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Everything posted by 4sheetzngeegles

  1. There may be an option that can satisfy both the dev and player initiative without it being a repetitive situation. Presently if a player or group returns to a previously cleared POI, whether spawn on or off they already have a map of whats coming because they remember. One of the things that made me think of this after reading, is that i like not knowing whats going to happen. To approach from the weak position vs the strong. For me that's what makes a challenge, suspense and a "fight" for survival situation. The idea uses foundations already laid. A poi has a spawn volume, is sedentary, there are timers, players have an xp level. Once a poi volume is cleared, a random timer is activated depending on the POI loot level, heat can be set for that POI just below the screamer spawn. A player generates a certain amount of heat just by existing. If a player returns to a cleared poi, either by basic sweep and clear, or by trader quest then their heat plus the poi heat will spawn a screamer. The POI heat level will never lower below the new threshold, only the player leaving the area will bring it back down. The spawn group by this screamer is special. It spawns a group based on a formula. The poi loot level 1-5 plus a multiplier of the players xp plus each one has at least one player killer in the group. Cop, Cop radiated, Feral radiated, Wight radiated, Demolisher, Bear, Wolf pack. A logical hierarchy can be set, clear poi, the new heat level alone spawns predator packs, vultures progress to dogs to wolves to bears and in between come the screamer player returns and fights, and screamer joins the party. If players have a group the highest one in the group is the regulated multiplier. Once the timer runs out the poi area is set to active for predator/screamer spawn permanently. It would provide a filler for a progressive threat level as a person progresses. The image: as you clear more of the sleepers, you progressively open the world to the walkers and predators. That combined with feral sense makes for a continuous nightmare, potential XP acceleration, potential death, yet keeping within the rendering limitations. Either way nothing will be handed to anyone, you fight to survive, and it creates an accelerated vicious cycle of treat progression.
  2. This is what i have done since the creation of spears early game. 1 collect a ton of wood and stone. 2 mark and remember the straightest path out 3 turn up the volume of my game to hear, grass rustling in case zombie howl fails. now i can also hear bird's wings. 4 Create a stack of ladders, and frames. I don't nerd pole, i use the frames for blocking egress, so nothing sneaks up in a poi quietly. i place the ladders 3 blocks up and do hard pois from top down. This way if you get a zombie tail, climb or jump down off the roof, run around the house when it follows, climb back up. block the interior poi path but allow for you to shoot a bow or throw a spear. After dispatch destroy the block, and progress. Make as many arrows as you can, this will also give you the chance of eggs. I keep at least 6 spears in my belt until i find better weapons. If you can see the POI's before entering the zone its best to pick a flat one near your target. Clear the roof, and destroy the bottm two rungs of any ladder leading up. use that as a temp base should you get bogged down, have to beat a retreat, or it starts getting dark. Its a good thing that vultures only attack after you are wounded or it would be a long night. If you see a bear, make sure you are fast enough to get to the flat top. Lure it there and if you want build a catwalk, so you don't fall, then spear the #*@*! out of him, aim for the head. That's the reason for the rocks, and wood. use spears, make six more rinse repeat til one of you is dead. reclaim the excess spears and put them in a secure box at th catwalk. Raid the POI slowly, then get out of Dodge and sell to the Trader. Tips move in a zigzag fashion over the terrain, when headed toward target biome look for golden seal, tree trunks, cotton plants, and check any, garbage and external loot container along the way. you will need bottles and murky water, use your arrows mainly for chickens and rabbits along the way. the only point id advise is chef, the rest is up to your playthrough. bacon and eggs, and water will keep you alive, until the next day. Its not perfect, but depending on the poi locale, i usually have more than one roof to climb up on. Best if done by day to watch for mines.
