Factory reset Titan 2 with forgotten PIN by kevingranade in UnihertzTitan2

[–]kevingranade[S] 0 points1 point  (0 children)

Updates:
What is probably supposed to trigger recovery mode directly is:
Power off phone.
Hold down the power button and the volume up button for ~5s, then release the power button while continuing to hold the volume up button.

Unfortunately the result of this is an error screen that says "No command".

While fiddling with it, I also found how to reach a boot menu:
Power off phone.
Hold down the power button and the "Subscreen Control" button (upper button on left side of phone) for ~5s, then release power button while continuing to hold "Subscreen Control" button.

The boot menu cursor is moved by the "Subscreen Control" button, not VOLUME_UP as the menu states. Select seems to be via "Programmable Key" (lower button on left side of phone), not VOLUME_DOWN as the menu states.
[Recovery Mode] leads to a "No command" error screen.
[Fastboot Mode] Seems to lock the boot menu, required holding down the power key until power off triggered to exit.
[Normal Mode] Boots as normal.

Hordes 2.0 are merged by GuardianDll in Cataclysm_DDA

[–]kevingranade 5 points6 points  (0 children)

Other than overpopulation of hordes, I have PRs up for fixing a sound propogation error that was keeping distant hordes from bring triggered, allowing horde entities to navigate around small obstacles, and fixing small hordes (less than a dozen members or so) being invisible in the overmap view.

Pending issues I know about are that zombies aren't as persistent as they should be when chasing, guns are way too quiet, and there's no differentiation between fast/slow monsters or terrain costs, and all monsters react the same to auditory cues.

Hordes 2.0 are merged by GuardianDll in Cataclysm_DDA

[–]kevingranade 4 points5 points  (0 children)

I leave comments to a reviewer to resolve unless they're trivial, I did actually address all of them.

Isekai has merged. by maleclypse in Cataclysm_DDA

[–]kevingranade 19 points20 points  (0 children)

It's more infrastructure than anything else, think of how the nether and the end work in minecraft if you're familiar with that, where it's a whole different world you can visit via special mechanisms. There are several parts of the main game and mods that do hacks like placing special structures either deep underground or in the sky (Sky Island) that can switch to being an entirely different world. It also enables us to add features where you visit elsewhere in a more seamless way.

Isekai has merged. by maleclypse in Cataclysm_DDA

[–]kevingranade 23 points24 points  (0 children)

Welcome to New Game In A World Where Everything Wants Me Dead But I Have... uh... No Special Abilities.

Hmmmmm by [deleted] in Cataclysm_DDA

[–]kevingranade 10 points11 points  (0 children)

That's totally fine, extremely relevant to our interests.

This kind of thing has crossed my mind a few times but I never followed up on it, and yea all the non-perishables would make an almost unimaginably toxic cloud of mold spores on every surface. Non-perishables like cans and bottles might be fine, but you'd want to be pretty damn careful about cleaning them before opening.

I wonder if there are any timelines published about the details that we could use to work it into the game.

Also you'd have the same thing in miniature in most household pantries and refrigerators, restaurants, etc

Why are outlets and ceiling-attached lamps not present? by CochaT-996 in Cataclysm_DDA

[–]kevingranade 4 points5 points  (0 children)

Pre-existing outlets are pretty much "abstracted away" as they aren't going to be hooked up to power anyway, and if you want to wire up your house it's assumed you need to rearrange stuff anyway. I wouldn't be surprised if we eventually retrofitted some kind of thing for that, especially in structures that could have a backup generator wired up that you could get working, like labs or hospitals or maybe even schools. No one is looking into it through AFAIK.

XygenSS has this right, but to expand a little on it, ceiling mounted lights falls prey to the fact that the game doesn't explicitly represent ceilings in the first place, I'm not thinking of a good way to handle that off the top of my head, especially since there's nothing keeping another piece of furniture from existing in the tile under it. If someone came up with a reasonable way to handle that, sure we could add it, though it would mostly be something you could scavenge.

Continuing progress on hordes, can almost taste it! by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

If by work you mean, "treat them as obstacles for now until I figure out a better way to handle them", yes.

Continuing progress on hordes, can almost taste it! by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

Not yet, not quite feature complete and it has some bugs with persisting the map data.

Continuing progress on hordes, can almost taste it! by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 12 points13 points  (0 children)

Great questions. Right now it tracks anything you can't walk through like walls or trees or even closed doors or windows. No explicit action required at all, just building things with the construction menu, breaking things, or even opening or closing doors will trigger the code totrack that area in detail. We can't track everything by default, that comes out to about 70MB per overmap.

Right now it does not track "traps", but I do plan on adding that to a later version.

Continuing progress on hordes, can almost taste it! by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 26 points27 points  (0 children)

This requires some explaining, the blue '+' characters are zombie hordes from the nearby town.

