions |
Well yes, that's the better solution but I thought you were fixing a mod. We prefer to do messy hacks with mods, sirrah |
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Is Night Pyranik no longer maintaining or working on No Hope? I thought that they were actively developing it. |
Can't wait for this! The big reason why i stepped away from no-hope was the fact that the wider mapgen was screwed up, leading to incosistencies for urban and rural mapgen |
Night's last No Hope PR was in June, there was some drama around a few of their mainline PRs being rejected since which they've mainly stopped work on CDDA. They also just generally aren't active on github atm. |
@Night-Pryanik This is mostly done other than testing and I'd appreciate any feedback you have as well as whether you're aware of any intentional map changes I missed. |
@Procyonae I'm not involved in the mod development anymore so you are free to do whatever you think appropriate for it. If you think your changes are fine, they are fine. |
My condolences, if talking to some random peep on the internet would help at any point then my discord dms are open. |
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Tests are hanging seemingly on overmap_terrain_coverage but I can't figure out why |
Summary
Mods "[No Hope] Adds a difficulty setting prompt to determine item spawn rates"
Purpose of change
In it's current state No Hope is falling behind vanilla mapgen while also causing errors on alot of PRs touching existing mapgen due to No Hope's duped versions of vanilla maps that often share vanilla palettes or vice versa, adding extra work in a demotivating way after you think you're done.
This would be fine if No Hope had an active maintainer and this was the only way for the mod to work but the vast majority of changes are just to vehicles which are now overridden by an external option, and item spawn rates which Night added code to deal with but never reached it to the mod.
TLDR No Hope is currently unmaintainable
Describe the solution
Item category spawn rates can be overridden via EoCs.
Adds a difficulty selection EoC to game start (and load for existing saves) that sets them.
Deletes most of No Hopes altered mapgen that since being added has better alternatives. (I went through all the maps in 2 passes to check for intentional changes that aren't vehicle/item spawn rate related)
Reorganises various files including the necropolis files whose vanilla versions were just shoved in a folder rather than distributed into appropriate places.
Reenables the necropolis because whoever moved it to No Hope forgot to do so.
Changes the house palette distribution in favour of messy damaged houses.
Adds various comments explaining differences between remaining duped mapgen and their vanilla counterparts as well as adding various TODOs to the mod's files in general.
Describe alternatives you've considered
I'm not very happy with splitting the rates into their own struct I were just having problems otherwise, if someone smarter wants to review it that'd be welcome
Testing
Changed a difficulty to 0 in all the categories, got expected patchy results of some mapgen spawning no items in those categories while others using item placement methods not currently supported by the category spawn rates like "(place_)loot" spawning regular rates.
The EoC takes place early enough that the initial reality bubble is affected.
Additional context
I could well have missed some purposeful changes to mapgen due to the sheer volume, if you're aware of any intentional differences that I'm deleting please comment below.
The item category spawn stuff doesn't cover all our item spawn methods and needs expanding on but I don't view that as a blocker when noone's going to work on it otherwise and this problem will just linger. Outside of basic mapgen item placement methods the main two specific regressions are fuel pumps and turret ammo.
I plan on doing a few follow up PRs to give some love to No Hope to hopefully make up for the temporary regression and I'll also take a crack at expanding the spawn rate usage in the code to more relevant places.
#70522 would still be nice for the remaining maps