  3. I hope this helps. First you will need an image editor if you manually do it, for png format i would suggest Krita. it s free and works well with the transparency layer. Open splat4processed png. on the right you see layer one, right mouse brings up menu, you will see split alpha, hover mouse over left click alpha into mask uncheck the eye and you will see layer one change from checkerboard select layer one, you should see green, use eyedropper to make green your paint color pick a brush and paint, save file reload game and the game should generate water. This is the roughest insertion possible. water can also be added in biomes using fill up to, and in r w g adjusting water level. If this is something you would like to do, tell me which option you are most comfortable with and i will try to type instructions. 4Sheetz
  4. Disclaimer "This is my personal opinion regarding the changes to A20" probably unpopular but. Overall I like it. Vanilla visual: The lighting makes it look like peering through a window now on my monitor. The ground textures are now blended instead of color contrast making a more contiguous scene. Render is smoother than before, with low AA no jagged overlays as I move. Map loads a lot faster than before. The slowed animation is a plus for me, it forces me to check my distance and bearing when using a weapon, I like the low dps because it forces me to head shot and sneak for max damage, the increased infection and rate has made me rethink "my fools rush in moves". Feral sense is woah, I can't do a dig quest without watching my back, I like it. The creep factor and the this is your rifle this is your gun factor, is beginning to remind me of the early single digit alphas. the addition of the poptop decapitation and limbs is a visual and visceral plus for me. How I play I play with Xbox 360 wired controller, "I know, I know" but it's basically menthol vs regular. My starting equipment, stone axe, torch, club, bow, and 6 stone spears. As i find other weapons I begin to replace the spears. I am Nomadic by nature, play SP offline. No stuttering so far. Settings customizations so far: Edited additional fog particles from my a19 to a20, customized biome height oriented and based on my fractalized biomes, example snow, snow to forest, forest, forest to desert, desert, desert to burnt, burnt, burnt to waste, waste. Blends and overlaps, spawn, and mixes visuals for a personal visual flow. When in the mountains, I can't see whats below a certain level until i descend. In the desert, burnt and waste, combined with the new fog overlay it causes a now you see me now you don't visual for entities. i have to listen more carefully. Hardware specs: Walmart GTX 1650 super with Ryzen 3600 hp motherboard. The only change, upgraded to 16 gig ram, and replaced the 1650 with my EVGA gtx 1080 founders that I bought and stored 2 years ago. Monitor Vizio 50" DU 4k. The 1650 is being added to a prior pc for my girlfriend's son Merry Christmas to all. And I am getting a steam version of the game. Pics included as reference, may help others with settings and choices, or not. For those on servers as a test see audio image included, if you have voice on try turning it off, play silent talk, if stutter slows or stops, then try using a third party voice app. It may lower data throughput. If stutter is still there. Then i can't help. Happy gaming Thanks TFP 4Sheetz
  5. I don't know, i've only ever seen a few seconds of my girlfriends son playing. I never saw the beginning. But if that's the mechanic then yes. I liked the opening of predator, saw that the basic mechanic was in place, swap the block model for the humanoid. And i recently played Sorcery mod, the beginning has a jump scare so i put it together as a potential request.
  6. I have a future request regarding how the game starts. We know there is life outside the arena because there is a supply plane drop periodically, unless a player turns it off. I would like for players to wake up falling from that plane, none of the major control buttons work. only directional until the auto chute opens. Randomized drop points, same location as spawn points just from altitude. First time players will have a good starting shock. Anyone that has played, will wait and guide the chute to an approximate desired drop location. You get an initial birds eye view of the surrounding land. You can also read the opening notes before you land. The amimation, basically semi-ragdoll into a rigid emulation of how the Loot Chute falls, with the advantage of guiding close to a chosen starting location. When you die you spawn/drop directly over a placed bed or a random point from the plane again, and you loot bag is dropped from a second chute, like the lute chute. Idea originated from the beginning of predator.
