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faatal

Fun Pimps Staff
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Posts posted by faatal

  1. On 11/27/2021 at 10:35 AM, MechanicalLens said:

    Is it too late to report on the bug tracker? I found an issue where if you enter the interface of a shotgun turret, SMG turret, dart trap, electric timer relay, motion sensor, or spotlight, the ability to nerdpole or pick up frames is severely crippled. In other words, your camera has to be in a very specific position to pick up or place frames, and sometimes it won't let you do this at all. A simple relog fixes this.

    I tried this with spotlight and shotgun turret and saw no issue.

  2. 1 hour ago, MechanicalLens said:

    Is it too late to report on the bug tracker? I found an issue where if you enter the interface of a shotgun turret, SMG turret, dart trap, electric timer relay, motion sensor, or spotlight, the ability to nerdpole or pick up frames is severely crippled. In other words, your camera has to be in a very specific position to pick up or place frames, and sometimes it won't let you do this at all. A simple relog fixes this.

    You can always report a bug. Even after we release experimental, we will still be fixing all the bugs we can.

    I added that to my todo list to check.

  3. On 11/22/2021 at 7:56 PM, Blake_ said:

    @faatal do you know if there's still no word on when will the art team replace the decals placed on roads, dirt and other places ?, I know it's not your department, but I noticed that they are here since Alpha 1 and they are starting to look so out of place that I personally wouldn't mind a fresh look on those blood splatters, smashed cardboards and newspapers. 

     

    The "lore" that some of those newspapers is cool though. 

     

    Anyway, they are just a nice to have for a20 I guess. Thanks for listening !

    No changes for A20. They should still be on the art todo list.

  4. 5 hours ago, danielspoa said:

    may this pleb ask two question, noble faatal:

    1 - with the biome bonuses this means outside spawn now scales with our gamestage, correct?
    2 - are there more gamestage levels for roaming hordes in a20? I remember someone asking it but no answer last I checked

    thank you, 🙂

    1 It should not, since biome spawns (outside) come from groups that are mostly specific for each biome with the biome entries indicating counts, rates, time of day and POI tags.

    2 Don't recall any changes to that.

     

  5. 3 hours ago, meilodasreh said:

    I got all of them damn high MFs locked up in my cellar.

     

    Pay me enough and I will kill them all, so you can release the kraken tomorrow.

    Even if they were all fixed/done today, we have several days of testing planned afterwards. We are not just tossing it out the door when people say their stuff is ready. Proof is in the testing.

  6. 8 hours ago, Aldranon said:

    I predict that TFP will use their EXTRA Super Sain, Jedi powers of Epic'ness this coming week.  Streamers will showcase 26-28 Nov and I will be doing Chuck Norris impersonations starting Nov 29 in A20!

    Not happening this week.

  7. On 11/18/2021 at 2:02 PM, Blake_ said:

    @faatal how is life? Do you feel like talking about those MF? I wanted to ask, do you know if the Animal tracker sprites have already been fixed for a20 ?

     

    It strikes me as a possible low priority that it really is everything but that for us players. I mean the code works, but we could only see map/compass sprites for chickens, rabbits and deers. Bear with me here. Snakey question right there. Down onto the rabbit hole. Let's not chicken out and answer me plz.

    There are currently 10 high MFs.

     

    Looks like Zack fixed the tracker last week.

  8. 40 minutes ago, Roland said:

    In 7 Days to Die the asymmetry is not competitive between the trees.

    The zombies just called for a meeting. They don't feel they are properly balanced against the player's skill trees. They are calling for teleportation and time travel, so they can go back and kill you as a child.

  9. 12 hours ago, bachgaman said:

    We could call these "different styles" if they gave the same result. This is not the case. Playing with bow and stealth on Warrior difficulty is like riding a bike with square wheels.

