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4sheetzngeegles

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Everything posted by 4sheetzngeegles

  1. Thanks for the compliment. That is the condensed version. ๐Ÿ™‚ It has evolved with each alpha. I get kind of verbose when writing about a subject I like, which is a complete reversal in conversational speech. I pick my words carefully and go straight to the point. Lucky for my coworkers, huh.
  2. I was and still am, as curious as, I was the first time I learned about 7daystodie. What brought it together, RWG, combined with build-ability, and destruct-ability. I have played multiple games, and the themes will always have similarities. One thing that stands out is the potential for a different terrain every time I play. A single map for me is like reading the same pamphlet over and over. It gets boring and predictable and set aside. The terrain gen and RWG, can actually be packaged alone, and would make a difference in lot of games. You covet that which first you see. I see the terrain before and in combination with all else So I guess I see the forest, the trees, and the tree. That is what makes the story for me. My final thought, is symbiosis. TFP needed Robert as much as he needed them. He had a dream as well as Joel, and Rich, and Jim. But he was an independent, they had a dream but needed a difference, he helped to provide it. *https://okgamedev.com/2013/08/05/zombie-survival-game-a-wasted-life-comes-to-kickstarter/* Two separate entities, with two different paths, and one simple goal. The goal was to make a video game. The title "A wasted life" is ironic. Because it turned out to be anything but that. Two separate approaches that when combined helped to evolve this game. That's bucking the odds. 7daystodie is like a book or movie for me. Structures and models are the characters, RWG is the setting. The two are necessary to make a work that stands out. Sometimes I wonder what would have happened if they had not found each other. I'm truly glad I didn't have to find out. Miss you.
  3. Thoughts about reusing resources already in play with out the need for much adding, but yielding new possibilities. Is it possible to use the sitting pose and animation, used for the vehicles, and add it to the furniture? If the chair collider and tag on the minibike is used on stationary furniture. It can add a feeling of a rest mechanic, like squatting can regen stamina faster. Not an automatic sit, but a manual targeting. Other wise it it would make it look like duck duck goose. Imagery; sitting by a campfire or fireplace to warm up is one image, In multiplayer war council, and/or conversational, or general sitting for a builder when in a crafting menu. Also is it possible to repurpose the sleeper pose fetal position, and reverse the get up animation to allow lying down. To simulate sleep when logging off for a gameplay? There have been so many aspects added over the years, some are only used in a single circumstance. When I saw the render of the Cycles, I saw potential that could add feeling, or integral context. Even immersion for some.
  4. If it had a shader and animation, allowing it to wrap around or A* passing objects then a slither of them would be a challenge. They are small and flexible enough to pass between most of the protective bars, through cracks and under doors. I wouldn't be surprised if Joel sanctioned a batch.
  5. I was working on my pet project. Had created a 2k custom world, when I saw it. I had walked by the poi multiple times, before I noticed the rope suspended from the beam. I got curious and approached it. The rest is recent history. It allowed me to climb, and it blended with the scenario. The nicest part about it was that it felt like a natural alternative, and compensated for the invisible part of partial blocks. PS: The zip lines that I mentioned, a long time ago was a misnomer on my part. Sorry about that. It was actually a grappling hook that i had thought of. But of course a grappler used at the right angle would provide a zip line. Finding this reminded me of that.
  6. I have a two questions, because, I happened upon the Wagner residence. Will climbable rope become a part of the regular game, and if so will dogs be able to climb the rope too? Suggested recipe, cloth and fiber woven from grass.
  7. @theFlu Yeah, those are for the weapons. Since the file format has changed in A21, its been a lot harder to view the files. There is a ton of overlap, and things that haven't been released yet. For example, A firetrap, an arrow trap, and what seems like a template for the bandits. A lot seems like either place holder, or leftovers from a decade of work. All I originally wanted to do was go in and adjust the lighting textures. Considering the game started as a few hundred meg, and is nearly 25gig raw now. It gets overwhelming for me to try to look for anything in a single sitting. But I'm going to still keep looking, because there may be some redundancy that can be trimmed.
  8. That's the thing of it all. I don't have full context, I'm trying to understand it all though. The fbx viewer I am using doesn't recognize the animation as it is extracted. So, that's why I asked the various questions. I had these visual representations, but knew that others had either explored more in depth, and or had different experiences with the animations. And also that if I unintentionally had the wrong concept. This is the place it will get corrected. I welcome correction because it helps me to learn and inspires me to want to learn more. That's why I said thank you, because, as I've read each post, it made me go back and look at a different possibility that I hadn't thought of before. I was trying to bind the animation to the object, but the player hasn't recognized it yet.
