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Posts posted by Haidrgna


    No, those were placeholders, the one that shipped in 18 is the closest to gold version we've ever had. The old system ate CPU like crazy and was completely different rendering system than static maps were, making a lot of headaches for everyone. At a high level all we want to add now is an improved placement system so that no duplicates spawn and all pois are pushed in and not skipped over, and some bug fixes.


    Well the current version is also quite intensive to actually get a world out, but yeah once you have a world it runs smoother than before, at the cost of not being as interesting.


    Ever considered separating the world generation completely from the game/engine? Considering what NitroGen can generate worlds faster and with more options when not being bound to the Unity game engine, I am sure you guys could come with a proper world gen and building tool as well. In the A16 and before versions it made total sense to have it in the game engine, since it only made a preview for us, but now that it actually creates the world, and is quite slow at it for the bigger sizes, it does not make sense to have it be dragged down by the game engine anymore.


    The a18 RWG is half placeholder code because a18 RWG wasn't ready to ship so they pasted old code in such that it was playable, if not pretty. It's been discussed to death.


    Random world gen has been a placeholder since A17 really. They had a decent system in A16 and before, then rushed in the new system in 17 and again an alteration to it in 18. Would likely been better if they had just focused one alpha completely on it to get it ready and leave the working system in place. A well, at least we can make our own worlds more easily with this system like Damocles said.

  3. "Random biomes!"

    Wow, that's amazing! You really outdid yourselves there.

    While you are at it, would you be able to make terrain look random instead of placing same 5 hill stamps everywhere? Maybe get rid of stamps, they are cool on 1 world, but all other worlds look pretty much the same - barren swamps and hills with 1 tree/square kilometer (towns have more trees than forests) and gravel roads leading to nowhere. RWG gets worse with every alpha, you should do something about it.


    PS: You can make random biomes in A18 too, it doesn't have to wait until A19...


    We went from Random Biomes and Random Terrain in A14/15/16/17 to this in A18 and it was supposed to be the innovation of the RWG. I am hoping A19 will bring the random back again or add a lot more stamps into the mix to avoid repetition.


    And then they probably will say, just mod it if you do not like it, but they also made out options in modding more limited with the A18 systems. Custom biomes, altering terrain textures of biomes/roads, properly decorating hill slopes, all of these these things we just cannot easily adjust anymore.


    I live in Arizona amid the cactus. About 90 minutes north is flagstaff. Mountainous terrain that gets snow covered in winter. After a nuclear winter it would be much worse I'd imagine.


    90 Minutes? Is that not still quite far apart then, not really a good measure of distance but lets say 100 km/h that means at least 150 km away, so in game that would be, assuming 8k maps which means its almost 19 maps apart. Not to mention it is only snow covered in winter not the whole year round.


    Not really my intention to nitpick on your actual situation, but if that were in the game it would be plausible with those distances and temps. But the current depiction of the snow biome in the game is a year round snow covered land where it almost always freezes, and the desert is a super hot desert where the sun always burns and even during the nights it does not cool down as much. If there would be seasons or snow deserts, plausible weather it would be much better, but right now those 2 biomes are each other's opposites climatically.


    They dont have to be able to tranverse blocks the same way players do. Maybe for bandits when they come in but not all entities. Keeps things more interesting/varied imo.


    Zombies getting stuck is not interesting nor varied. If they cannot scale a block for some reason they should try and rage against it instead or find a different path. No shape of block should result in them gettings completely stuck in some loop, never being able to hit or get past it. But it seems Faatal is already working on this.

    • Like 1


    I've finally got a chance to use this method in MP and altho it is a bit OP I dont think it needs to be changed much.


    It's actually a bit realistic that the zeds try to jump up the wedges. In groups they are already capable of jumping on top of each other. If anything, the zeds should jump and swing so their is at least some damage.


    Edit: what needs to be fixed are zeds not pathing over arrow slit blocks imo...


    I think zeds should be able to be both capable of damaging any shape of block as well as scale it if the player could. I am just hoping the AI system will not get case by case additions for each shape but rather more robust system to scale/break any kind of shape that will be added in the future as well.


    Got that too, around 5 blocks straight in front of the door. Surrounded it with some planks, gotta test if vertically is limited or goes up to the heavens.



    Did these prefabs reset by quests? I have seen odd stuff happen when quests reset a prefab, cannot really confirm but seems not all blocks or placeholders are reset properly. Also saw some weird stuff when someone reset a prefab for quest when he just woke up sleepers, some of them were stuck in place.

  8. I've seen at least one person remark that the Wasteland Treasures completion reward is underwhelming. Well, it is. First, you probably have found the schematic for military fiber by the time you complete the book set, and it's really cheap to make. Second, traders have it often and it's cheap enough. Third, by the time you complete a book set, you have a vehicle, so heavy armor isn't that much of a deal, and you may well have looted all the armor you are going to need.


    Here are two alternative completion rewards that make sense in the context of what this book set gives:


    * Scraping gives you 100% instead of 75% of the material.

    * Scrap things faster.