  7. The situation that is the main topic can be broken down to relationships. Here's the logic I sometimes like to watch my girlfriend doing things, especially if she is doing some of those things for me. Then there are times that i like doing those same things for her as she watches me. Last there are times we enjoy doing those same things to each other, while watching each other. Thats the basis of a good relationship. Roland was right about relativity. "Put your hand on a hot stove and a second can fell like an hour. Get your hands on a hot woman and and hour can feel like a minute". "L.L. Cool J in Deep Blue Sea"
  8. The Ketsup Analogy My point of view comes from what i've learned about TFP, the forum, and the Game over the years. https://www.youtube.com/watch?v=N_vssdys8lk Over time TFP has built a semi proven marketing plan that seems to still work like this. https://www.youtube.com/watch?v=9pJ0h9FbDnU But as the new generations and different varieties of personalities join this is the result. https://www.youtube.com/watch?v=hqtqGzXh4Uw this is what they get. https://www.youtube.com/watch?v=4uuvQ8xDag4 To summize https://i.pinimg.com/originals/73/9e/b9/739eb9c928b11bba13f69e36816aecf3.png
  9. @Faatal My Poi question came from multiple twitch sessions/commentaries, each about separate new changes going into A20. You, Ken, MM, and the last was the gentleman that spoke about TFP adjusting the loot table to more logically distribute the type of loot per poi type/Tag. The Poi tags are what i was talking about, Madmole had FubarPrime to refresh the Poi's generated in the area to show the nearly infinite random spawn layout visually. Ken showcased the Street stamping layout, which showed a visual view of his coded street configuration, he had produced in a prior alpha and had now perfected. You spoke of being able to assign custom Poi Tags to regulate entity spawning. Then the last TFP member spoke of loot redistribution. Separate processes that are all related to randomized and controlled spawning. Heirarchy: top down Biome/Entity, city/layout, street/grouped poi according to tag, loot/distributed to poi group/per poi tag. Result higher more difficult volume entities surrounding specific pois naturally, no matter the randomization. That combined with loot distribution control makes for a nice flow. I only wanted to know if its Poi tag, street stamp, or the old biome association, from prefab xml that could regulate how many of a particular Poi would repeat in a random generation. Or none of the above.
  10. @Faatal I have two questions, i hope you can answer. The first is directly related to A20, the second not so much but is an included feature that I am curious about. You mentioned something on your Twitch playthrough. Regarding grouping POI's, to regulate spawn rates and volume. The question I have is, using this in conjunction with the group stamping city layout will it be possible to regulate "how many" of a particular poi will appear in a random gen? Example: 8k world random, if I'd like it to have 5 military pois, no matter which one. This is mainly a thought for the RPG style i play. Scenario: 5 outposts, loot xml only has arms and armor in these outposts, hospital medical equipment, and each is a death trap, other pois would have misc. survival necessities like food water, regular clothing. The second question is regarding the shadowed lighting when entering an enclosure. Is it based on distance from a portal, or are certain block positions given a designated value to regulate light level. Example: doorway/window/hole light gamma 100%, distance +2 paces gamma 60% OR is it radius to perimeter gradually reducing to 0%.
  11. Dear Joseph They call him Mister Tibbs, I mean Jiminy. Cricket that is. No lie I swear. I once bottled methane at camp as a joke, volatile to say the least. Later you could order a concentrated vile from a joke company. My friends and i would break it on the floor of the subway. Just 4 fun. So it proves anything is possible. When you put your mind to it. 4Sheetz
  12. @Roland Thanks I understand now. I was thinking about it from a reverse engineering view. When I saw the concept art, and read about the in-house system, on the first page. The art looked like a single molded model, more detailed than the previous iteration. So I wondered how the pieces could still be included if they each had an overlay without clipping. Personally I like the new suits, they feel more in sync with the detailed environment, shown by FubarPrime on twitch. 4Sheetz
  13. @Roland I'm curious, because of what you wrote, and the full dialog prior. Since TFP will be using an inhouse, or even if a precursor in UMA were used as a test. If the outfit was simply a single full body bonded pieces, a onesie if you will accept, that overlays the full body. Or when worn simply referred to an alternate model when the slot is active. It would possibly allow for M/F representation, no clipping issues, ability to add remove change personally chosen armor, and camouflage armor strength or weakness. Example: Base model, allows for the traditional, head chest arms legs visual addons. A fifth slot that is a visual over-ride that refers to an alternate model. This model has the full garb visual. The armor is merely the numeric of what is worn in the other slots. The full outfit is basically a visual, and Cvars used to adjust abilitites. So if you are a strong farmer, you can wear full plate, but still look like a farmer. If the outfit slot is vacated, it refers back to model one that shows the pieces worn. You lose the perk incentives, but you are still protected. Wanna do battle just put on the the nomad uniform, SLOT 1, and receive The added bonuses and visuals. Even a color tint can be added, if a grayscale overlay pattern is used, similar to adding a tattoo. It adds variety, flexibility, adaptability, and mod-ability. It can also use both systems concurrently. To attain the full outfit, could be a one off find, or a piece together quest, and when all are found a single item is the result. @Roland is this similar to what you meant?
