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The Gronk

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Everything posted by The Gronk

  1. It's an utter PITA to use, being bleeding-edge tech with the associated missing features and scant/outdated documentation, but you may want to see if the DOTS system will help with this. If you can get it working it certainly does make thiings smoother.
  2. I've got to agree with Captain Obvious on this one. You're going to be making a buttload of heads to get any sense of variation. You could add the code for simple bone/vertex manipulation but then aren't you reinventing the wheel? Would it not be better to modify UMA to your own needs instead of trying replicate large parts of the functionality from scratch?
  3. The issue is common and a bit of a trade-off on either side. You can calculate perfect FOV with a little bit of trigonometry, as was mentioned earlier, sitting closer to the monitor will indeed adjust this calculation. Doing so generally leaves you with a very limited peripheral vision, more than most people are comfortable with. You can increase your peripheral vision but the more you do, the more distorted the edges become.
  4. Damn, and all I wanted was an accurate avatar. ๐Ÿ˜•
  5. I remember those days. I used to pack enough resources to build a mini-fort and lay safe-ish waypoints throughout the city as I probed further in. I do miss that mechanic, a brutal slog through zombie-infested streets. That said, I think I hit peak mechanic preference with the variable zombie speed setting. You can pretty much set it to "traditional Romero" without much hassle or fuss.
  6. Everyone went into lockdown when the virus hit... Joking aside, that's a very good point, the zombies would likely leave the buildings when they hear a noise outside. Unfortunately, I think the answer is that the last time we had zombies in the street it was too hard on system resources. Too many zombies, not enough computer.
  7. Hopefully the new hair system will start with "bald" as a base and build from there. Not everyone is unfortunate enough to have a full head of hair as they get older.
  8. ๐Ÿ™‚ "George, you can type this @%$#, but you sure has hell can't say it." Harrison Ford on the set of Star Wars
  9. magnum noun magยทnum | \ หˆmag-nษ™m \ Definition of magnum : firearm capable of shooting moustaches. Popular in the 1970's
  10. ( face + palm ) + ( head + desk ) The second half was the joke. Minecraft doesn't have those kind of water effects at all. It's likely a cleverly hidden blender render.
  11. Watch it again, with your eyes open this time. ๐Ÿ™‚
  12. Good luck with that, no sarcasm intended. It's one of the hardest things to simulate well.
  13. Utterly fantastic! We've been waiting for a decent overhaul since the water physics were crippled to prevent base flooding exploits, speaking of which... Are you aiming for volumetric water, in the sense that I can carve a canal from a lake at the top of a hill and drain some of the water into a moat around my base?
  14. Troll or not, an interesting mechanic if you can come up with some sort of zombie-repellent. I'm sure eventually the bandits will be able to run away from such obvious forms of danger. #fataal #SomeBehaviourTreesCanBeSetFromXmlIfYouTryHardEnough #hashtag
  15. The first ever bug report filed with the bug attached.
  16. You're getting quite a large early-game player-based mechanic for very little dev time or system resources, I'd say that would make an excellent addition to the vanilla game.
  17. A coversation between two of my friends who have known each other since school... many years ago. Jill* is a very attractive lady and Colin* is her platonic life-mate. *Names changed to protect the guilty. Jill : During the zombie apocalypse I think I'd be a scout, finding supplies for the group. Colin : During the zombie apocalypse you'd be currency.
  18. If I had the time I'd like to see if both problems are linked, the building LOD version would just be more noticable. Alas, I have absolutely zero free time at the moment, although it might be an avenue of research for somebody to check.
  19. I've reported this bug myself with repro steps, hell, I think I've figured out what's causing it. It's been hanging around for a few years now. Dig a trench or hole wherever, the bigger the better. Travel to the other side of the map without teleporting and then all of the way back again. Quite often when you get back to your hole you'll see the low detail terrain mesh just below the level of the detailed terrain. <Guess> It seems some of the distant terrain meshes aren't properly processed when the world origin is moved. </Guess>
  20. I ain't no gun nut but damage from bullets usually comes in two forms. Penetrative damage from having a large lump of metal forcibly making its way through you and hydrostatic damage from the shockwave of a bullet passing through flesh, muscle and organs. Bones are the difference here, they're surprisingly good at stopping bullets. It's the damage to the intervening flesh and organs that normally kills you, whether this would be as applicable to something that's already dead is a matter of debate. A dum-dum bullet will more than likely stick in a bone. A standard
  21. Randomizing the horde(s) would be a good thing. It's a little predictable that the instant you open the chest a horde spawns. There's already a trigger somewhere in the code that detects you digging close to the chest. Rig one of those up to a randomised horde spawner and you'll have to pay a hell of a lot more attention when digging. My only problem with the new treasure hunt mechanic is that it's far too easy. At the risk of planting ideas that should never be voiced... Anything but Pumpkin-Spice-Latte! ๐Ÿ™‚ The fine threadwork or correct
  22. Both are correct for having had something to smell but smelt is usually associated with melting ores ๐Ÿ™‚ You've probably released some gases that smelt terribly.
  23. It's nothing to do with e-peen, it's that your proposing arguments against concepts you don't understand and then turning into an ad-hominem attack. Pathing and behaviour are two entirely separate concepts. Voxel simply means "volumetric pixel", these can be 2d, 3d, 4d or even non-euclidean.
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