    I would like to see scrapping work the same was as crafting, as in not a total timer for all items being scrapped, but just scrap the stack one item at a time. Yes this may mean fractions are lost because it only gives 75% back, but in my opinion these should be lost anyway as scrapping 1 at a time and all at once should yield the same amount of scrap material.


    1, You can't even craft a drone without serious investment. Isn't that the point of a trap, to do the work for you? I haven't even played an INT build because I knew all along it was missing the stuff we're adding now, so I'll do an INT build and you can expect some balance changes.

    2, Snow next to desert is 100% normal. I get tired of hearing this crap, dude it SNOWS in the desert. Sorry but on this I'm playing the realism card, AND the game play card. Why put artificial limits on something that is potentially fun and happens in nature? Biome sizes are like A18, huge. There will be typically be one of each AFAIK but I need to see some more rolls.

    3, The core game play is finished.


    Indeed it does snow in the desert. But the snow biome is like snow-capped mountains, alpine lands or some kind of tundra right? There is no sand underneath the thick layer of snow either. If there actually were a snow covered desert biome or at least a blend biome where the two biomes would meet sure. But otherwise you will keep getting this comments over and over.


    I am hoping some kind of biome blends are on the roadmap, so that there can always be a nice transition between two biomes where there is a biome that shares traits with both biomes (like snow covered desert between snow and desert, plains between desert and forest etc).

    • Like 1

  10. Its plausible a survivor stocked it up to make a profit from his buddies or set up a soup kitchen but you gotta pay to eat extra rations from vending machines, then things went bad.


    But zombie infested vending machines restock every few days too. That is just weird I think, even if survivors stocked em up before all stuff went to hell, nobody is going to now since they would rather eat the vending machines. It would be more interesting if they spawned with a set stock, and that is that for this machine. Lockpicks could allow a player to try and steal the stock or buy it with old dollars (so saving those up has a use too).


    Restocking the machines, if you do not want it gone, could be part of the loot respawn setting, if that is off the machines also do not refill their stock. But currently they share all mechanics with traders, including currency so its limited in what can be set for them.

  11. We've talked about that, but there might not be enough specific POIs to do that effectively. I'd rather maybe do a specific quest for that trader that is hand groomed, but we probably don't have the man power or time to do those kind of quests.


    You are probably right, need to spend the time as effective as possible, I guess one such quest per trader that would like unlock after doing x missions only for that trader could be more than enough. Though you would need some handle to send the player to a specific POI though, a function that broke after A16 (currently it can only send a player to a nearby trader sadly).

  12. Digging quests for food are an essential part of co-op multiplayer diets at the start of a game. If players lost that just because their trader was not Rekt, it would greatly imbalance the game IMHO. Rewards of other quests seem uncritical though and could be specialized.


    Really now? Food is so abundant in the game you really do not need this quest to come by. And if it is, its more a problem that this particular quest drops so much in comparison to other activities. Food is only an issue in co-op if there are leechers in the group not pulling their weight :)

  13. Added this to the first post:

    All traders still sell everything, but now each one specializes in something. Joel sells armor, Jen sells meds, Bob sells vehicles and tools, Hugh sells weapons and ammo, and Rekt will sell food and seeds.


    Not bad, will they also specialize in what kind of quests they offer. Like digging for Rekt gets you food/seed items and digging for Jen meds etc? Will they send you for specific items they seek or POIs that match their specialization?

  14. Hey Haidrgna how is the horde mode progressing? i assume it's not ready yet, since i couldn't find any download links for it and it's not in the mod launcher.

    i really enjoyed it in A16 and wanna play it again :)


    Still in the works. Not going as fast as I hoped, lot of other stuff taking up my time as well. But it will be shipped with the 0.8 version of Gnamod, when that is ready.

  15. I think the big animation goals are to get some specific mocap we have sitting around hooked up, like zombies crawling through 1 meter openings, climbing through windows and such. So a hole at feet level a hole at eye level, and climb up to a hole above eye level. Kill moves are cool until you've seen the same one 50 times, but zombies getting to you in new and interesting ways is a much better use of these talented guys time and will challenge players much better and make 1 meter holes the start of a much larger problem which is a 2 meter hole.


    Yeah kill moves can get repetitive, but if it is a special attack the player has a choice to use or not I think its better than one that is forced upon the player under certain conditions, which seems to be the norm for them. But you make an excellent point, giving the zombies more different animations is also time well spent.


    Are you also going to be looking into the crawlers and their animations? Seems they often get stuck on objects or start to fly when they do their lifting up animation to get over objects, sometimes also resetting back to where they started because they could not get over the object.

  16. i downloaded your mod ( i just readed your reply at my first post about adding another one, BUT I DIDN'T ADD ANOTHER ONE ) , i set the current version 18.3 and i get this :


    1st image : all the UI it's haotic


    2nd image : when i press tab or anything to loot, or to open inventory i get this error msg .. why?



    and i have this in my launcher :



    Like I told you before, Gnamod comes with its own UI it is dependent on. There is no need to add additional UI tweaks, those will not work properly and only mess things up. Gnamod CoreUI does things a bit differently than other UI mods so that makes them not really compatible.