  9. This is what I was writing about, as far as what I saw. There isn't a collider assigned to arrows unless it's under a generic title in another file, and the club has that cylindrical shape. That's what made me think the arrow collision leaned more toward a ray trace point calculation. I wasn't able to find a Zombie collider, but reading through nearly 23000 labels I probably missed it. Right now I'm messing with the Physicsbodies.xml But I am learning from reading the posts I have not been digging this deep in the files in quite a while. Thanks for the inspiration.
  10. Isn't there a dissimilarity in the collider size for a melee weapon vs a projectile ingame and IRL. For instance a club collider would be shaped like the inner perimeter of the object giving it a greater chance, to contact more colliders or surface area. While a projectile has a diminished collider size and a single point trajectory vs the angular sweep. The visual I have is of a a bullet, and a club both hitting a shatter resistant piece of glass. The bullet impact area is a point, and the club, depending on the angle fractures an area. I-frames don't have to be intentional, it could be a simple disconnect between transitions of a state engine, or since most representations of colliders I've seen are planes. So conceivably if a zombie is at the correct angle during impact, you are only presented the edge as a target, vs the normal surface area. like a paper doll turned side ways
  11. @meganoth You're right in hindsight I should have said, may, instead of will, as an absolute. Since Rukbat14 was newly posting and wondering as to the rules, I went by past observation, and faith in you. I guess. Tis the season for it. The good thing about this thread is getting to see all of the different ways that players observe the system, and how it functions for them under their individual circumstances or use. If Faatal can make water work in this environment the way he did. Then this would be a cake walk for him.
  12. In the end TFP would have to check it out. But there are more coincidences on various ways of using it to be a complete fluke. I think they will, it just might take a while. If it registers as a bug to them one of the mods will automatically xfer the post to that directory for you. It did bring up one coincidence from another game that I still play often. Dying light, the fast infected humans, they wreak havoc on hp. Whenever, and this is on a regular basis, they are right up on me, i can drop 8 shots with the German 9mm in the chest and not hit a thing. So I have to kick them and back up a few paces then the shots register.
  13. Rukbat14 It's allowed, that's really the only way to show it. there is an overall limit to the size i think 50 meg. or if really large you can store it on one of the share servers and save a link here. It seems to follow what zztong posted. Reading each of the posts it seems to point to proximity. In other words, up close a z that is 4 blocks away is closer to 2 blocks with the arrow nocked. It may be traveling too fast at that range for the raytrace to calculate. Similar to a zombie on one side of a door, block one the door block 2 the player on the other side block 4, and you are able to be hit. Easily seen with the legless crawlers. that may be it, timing and collider check. I just thought of something else forgot to add before. I set my turn movement to 24-26 and my zoom movement to 18-20.
  14. @zztong Thanks for the feedback. It gave me an idea. Maybe if TFP added a command to allow Raytrace and object collider "similar to seeing poi spawn volumes"to be visible in DM it would give a clearer picture. @FranticDan I agree also, when transitioning animations the they do have IFrames. I can see it at times. There is also a stall or a stutter, between ray hit and the fall back. During my time using it, one thing i did notice, where the reticle is pointing when loading the bow sometimes its offset to the left, so i have to quick switch to another weapon and back to straighten it out.
  15. Everybody; I have a few questions. Does it seem to happen more when online or is it primarily off line play. Online may be packet lag vs render. Second are you moving, meaning your feet, at all during the shot? Third question are you in basic aim, or stationary focus mode, or panning focus mode during shot? Fourth if in focused shot, do you hold it the same length of time as it takes to full power throw a rock or spear, meaning that green power bar? I ask because the primitive bow/stone arrow is my primary weapon, second is my re-modded stone spear. The only time I have a consistent problem missing a moving target is if I don't hold the full charge up cycle. Similar to sniper elite long range slomo shots. I kind of got accustomed to leading the target to a stationary release point for me. The second for a head shot, and i asked about this before. When i need a more accurate head shot, and the sticky arrow mechanic helps me see the results, I have to shoot beside the head. to the right between the head and collar bone. I think the head collider size maybe offset and smaller than the visual. Shooting small game at max distance, I elevate to allow for drop, but I noticed testing this at pitch night hunting. The chicken has a larger hit box than rabbit when aiming for the head. Maybe over time Iv'e just gotten use to the offset. There are ray trace glitches though. To check it, crouch and be out of range of detection. Zoom the scope on zombie, head and suddenly they see you. Last there is a definite delay between trigger squeeze and hit it sounds like a pick hitting dirt. But there is a noticeable delay.
