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Damano

Please come back to this idea

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Because it doesn’t work fine.


It looks like a house was constructed 1 level above the ground, meaning zombies spawn below and there’s now 1 less z level. Likewise teleporting the player to a second map would have its own problems, as well as stacking two maps onto one another, from not being able to see above or below the map to doubling save/loads.

 

To do it right would mean going back over a huge map and populate the underground or fix / somehow optimize rendering to handle more than 8 levels, then removing all the hard coded elements (like zombie spawn) and possibly changing the assumptions made when programming ai.

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To be honest, and sorry if it comes out harsh, it doesn't look like such a huge undertaking as you imply.

One underground level would be enough to represent most interesting situations (no need to go down 15 levels, even if it would be cool,  etc etc). This would require the engine to work with a total of 9 levels which I doubt would pose performance/memory issues.

Most references to "floor level #0" could be replaced with "floor level #1" using scripts, and in my experience "hard coded implicit assumptions" are just time bombs that should be addressed regardless.

The same can be said about the map, where of course there should be additions, which could be limited to the more densely populated areas

 An effort, yes, but not useless in that it would improve gameplay (probably more than that next neighborhood of Louisville).

I may be wrong, and I'm not saying it should be the highest priority task to work on: far from it. However I strongly feel that it would be a bad decision to scrap "all things underground" from this game.

Edited by numbersixthecat
typo

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You  are wrong. It’s not remotely that simple when you look at the game’s rendering code.  There’s an awful lot of gotchas buried in the game because it was never met to work with negative z values or render anything above 7 (inclusively). To put it in perspective. Sewers were floated some 7-8 years ago — yet an awful lot of changes happened since, all building on top that assumption.

 

Thats why my half-assed approach years ago involved procedurally lifting the entire map then followed up with  stacking maps on top of one another. Both had their flaws.

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Ok then, I stand corrected. It's bad news though. Also you might want to update the common suggestions thread: if I'm not mistaken underground levels are indicated as a "confirmed yes". Thanks for clarifying.

 

Edit: it's the 4th last "yes" suggestion. Just checked.

Edited by numbersixthecat
checked common suggestion thread

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I will say about this that, despite some devs recently confirming that they aren't being worked on, that a lot of people are convinced that underground levels are a confirmed forthcoming features.

Really, that could be on people for not being more critical about what they hear and see to a large degree, but there seems to be a lot of misinformation about this going around.

Edited by Planet Algol
added recently

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7 hours ago, Planet Algol said:

some devs recently confirming that they aren't being worked on, that a lot of people are convinced that underground levels are a confirmed forthcoming features.

 

Where? When? This is one little stupid thing that I find intriguing so I was following it and never heard any official news. That is, outside the "tentative/confirmed yes/no" of the suggestion thread.

I agree on the relatively lacking of critical thinking (and often just lack of reading comprehension) by some. On the other hand, given what has happened in the past over hyped features, I cannot really blame the devs for not setting things in stone until they are really certain about feasibility.

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I was looking for that video, thanks! Thanks for elaborating on technicalities as well :).

 

I also remember different Z-levels being mentioned, was it the same mondoid back then?

 

Then there was a stealth video from ages ago that's now incorportated into build 41, anyone have the link though? I'd love to compare how much it changed :)

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On 5/23/2020 at 10:42 PM, EnigmaGrey said:

Because it doesn’t work fine.


It looks like a house was constructed 1 level above the ground, meaning zombies spawn below and there’s now 1 less z level. Likewise teleporting the player to a second map would have its own problems, as well as stacking two maps onto one another, from not being able to see above or below the map to doubling save/loads.

 

To do it right would mean going back over a huge map and populate the underground or fix / somehow optimize rendering to handle more than 8 levels, then removing all the hard coded elements (like zombie spawn) and possibly changing the assumptions made when programming ai.

So can we forget about it? and this will never happen? ((

Edited by Damano

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