  14. I once played a game online for 15 years 97' to 2012', the name is not important, although it is still online. It had an adjustable but rather rigid approach to attribute separation. It worked initially with a slider, but only focused on 3 attributes, Strength,Dexterity,and Intellect. There was also an absolute attribute and skill cap. On character creation you could focus on strength, it would not allow the others to go to 0 instead i think it was close to 15ish, and vice versa. I had 5 characters that I would start with different ratings, depending on what i intended to do for the day, I would log on with that character. There was a strength dex int requirement for each weapon you wield, each skill to progress effectively. Once the Cap was reached, your character was complete. strength was for HP, digging, heavy arms and armor, fighting slow overpowered creatures. Dex was for using the bow and arrow, spears, and fighting humanoids, intel made specialty weapons and was the only one that could repair them, it also made the medicines. Each of the 58 skills learned was strictly used to advance a specific attribute, no bleed. The skill cap also meant that you could not specialize in every skill associated with that attribute, between 75 and 100% you saw bonuses when that skill was used. 7DTD has 5 attributes Perception, Strength, Fortitude, Agility/Dexterity, Intellect. Supportive perks/skills. The main differences are the expanded upper limit or cap, and a single dedicated player normally assigned to a created world. So inherently each player, must strive to learn and earn nearly all perks and become a jack of all trades. They just choose a different starting path each play-through, but end up with nearly the same build each time. This limits other potential choices. This is not a request, because Ive learned to adapt and temper my desire for specific outcomes, in-game. My request would be two actually in vanilla. The first is to allow a person to create additional starting profiles. 5 to be exact, it would allow for variances in play with each logon. Today if they were playing COOP. They may want to be the cook, or hunter or miner or builder. On Horde night they may want to be a fighter or defender. With a separate profile that shares in the loot location but keeps their own backpack resources, they could role-play each character, with each being a specific build focus. The second request would deal with specialized animations and abilities that would be regulated by upper tier attribute achievements. Examples: Agility at upper tier a spear may be able to do a spinning move. Although a strength build would be able to use a spear, it would have degraded DPS, and not do the special move. Strength may burn more food than it produces, but intellect can cook more efficiently. Perception would make a great tracker, and stealth raider making less noise as they move about, but they may not have as much speed as Agility does to getaway if chased. Agility could outrun and out climb perception, but Zed awareness distance is greatly shortened. TFP has written regarding specialized suits in the future,if it becomes possible I'd like to see each suit dedicated to specialized animation per attribute, and regulated to being worn only if the prerequisite attribute is met. That would be a nice late/end game perk. 4Sheetz to the wind PS. Often I would start as my cook, have a person come up and talk about a battle adventure, Id log off my cook, and bring in my warrior class and head out, exhibiting a different personality for that character.
  15. TFP or anyone that can answer this for me. First id like to write that I watched the stream six with FubarPrime on Twitch. It was great, the environment even from a voyeuristic view, gave a feeling of natural flow. Then they mentioned the inhouse stamping system. This is what prompted my questions. What are the inclusions, in regard to what is available to be stamped. The questions i have if they can be answered are. Will a mask color be included for modding potential city layouts, or do we simply flatten the land to specific L/W sizes? I am asking this in regard to suburbs and outskirt areas. Cities have a tendency to be laid out in 90 degree corners. Towns a little more loosely structured. Suburbs more terrain oriented. Within the cities, if we created a custom terrain shape, a circle for instance, that was large enough to hold a few lots, could we also stamp, lot sizes for custom ditribution of potential POIs or is it random? Prior when I would customize terrain I would often have flattened areas that would not generate Poi's. It seemed that it was a hard coded altitude regulation. Ken will this still work for modding terrain <terrain_generator name="vanilla2" base_height="32" water_level="38"> <module name="HM" type="NoiseFromImage"> <property name="metersPerPixel" value="15.14"/> <property name="imageFile" value="sarek.png"/> </module> <module name="BIAS" type="BiasOutput"> <property name="sourceModule" value="HM"/> <property name="bias" value="-30"/> </module> <output module="BIAS"/> </terrain_generator> 4Sheetz
  16. Faatal This is something I thought of a while passed. Since each entity has a set of sound files, and 7DTD has dynamic music, would it be possible to break up an entire battle song into subchannel overlays. To create variable fight music. My explanation: An old program Mixmeister Studio uses loops with the same BPM that allows for drag and drop sequence creation. The second old app is Sony Sound Forge. This app allows an MP3 to be broken into approx 32 tracks. Fruity loops allowed volume controller. An example is the Taiko music from Deep Rising. Toying around with the two of them and then using FL volume to time per track controller, I was able to phase in loops at specific times. RE: 7DTD DMS, could a single or variety of songs be broken up in the same fashion and each track be associated with the entities, volume per track to be controlled by say proximity, or awareness level, with a constant rhythm or score playing in the background as a base. Depending on the entities and situation involved the music would dynamically change. But is still a single song. Examples: minding my business on a roof, and a predator comes close, i am not looking for it, because i'm crafting, then i hear the low predatory loop added in to the base music. Walking across the roof if i get closer the volume raises. Entering a sleeper den, all associated track are on minimum, with base music at standard level, one of them begins to stir, and its track begins to raise. It's an idea I got from horror movies, example Friday the 13th, you don't see Jason but the music tells you he is around. Or Jaws, same premise.