    Load the mod as is and then decide if you need to add other modlets on top, most of which I can say you now will likely not work as expected or intended, because Gnamod also does things differently than most other modlets.

  17. I dont think the kill sequences work in doom MP...just guessing. I would guess the kill sequences are not animated in third person.


    Animations and such can take control of the character, pretty sure Dead Island had multiplayer too and it allowed such finishing moves on zombies.


    But in the end it likely all boils down to how much effort they would want to put into it. It may be to much and something they would save up for their next game, I would not hold that against them since they want to bring this game to gold soon.

  18. @haidrgna i'm still new with mods and most of this, can i ask you if i can combine your mod with another one? i found a very big backpack, is it possible or i will get some errors if i try to combine them together?


    Gnamod already comes with its own UI that adds a 88 slot backpack. I am pretty sure adding a modlet on top that tries to modify it will either fail or cause errors. You do not need my permission to combine mods, but I recommend against it unless you know what you are doing and willing to fix the errors.


    The 88 slot backpack is already very generous in terms of bag space, Gnamod allows you to unlock a lot of them stacking all the options the vanilla game has, like the perk and item mods.

  19. Wouldn't really work in multiplayer.


    I do not see why it would not work in multiplayer. Maybe if applied to pvp it could be tricky, but a character doing some special attack just needs that animation for all to see. Isn't Doom als a multiplayer game?

  20. Yes, we've brought on a guy who coded Doom 2016's kill move system so this is right up his alley. He also has coded on voxel engines and made a blueprint system similar to the one I've talked about so we're excited to get him in the trenches and see what he cooks up.


    Ohh nice, does that mean we will be getting some finishing moves down the line here as well? Still like how you can stomp heads in Dead Island, things like that could be nice in this game too, though might be a bit OP :)

  21. The new steel axe does look apocalyptic and amazing but please don't show it. Keep it a surprise for the launch. We don't need another five pages complaining about art style or out of place bolts....


    So you kind of spoiled that it has an out place art style and made out of bolts... Thanks man.

  22. Does the Discord still exist? The link doesn't work anymore.


    Hmm, it may have expired, I will add a new link.

  23. Well ISS is confusing to new players, most of the team didn't even understand it when they got to play A18. Why is my max health damaged? No clue. Then things like broken legs were fun and communicated well and created lots of interesting stories. So the idea was get rid of the confusing part, add more of the fun and interesting parts and it should be a nice system then.


    We'll have stun which leads to concussions, cuts, deep lacerations (requires a first aid kit which has a sewing kit as part of the recipe) that causes periodic bleeding until treated, abrasions, broken legs, broken arms (slow reload, power attacks hurt the player 1hp, slower aim, etc) and a few other surprises. But the entire system is governed by a crit manager that decides if you get a crit or not. We'll have some protection in there for cheap crits too, so generally it will be like infection, if your armored up and high health you will be unlikely to get a crit (aside from broken legs). But the more beat up you get, and if you take a flurry of hits, then the likeliness of getting one goes up.


    I'm really excited about it. It will communicate just like infection, with a debuff telling you exactly why your max health is damaged, and the amount with a number, and full description in the active effects.


    Then for A20 we'll have the same setup for vehicle criticals, flat tires, punctured radiator, etc and specific parts to fix those problems.


    This sounds good, very good actually. Though I hope armor and full health never fully stop from getting injured, just like being already beaten and broken should not greatly increase the chance for more bad stuff to happen (kick em while their down is less fun that kicking them when they are doing good).


    I hope this also means the medical options are going to be expanded upon, to treat various injuries? I am still hoping there will be a difference between sterile and non-sterile bandages. So the basic ones you craft from cloth would not be sterile, not always help and risk some infection later on. Then there would be player crafted bandages that are sort of sterile because they need boiling at a fire and there could be actual sterile ones because they were packed as such from before the apocalypse. Well a man can dream, but keep up the good work.

  24. Broken arms will piss people off :)


    Will the ISS also account for weather effect, like a heatstroke, frostbite, injuries that do not go away easily and are not just depleting health. Most famous of course is drowing, in pretty much any game this drains your health, which means you can stay underwater by using meds (in FO you could just drink that same water to heal). Would be nice if instead it were some counter and then you just suffocate and die (no losing HP). And if you do get to air it will have a lasting effect on your character.


    Exited to hear what you guys came up with.

  25. No we made the right moves with our plans to keep the game fun. Its a skill to visualize or predict what would be fun and then having the design sense to break that down and execute it in a way that speaks to players and then meshes well with the current game. Luck has nothing to do with it.


    We'd be lucky if we just released alpha 1 and then people just kept buying it with no updates, but no, we work hard and update the game, listen to customers, and improve the product, so that is a predictable outcome and why the game is still popular. Our focus has been to make a game that people can play for 1000's of hours and it becomes a big hobby and memorable game for most fans. You could maybe say we're lucky that a big studio with deep pockets didn't run with our idea in 2013, but its so crazy noone would try.


    Making the game moddable right from the start was also one of the better decisions made and kept people playing in between the alpha releases.

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