Author Topic: FIXED: Crazy respawn points  (Read 2686 times)

Offline Ghreyfain

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FIXED: Crazy respawn points
« on: February 24, 2003, 12:19:43 PM »
Edit: Dead link removed

I know Jason reported this already, but I really think we need to find out how to set the spawn points to take a little longer to generate their bad guys.  It's going to be a fun battle though, I'm sure.                   
« Last Edit: July 01, 2005, 09:02:41 AM by Bons »
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Offline weimer

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FIXED: Crazy respawn points
« Reply #1 on: February 24, 2003, 01:21:57 PM »
What version were you using?                    

Offline Ghreyfain

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FIXED: Crazy respawn points
« Reply #2 on: February 24, 2003, 01:48:18 PM »
v10                    
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Homunculus

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FIXED: Crazy respawn points
« Reply #3 on: February 24, 2003, 02:23:11 PM »
"Imoen, I think we're going to need more Fireballs."                    

Offline weimer

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FIXED: Crazy respawn points
« Reply #4 on: February 24, 2003, 06:20:43 PM »
When I do this I get exactly six goblins there. I cannot reproduce this.

Did you have to do some special dance on the spawn point to get that many?

Wait, suddenly I can reproduce this. OK, new plan ...                    

Offline weimer

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FIXED: Crazy respawn points
« Reply #5 on: February 24, 2003, 06:43:10 PM »
OK, I have fixed the respawn code so that it uses the old "can't make a new group until you kill (some of) the first one" sort of logic.                    

Riklaunim

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FIXED: Crazy respawn points
« Reply #6 on: February 26, 2003, 12:18:47 PM »
Version 11 and they are still multiplying (sometimes the imps to)
foto 1, foto 2
Try resting before you go there…

Can they be not generated (like the golmes on that map)?
  :D goblin armageddon
                   

Offline weimer

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FIXED: Crazy respawn points
« Reply #7 on: February 26, 2003, 07:35:05 PM »
OK, with the latest version do you guys encounter thousands of goblins if

(1) you are playing normally

or

(2) you are hanging around, killing time, specifically waltzing back and forth just to make more of 'em?

If it is (2), I may not be able to do anything about it. If it is (1) it is a more serious problem.                    

Offline weimer

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FIXED: Crazy respawn points
« Reply #8 on: February 27, 2003, 12:27:13 AM »
OK, it little investigation reveals that spawn points are, in fact, massively broken. I've looked into it and I'm currently stumped.                    

Riklaunim

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FIXED: Crazy respawn points
« Reply #9 on: February 27, 2003, 01:51:38 PM »
Clones attack again on AR0029 (sewers under Copper Coronet). I have kill the otyug and the blobs, and then go to the hobgoblins: [img]http://hoth.jmg.com.pl/~piotrek/foto/xx2.jpg' border='0' alt='user posted image']

Kobolds weren’t multiplied when I saw them
                   

Offline weimer

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FIXED: Crazy respawn points
« Reply #10 on: February 27, 2003, 03:03:15 PM »
Hey Rockey, watch me solve the infinite respawn problem.

Again? But that trick never works.

This time for sure!

Anyway, I believe I have solved the spawn point problem. I took Rik's suggestion and convereted all of the spawn points to actors. Of course, this now means that they will spawn exactly once. Deal. This also currently converts spawns like "50% chance of gibberling, 50% change of shadow" to "1 gibberling and 1 shadow". So there may be more spawns than you are used to (e.g., 4 mephits instead of 1) the number is bounded, finite and unincreasing. Deal. Finally, this particular fix does not do anything with trigger scripts like "check player1's level and spawn foo based on it".

Despite all of these caveats, this was vastly more difficult than I would have liked. It solves the infinite respawn problem by replacing it with "exactly once" semantics.

Look for it (complete with in-game spawn debugging output) in the next version.                    

Riklaunim

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FIXED: Crazy respawn points
« Reply #11 on: February 28, 2003, 05:53:51 AM »
Version 13 and the goblins aren’t multiplying. Some times there are few mephitis (but not an army).

Few weird things:
-Dust Mephite  have quite big immunities to damage
-What “genie from the bottle” is doing on AR0008 near Illych? (i've check few times, just teleporting there) In ver 11 he was in the pocket plane where he should be.

Genie and few mephites

-AR0010 second level: the doors to the cloning room (x 1115, y 2380) and those to the right (x 1310, y 2235) are close and they can’t be open by “open locks” (need something special, protected from simple magic)                    



[!--EDIT|Riklaunim|Feb 28 2003, 01:55 PM--]

Offline weimer

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FIXED: Crazy respawn points
« Reply #12 on: February 28, 2003, 06:12:07 PM »
Rik, in all future postings can you use the "one thread per bug" style mentioned on the beta-test page? It is much easier fo rme to keep track of things if every issue has its own little topic.

Dust Mephit: They have 50% immunity to slashing, piercing and missile in BG2 as well, you just probably never noticed. IWD2 doesn't have "percentile immunities" it has "flat point" immunities. I'm defining the translation to be correct for now -- we can come back to this later when we talk about difficulty.

Genie: Fixed. This is the same bug that was causing Gaelan not to be in his home. I introduced it while trying to fix Jason's troll report. [ You may be interested to know that for no apparent reason that Genie starts on AR0602 and a script command moves him to AR0601. Mysterious, eh? ]

Doors: Same bug! Fixed. Those doors are locked until they detect that you have killed the mephit portals, yada yada, fixed now.
 

                   

 

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