  16. I think i get it now. While a door can be ajar, but a jar can't be a door, then a door left ajar is simply a bit more. To see a door ajar is then to see a jar, be it near or very far, existentially speaking. If that's so, then can a can be a can or is it too just a jar, for to leave a door ajar is to provide yourself a peek, but the cans had no lid, were not closed, so in fact were left ajar Why didn't they just leak? I'm sleepy now
  17. So, you mean to see or not to see is the answer to all. Hmm, that's some serious Yodaesk gem.
  18. @Roland I don't know why, but now you have me thinking about a forest of trees. What gives?
  19. Actually it sounds dangerously nice. But if done, I would like for the entire TFP team to design it. With input directly from the player base, to cover vulnerabilities. The poi should be invulnerable at foundation and exterior so to complete it a player can't just cheese it. The the exterior would need an impenetrable collider at the top is angled like a pyramid, with the same slope angle as mountain sides that break your leg. so no fly bys. Dishong Tower. a special version. The machines and tubes in full swing, with variably placed mechanisms to shut off as you clear a volume. But can be switched back on by the bandit Reinforcements. 5 in the world to be exact, each one unlocks a higher tier of melee, and projectile weapons. Can only be entered by request from the traders. Each open open only after meeting a prerequisite of time alive, points accrued, and completed quest volume. Traders should be ruthless, those with power always are. To catch a thief you have to think like one. To confound a player you have to think like one also. If it is built only on in house thinking. It would be the same as a house of straw built on sand. Build it would touch everyone equally, and prompt a more casual player to test their mettle or just play at a limited level. Since it would be one helluva gate to advance, It could be labeled something like the Hellgate quest. Is this what you were thinking? What would you change by either addition or subtraction? I'd do it. Mainly because it would be incorporating, that good old feeling of anxiety, with the new mechanics. Making them work in a more cohesive nature, than as separate entities. Which also refers back to your back to your query posed on the survivor thread. Writing about inhouse thinking wasn't a dig, It is what i have learned from watching reading and listening and playing over the years. ***https://www.youtube.com/watch?v=KFNxJVTJleE*** ***https://www.youtube.com/watch?v=GomZNDLX9SU***
  20. Here is my personal persspective. I understood exactly what Wave posted. The reason is because it would affect my gameplay the same way. I play a nomadic form. One of the basic parts of this for me is I'd camp out as often I moved around. The mechanic not "the trigger word" that was removed affects my game play directly, by changing my mobile way to sedentary. This is because an equal mechanic did not replace the ability that I had before. I don't horde water, mainly because there were plenty of sources. Prior to A21 i zeroed all water sources out of the water.xml. There were water towers, pools, and containers of toilet water to be found. Id collect a few triggers and that was all i needed. I play slow at 120 minute days, and enjoy the environment. A21 Faatal worked on water, so I figured ways to use it for the future of my gameplays. I am a fan or the terrain, The pregen world, the outdoors. Always have been. Its like a gate in the perk system, Now I have to either buy it in the beginning, and or find a cooking pot after finding, toilet water. I only use the Dew collector, If I plan to stay. But it isn't practical if I am camping on the edge of the wasteland zone, and or moving across the map. I would plunder, kitchens until i found a pot, boil some water and feel a natural flow to my gameplay. I personally don't like to sit still, I bow hunt, camp, and spelunking pois in that order. It slows my progression to a crawl and let's me see more. The mechanic almost reverses the order: Poi dive first, and shack up in a derelict poi, until I have a pot and a hoard of toilet water or purchased, before i get to continue. It also makes me have to horde icons, because otherwise I have to stop and go back to a city to drink clean water again. I can't just get a few because I would have to stop and go back to a POI to get more water. I don't miss triggers themselves, but I do miss the ability, for mobility that they gave me. It's not easier or harder, I didn't have excessive water anyway. So I posted a potential or possible compromise, to keep the ability. Took notes, and plan to make that adjustment if necessary in the future. Adapt and overcome.
  21. You're right and that was my point just a bit cryptic in nature. Emotionally the dislikes are being voiced. Then blunt logic is being used to explain the result to that person. One of the things I learned a long time passed is, in order to reach a person or an amicable understanding. I had to step outside myself in order to express my thoughts in a manner that would be received or understood. otherwise they cancelled each other, out and I was back at the beginning of the conversation again. The answer to the question, is It would naturally, for me, spark an emotional rebuttal. Which is what was began to happen in the post.
