Project Zomboid

Project Zomboid

Subpar Survivors
 This topic has been pinned, so it's probably important
PAL 15 Jul, 2021 @ 2:48pm
In regards to pathfinding...
I didn't want to make this kind of post but after helping Beta Test the fixes with Boss, I can come to the same conclusion as he has with this mod and no, he's not going to abandon the mod for this reason but it's also going to impact to Subpar Survivors in a big way.

If you're hoping to play Superb Survivors with no lag or (in worst case scenarios) game crashes, then please wait until TheIndieStone implement their own NPCs because that is not going to happen. Why? One simple reason: Pathfinding in Zomboid right now is unfeasible for survivors with the current AI that the game has without editing the base game's AI or creating your own AI via Java,

Believe me when I say this that I, just as much as you all, want to have a smooth experience without any lag or survivors being just as braindead as the idiots wandering out there, but it's not possible not with Subpar Survivors since it's pretty much impossible without some degrees of pathfinding issues. The Reason: Rerouting Survivor AI is a impossibility with the current AI. It's fine with just brain-dead zombies but not for survivors fighting for their lives.

Hell, If you beta test this mod for hours on end and losing sleep at trying to find the right logs to report to the Boss, you would commonly see a single survivor going out in different directions to find a escape when there is just like two zombies like in the Walking Dead Season 1 Episode 3 where that woman was running around screaming her head off. That's how bad the 'Survivor' AI is and how impossible it is to make it work since in order to make it work, you would need edit the base game (or in Alteron's NPCs case, creating their OWN pathfinding system in Java which not all of us has the luxury of doing) itself to allow for such a thing.

Boss has gotten to the point where he decided to make the NPCs automatically unlock doors in 'certain' situations because due to base game AI's inability to reroute itself for survivors. While I have not gotten a chance to see these situations in action yet, I can safely say (from my perspective) that it would involve survivors 'finding' a key that they did find or (most likely) clearly didn't. It has gotten to that point where immersion-breaking is needed in order to provide a more smooth experience.

The way that boss sees adding this feature is as such: Basically what it boils down to is instead of survivors being stuck somewhere forever they can unlock doors now. The player has lots of ways to get past locked doors so I'm giving survivors one too; and I agree with him. I'm sorry if this is a deal breaker but we have gotten to this point and I apologizes for this news.

I hope you all understand Boss' decision and hope this doesn't steer you away from trying this mod because we are trying our best with what we are given and that's ALL we can provide: Our Best. Thank you for taking the time for reading this.

- Fox

Unofficially hired (happy with no pay) Beta Tester of Subpar Survivors.

Tl:dr Base Game AI is making the possibility of smarter AIs an impossibility due to it's inability to reroute survivor pathfinds. We are making survivors have the possiblity to unlock doors by some random chance or 100% unlock rate to fix and stamp out any remaining Pathfinding Issues. Do not expect flawless framerate without freezes or lag. It's impossible without rewriting it in Java which Alteron is doing for his mod.
Last edited by PAL; 15 Jul, 2021 @ 2:52pm
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DarthKiller 20 Jul, 2021 @ 5:49am 
For one with the locked doors Issue. How about them relocking the door if it was locked previously? No clue if such information can even be stored somewhere or be changed just from mod-code.
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