  17. The files I had on the shared server were removed, because they had been there for 3 years. A lot has changed in that time. Below is the chart to adjust the atmosphere to your desire. The file that needs to be edited is resourc.assets. The tools required are UABE,possibly a zip program,a graphics program and notepad++; Examples are photoshop, Krita, GIMP. On the left sky box, sky, sun, fog, fogfade. are the file prefixes that need to be edited. each has a four digit number suffix, examples sky2288 sky2738 sky1763 etc. Each one would be called depending on the biome you are in. The numbers have changed in each released alpha. so if a person wants or needs to revert to a prior color. easiest way is if you favored a color scheme from say alpha 16 or 15 download the alpha, use uabe to extract the files with the names shown in the first line of this paragraph. Open them in an image editor look for the favored color, and save those. You then open the version you are playing and export all sky fog and fogfade. The way I would figure them out is paint all of them black and paint one group 1 red 1 blue 1 green 1 yellow 1 purple etc. start game in Dm and teleport to each biome. Just look up and there is your color, which points to the exported file. Now rename the saved sky file that you liked from the prior alpha to the new version name. repeat for fog and fogfade and sun. You reimport and you are done. If you see a weird variance in the game, go to biomes.xml and look at the biome to see if the old version is making a call to the spectrum, highlight that line and in notepad ++ temporarily comment it out.
  18. I don't use that color, as a preference when I play I like a dark balmy feel. But a person can edit to the color of their preference. By editing the the files listed above. The old tutorial is still a valid way of getting a specific color desired. The hardest or longest part is that the numeric extension changes per alpha, so you have to chart them then adjust the color. normally I play with gamma 0, then begin an a modified adjustment to the atmosphere. to get to that color its basically editing sky fog fogfade to shades of green and leaving sun as is. sky is the central of 3 circles of color the fog and finally fogfade is from the horizon up to fog ring.
  19. Here are a few with captions. These are all from A193 variants. They are blended biomes, that i hand painted, I wanted a more subtle blend from one biome to the other and they are based off of the elevation map i designed so snow is at higher elevations, just a personal preference. Then I added some of the other atmospherics from assemblycsharp dll like snowy. This should give a general idea of the capability. Enjoy.
  20. I will try to answer this for you. This is a link to a tutorial I did a while back. Basically TFP has given us the ability to adjust atmospheric conditions to an vast extent. The files are sky, fog, fade, sun, fogfade. They are gradient color values. Each one has multiple values example sun2092 sun2468 sun5011. Each of these would be associated with a different biome, and also horde day and night. The names have been altered a bit per alpha but still do the same thing. A simpler more limited way to adjust the atmosphere is changing the spectrum, in biomes.xml. I will upload some of my A19 images to show potential. So in short with a bit of work you can adjust to your hearts content. I hope this helps point you in the right direction.