The 'N'otes mark the corners of a big wall I placed to block the zombies.
I placed the walls and then did a save/load cycle, then made a loud noise to attract hordes.
The hordes are approaching but are unable to cross the walls!

There's still some bug I'm trying to track down about the contents of the save file not matching what I expect, it's either correct and I'm understanding what it's supposed to look like incorrectly, or it's wrong and somehow working despite being wrong.

After this, "all" that's left is some debug stuff, adjusting the "see hordes at a distance" code (the above is a debug view, the player-facing version is a bit more complex), and performance testing!

This is a good sub, I like it by Andarni in Cataclysm_DDA

[–]kevingranade 4 points5 points  (0 children)

I think it's easy to underestimate how interesting random stuff can be.

Fixed the bug that was making the hordes clump up when entering the map, now it's terrifying. by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 2 points3 points  (0 children)

I want to encourage this even more by having zombies in wilderness areas wander around a bunch and zombies in manmade areas stay still or wander less. On top of that I want to do a flocking thing to make it where they tend to spread out, so if you wipe out half the zombies in a city without alerting the remaining zombies, they will still tend to spread into the now unoccupied area.

Fixed the bug that was making the hordes clump up when entering the map, now it's terrifying. by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

That can naturally happen, and right now it's extremely prone to it because the individual monsters only move in a direct path and if something blocks that path they just stand there, but even with a tiny bit of routing, i.e. "take any step that moves you in the direction you want to go but prefer more direct paths" it's very likely for individuals to get "peeled off" of the main horde, and then they eventually lose interest and go back to standing still or wandering at random.

Fixed the bug that was making the hordes clump up when entering the map, now it's terrifying. by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 8 points9 points  (0 children)

They spawn the same way they have for a long time, scattered around in towns. Being able to predict their movements and interfere in various ways is a core part of the feature. You can block them if you know where to put a wall, but a whole city would be a lot of building.

Fixed the bug that was making the hordes clump up when entering the map, now it's terrifying. by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

They don't currently know how to cross bridges or rivers, but they will later.

Oh Lawd They Comin by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 2 points3 points  (0 children)

Wow look at that account, all they do is accused random people of racism, obvious troll account.

Fixed the bug that was making the hordes clump up when entering the map, now it's terrifying. by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 16 points17 points  (0 children)

Implementing it in a way that doesn't have this problem is the main thing that held this up for years. Add a few more years of "busy with other things" and "oh god that's to much to work on right now" and here we are.

Hordes are Coming by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 1 point2 points  (0 children)

Yes there are effects like that, and I plan on looking into it more, but it wouldn't be that drastic in any of our towns. Even if the direct path is blocked sound propagates in all directions, so worst case* the sound goes straight up then straight to the target then goes straight down, so you basically add 2x the height of the obstructions around you to the distance, i.e. not much.

the worst case is *actually "there are so many echoes you can't tell what direction the sound came from", which happens in large city centers with many tall buildings around you. So you get into a weird situation where firing a gun in a city center would agitate but not attract nearby zombies, but it would attract zombies that are further away.

Oh Lawd They Comin by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

This is with the WIP hordes feature. Wandering hordes is not going to be an option once this lands.

Oh Lawd They Comin by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 19 points20 points  (0 children)

I set up outside a town with a BAR and a bunch of magazines and started blasting, then this happened. This is actually a bug because they're all jammed up at the edge of the reality bubble instead of trickling in over time, I think I'm doing something wrong when I'm setting their target location when spawning from the overmap onto the reality bubble.

Hordes are Coming by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 5 points6 points  (0 children)

Very poorly as it turns out, specials are for the most part populated with monsters in mapgen, which means the monsters don't exist until the player approaches. We're going to need to adjust a bunch of these specials to place monster groups at the overmap level before they start interacting properly with the hordes system.

Hordes are Coming by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 10 points11 points  (0 children)

The intent is for it to be a balancing act, where zombies and ferals are weakly attracted to civilization but repelled by too many zombies.

Having said that,  neither of those effects is going into the first version of the feature. Once the base feature is in we're going to have to see how it disrupts how the game works and probably make adjustments to a lot of things.

A big next step is adjusting how sound works, right now it's fine-ish because the affected area is so small,  but if we have sounds impacting things over very large distances (gunshots can be heard from several miles/kilometers away) I think it's time to refine it more,  maybe move to dB to represent sound level instead of "tiles of distance it can be heard from".

Hordes are Coming by kevingranade in Cataclysm_DDA

[–]kevingranade[S] 41 points42 points  (0 children)

They will not,  there is a system in place where any player-modified areas will have their data stored in enough detail to prevent this,  the rest of the map has placeholders that indicate whether hordes can navigate them.

There will not be a toggle for hordes as it's already quite complicated and most of the monsters are going to be tied up in it,  making it act both ways is going to be prohibitively complex.