[0.9.9.3 win] Spawned in a trap

Started by thrstein, May 25, 2011, 10:25

thrstein


Fire -- Choose target...                                                       
 You see : stone wall                                                           
                                               
#======#                       
                                               
#======#                       
                                                #
======#                       
                                                #
======#                       
                                                #
======#                       
                                                #
======#                       
                                                #
======#                       
                                               ##
======#                       
                                               #
===@==##                       
                                               
#======#                         
                                               #
======#                         
                                               #
======#                         
                                               #
======#                         
                                               #
======#                         
                                               #
======#                         
                                               #
======#                         
                                               
#======#                         
                                               
#====\=#                         
                                               #======#                         
                                               #======#                         
 
Thor                       Armor : modified red armor [6/6] (80%) (P)         
 
Health: 100% Exp:  6/94%   Weapon: modified assault shotgun (7d3) [5/8] (B1)   
 cautious                                                   
Phobos Base  Lev10


I'm on Windows 7 64-bit, not sure if that changes anything. Tried shooting at random places on the wall until I ran out of rockets...

On an unrelated note, BBcode screenshots are neat :)

ParaSait

May 25, 2011, 10:58 #1 Last Edit: May 25, 2011, 11:02 by ParaSait
Aha. That is probably a cave level with a very unfortunately positioned filled area. Am I rite?
(or well... unfortunately positioned river at least)
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

thrstein

I wondered who made that bridge, and what they were on :P

raekuul

They were on phase devices, duh!
QuoteTormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Melon

Quote from: raekuul on May 26, 2011, 06:38They were on phase devices, duh!

Too bad phase devices are only legal in Holland, Portugal and Czech Republic...
Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

Silhar

Quote from: Melon on May 27, 2011, 04:25Too bad phase devices are only legal in Holland, Portugal and Czech Republic...

Also, Holland.

Melon

Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

tehtmi

To put this in perspective, I generated 10000 cave maps with vertical rivers.  75/10000 rivers were disconnected.

This is fixable but non-trivial.

Deathwind

The simplest answer would be to not spawn vertical rivers in caves.
v.997 [16/5/2/0/0]

thelaptop

Quote from: tehtmi on June 02, 2011, 19:23To put this in perspective, I generated 10000 cave maps with vertical rivers.  75/10000 rivers were disconnected.

This is fixable but non-trivial.
Given the probability of this occurring, I'm kinda swinging towards the "uh, it sucks to be you" route of not fixing this.

Though in theory, coding in reachability tests would solve a lot of the very strange placement bugs that occur every now and then.
I computed, therefore I was.

Thexare

June 04, 2011, 11:50 #10 Last Edit: June 04, 2011, 11:52 by Thexare
Couldn't it be fixed by preventing someone from spawning on water or bridge tiles? They still might phase into the river, but that's the inherent risk of phase devices on cave maps.

If you wanted, you could even negate that with a Cave-specific level feeling, something like "You hear flowing water..." so people know not to phase if they can't see the river.
Former Human Corporal
1/42 M, 7/60 S, 3/30 A
[ 6 / 1 / 0 / 0 / 0 ]

AStranger

Quote from: thelaptop on June 04, 2011, 08:57Given the probability of this occurring, I'm kinda swinging towards the "uh, it sucks to be you" route of not fixing this.
Maybe I can change your mind. If 75 out of 10,000 were disconnected that means that 9925 were connected giving us a success rate of .9925, which may sound high but over time isn't actually very good. After 10 cave levels you have a 7.3% chance of generating a bad one (1 - .9925^10), after 25 there is a 17.2% chance and after you've seen 100 caves levels there is a 53% chance that you've gotten stuck at least once. I don't know how often cave levels are generated with vertical rivers or more to the point how many games you need to play to see 100 caves with vertical rivers, but I feel that I see them often enough that this is probably worth fixing.
[24|23|20|18|13] v.0.9.9.3
[17|10|8|5|2] v.0.9.9.2
[15|11|10|6|3] v.0.9.9.1
[18|17|14|10|6] v.0.9.9

thelaptop

Quote from: AStranger on June 04, 2011, 15:51I don't know how often cave levels are generated with vertical rivers or more to the point how many games you need to play to see 100 caves with vertical rivers, but I feel that I see them often enough that this is probably worth fixing.
Yeah, but you missed the second part.

There are other strange reachability bugs that we have that are fixed with weird hacks.  I did recommend an accept/reject approach towards level generation, using a reachability test as a measure of acceptance of a generated level.  It can be based on a few parameters, including existence of wall-busting equipment (and how many times it has to be used) and of course the number of indestructible walls etc.
I computed, therefore I was.

Deathwind

That's only how often the level will have the disconnected river, how often you actually spawn in it is again only a small percent of those levels. As rare as it is I still say the easiest answer is just to not spawn rivers in caves.
v.997 [16/5/2/0/0]

ZZ

June 05, 2011, 07:42 #14 Last Edit: June 05, 2011, 08:51 by ZZ
The reachability test in my opinion is the best solution of this one and many other layout bugs. It is not hard to write, it will not increase the level generation time significantly (and even if it does, much people think that the longer the level generates, the better level is), and it will definitely close all reachability questions. We can even adjust it for difficulty setting, like count lava/acid as impassable terrain on ITYTD.
Put a chainsaw in my coffin. If I go to Hell, I'll need to do some cleaning there.