  22. Here is my sanskrit for the day. Many of the disputable feelings that were posed here, and elsewhere can be broken down into a simple thought. A known quote "Tis better to have loved and lost, than to never loved at all". Alfred Lord Tennyson Ehhh, subjectively it could be true, depending on the individual circumstances. That's kind of like a supermodel, saying that looks don't matter. Yeah...Okay. His quote, can be paraphrased as "It's better to have something that's treasured, than to never have had it in the first place". But, in gaming it's actually received as the opposite. Example: People that find the exploits in a game and post it on Youtube, but make a guick save of that game version before doing it. so they can continue to use it. The result is the Gamedev patches it, and the rest of the players feel and are SOL. So the on going sentiment that can be traced not only here, but, in other why, why not posts, follows the same emotional logic. The aforementioned is actually an oxymoron thus cancelling each other out. People don't miss anything they never had. But harbor strong feelings for what they lost. @Roland So if all the POI's being built from now on, had open doors would it be considered a win loss or draw? ๐Ÿ˜‰
  23. Here is a potential story, that might not have to condense play-ability. The Duke of Navesgane, You have seen him often, in his clones. Trader Joel, and the Lumberjacks. He has taken over this region, his sole goal is chaos and world acknowledgement. You are an unwitting recruit. He was formulating data to create soldiers, then it happened WWIII. You in fact are a clone. You died the day the bombs dropped. You were the first successful experiment. But unfortunately, you rebirth coincided with that fateful day. The tower and its staff all perished, but the experiments survived, and so did the automated incubation machinery. It's still on and every 168 hours new batches complete their incubation period and are released. These abominations possess only the most basic instincts and needs. Mainly the need to feed. Sound familiar. This is only one of the government sanctioned facilities around the world. There is no news, from the outside. The planes are automated drones. Controlled by the Duke. The Duke is the first self aware AI. The Duke started the war to create material samples for his experiments. He wants to feel, to see, to breathe, he will then be complete Welcome to the bottom of the food chain.
  24. For some reason I thought of this joke. The moral: The least little thing can make the biggest noise. Abridged The parts of the body had a party, all were invited, brain, eyes, ears, nose, mouth, stomach, hands and arms, legs and feet, heart and lungs, which always came as couples. And last was the meek little arse that would always show up and stay to himself. A big disagreement erupted regarding whom was more important. Brain said I let you know when to eat drink and sleep, without me you'd wither and die. Mouth spoke up and said I take in nutrition without me you'd all die. I see said eyes, and and without me you couldn't find the nutrition. I smell something rotten said nose, and that keeps us from taking in bad or dangerous food. Raising themselves, hands and arms said without me you couldn't pick up the food to eat it. Stomach rumbled in a gruff voice well who helps distribute this nutrition, me. me. me. I hear that said ears, but without me things could sneak up on us and game over. Feet and legs stood up to this challenge and retorted, though you may hear, and though you may see, I carry us far from the dangers that be. Heart and lungs said we pump the blood and air without which none of the rest is possible. In between mouthfuls of food and drink the argument ensued. Then a meek voice tooted, I think I am the most important. Everyone hushed, and then burst into laughter. Did you hear that little arse. So brain feeling supreme said, You're so full of crap, I think you should shut up. So he did...... Soon after, all the making merry, turned to queezy discomfort. Brain began to boil, Eyes began to cry, Ears were ringing, Nose began to drip and run. Mouth got dry, and Stomach began to ache. Legs could barely stand as toes curled. Arms and hands went limp. Heart was beating like a hummingbirds wings lungs were gasping for air. Brain asked please open. But the little arse was hurt and obstinate, and said, nn nn. Soon all were dibilitated unable to think or move. In one resounding, voice they pleaded please for the love of all, "Open up". So the little arse thought about it for a bit then opened up. And all was good in the world again. The End Just a little humor to brighten the day.
  25. @Riamus I totally agree. When I play I like being involved to the point the everything else melts away temporarily, its cathartic. @superppolo Yes, especially in an open world environment like this. A lot of my posts, from years passed, are now archived. Even now the underlying desire I have is being driven to not only play the cities, but be able to rebuild the cities. One of the mods that made it close for me was and still is Medieval mod. ๐Ÿค˜Then you add sorcery mod to that and im a kid in a candy shop. In my posts i've always eluded toward this conclusion. Just needs cohesion, or ties that bind, for it to work completely. I mix aspects of present and past mods for my game plays to get as close to that as possible. The picture was only to give an idea, of my impression. Basically how do you keep everything else and not compress it into the linear standard of traditional story mode.
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