  21. Faatal "That is not as simple as it sounds. Is that a hill or a staircase or a bunch of blocks placed like a stair case or a combination of all of it. Should the AI beat the side of the hill because you are 5m up it? No. It would not make sense. So you have to looks at all those blocks, which is slow and try to figure out what the 3d cube of blocks around and between the zombie and you mean. Tons of edge cases for nonsensical behavior. " This is a question brought about by your answer to the above question. Basically it's a multiple behavior scenario. The simplified version, I copied all of the zombie profiles multiple times changed the name by a numeric at the end of the name. Each one I varied the parameters of awareness "sight hearing", approach speed, and the volume of their voice like suppressed magnum vs un-suppressed magnum, then added them to the spawns. They all use same models but I never knew the reaction they would have. This included sleepers. All blocks in the game can be categorized into groups or hierarchy. simplest "station created, player placed, terrain, even prefab pois have a combination of those." Player placed can be absorbed by station created. Instead of adding a weight or calculation. Can they be given a binary designation of I and O. If that zombie is spawned, and follows the basic pathing to a specific x,y perimeter and z is not equal. then any "I" block is destroyed, as they move more "I" blocks are within sphere to be destroyed. Call it the "Foreman Zombie" heat is generated at an expedited rate by this type of zombie's activities, bringing next level zombies such as wights, cops, demolishers. These zombies favor non line of sight, so it would draw a player from safety to get rid of them before the rest come. The crew drawn by this zombie would be cloned models, but follow the same logic as the Foreman. Destroy area. Would this add a lot of overhead.
  22. Ok I understand now, I was thinking it would be situational Like horde night. Will they possibly have their own pulse raising music, and will they detect you in a barrier and attack? The reason I ask is because id like to attach a heat bloom to a perimeter attack that draws other zombies if not dispatched quickly. Thanks for the answer.
  23. Faatal: This is a question regarding the Feral sense. I am using prior alpha references, only as a reference. In a prior alpha there was a visual screen indicator, the reactional eye. There was also for a short period a LUT screen overlay. Will there be an indicator as the feral sense is being active or inactive? Potential thoughts along the lines of a tinted Lut, or using the music system; the sound of a heartbeat. At a low volume it could be an auditory enhancement consisting of whispers or chattering teeth or clicking claws. References Infrasonic sound 18.98 - 19 HZ binaural beats, Friday the 13th movie series, Aliens, resident evil, doom adrenal shot, TWD the whisperers. Or is it intended to be an on\off parameter? My personal wish would be a temp light level over-ride, combined with a black LUT overlay so no matter the \ brightness or gamma setting the closer you are to getting caught the darker and less colored the screen. Just don't use this theme or you'll cause someone a heart attack. https://youtu.be/9WcU_PrauOQ
  24. Faatal Thank you for the answer. The reason I asked is because the particle effects that you worked on previously, stopped the huge fps drop from previous alphas. The fog overlay adds atmosphere to my playthroughs. I do wish it were closer to the camera. Visually fog\sky\atmospheric-weather seemed or felt like separate systems created by unlike thinking individuals, not one cohesive. Your answer explained why for me.
  25. Faatal I have a few questions regarding the "weather system;sky manager". Why do the clouds not have variable opacity? Can a gradient be used to allow for an opacity layer dependent on speed of change parameter? Is it possible to achieve without making clouds particles or objects? What is the absolute variance rate of weather, wind ,fog, cloudthickness ,fogfade ,precipitation, snow? Which if any parameter can be adjusted to allow for a subtle ebb and flow, instead of a constant per biome. Can a similar system to the "ambientInsideSpeed" be used to periodically change the lighting and atmospheric conditions when outside? Example: If fog is set 0,100 prob 1, Then it would gradually get denser fof then slowly regress. I ask because I was only able to achieve it during one playthrough, as I stood in place in the desert, the bright sun cast shadows, then it became overcast; shadows were removed. I can use to gradient and shade it accordingly to partially achieve it, but it is still a constant, because it goes according to time of day an not cloud cover windspeed parameter. The thing that made me think of this is if you have 100% fog set, overcast sky blocking the sun rays, and stand in the snow biome, the white snow particle screen will make distant objects POIs, entities, etc. visible then enveloped by your fog overlay giving the appearance of interactive environment. So I wondered if this same principle can be used for the sunlight to simulated random cloud density without a lot of extra calculations.
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