    If the result you were looking for is an A on your report card. The result I look for in games is to have fun. Warrior is not fun to me, so why would I run around using anything on that setting. I actually prefer agility and stealth with some int, but I play with settings that make it fun for me.

     

    Reasonable balance is a nice goal, but you can't please everyone.

  10. 7 hours ago, LewZephyr said:

    @faatal

    Not sure on your personal life, but make sure you enjoy the reason you work so hard.

    I have worked in IT on the support / administrator side well over 25 years and you don't get that time back.

    I'm 52 and it took the pandemic and me spending a bunch of time with my grand-kid (hes just over 2 now) during it to realize how much I missed pushing the envelope working. 

     

    All the best to you and the team.  Stay healthy (especially mentally).

     

    Thanks for your hard work.

    I rarely do a heavy crunch, so a few weeks here or there is not a problem. I don't have a commute, so that is also bonus time.

     

    Thanks

  11. 32 minutes ago, Blake_ said:

    By the time 7dtd is finished (which might very well be in 2024) there will be technology available to support maps that need 40+ GB of VIDEO memory to function properly, like that hypothetical  65k one.

    Yeah, but will you be able to buy it?
    Sure, in 2029!

  12. On 11/13/2021 at 8:56 AM, Blake_ said:

    3. Are there plans to limit hand held torch shadow casting from multiple players on multiplayer? I'm all for realism, but they cast too many sharp and glitchy shadows when it could be much more simple and epilepsy-free.

    Fixed several bugs with it. Much cleaner now and light anim only moves 10% of the distance.

  13. 4 minutes ago, Doomofman said:

    I'm glad they've said it's not happening early anyway and also glad no one is crunching and they get to celebrate thanksgiving too.

     

    I'm sure there'll be some pitchfork BS but to be honest, if you really want to play something riddled with bugs the GTA trilogy remaster just came out. Should be bugs enough for everyone in there

    There is plenty of crunching going on. I logged 73 hours last week (I track my hours every day), which may be the most in a week of any game I've ever worked on. I don't mind. I love this game. Rest will come later.

  14. 27 minutes ago, Roland said:

    They almost made it for this weekend. It was just a bit too much to do especially considering getting the changelog document finished. I think that the first or second weekend in December are a reasonable bet but for sure it could always get pushed back again. Nature of the beast.

    Yes, we are close, but at it minimum it will take this entire week and maybe the weekend to clean out the high MFs (LOL). Then there has to be solid (days of) testing time, because there will be things we missed that need a few more fixes. I and no doubt others will be testing through Thanksgiving weekend, so it will actually get more testing that way.

  15. 1 hour ago, Jost Amman said:

    Will you, at some point, work also on activating physics vs. explosions for vehicles?

    I remember one of the streams where they tried to blow up the 4x4 with sticks of dynamite, but it wouldn't budge.

    I was in that stream. Probably someday, but low priority.

  16. 6 hours ago, Khalagar said:

    Gosh dang it, I refreshed and saw 19+ new posts and was hoping A20 was confirmed to be coming out on Friday for streamers,  and I missed something. Look at what you've done

    Still some serious bugs and testing that needs to be done.

  17. 5 hours ago, khzmusik said:

     

    That's about half of the number of MF bugs that were around last week, and that's very good news. Considering most bugs take at least developer day to complete in most companies, that's very quick work.

     

    I would be happy if we got A20 as an XMas gift, but the signs point to it being released long before then. Noice!

    And you have to consider how many people those bugs are distributed across. Those 14 are across 9 devs with no one having more that 3. 1 is mine and it is not even a bug, but wanting some AI behavior improvements. I do have several other non-MF bugs I want to look at before exp, like sky on clients not syncing to current weather sometimes.

  18. 8 minutes ago, executor2 said:

    So you guys said A20 will be launch by Halloween , any news ?

    We said we were trying to get it out by Halloween. Trying and will be are not the same thing.

     

    News would be we have 14 high priority must fix bugs, which will take an unknown amount of time to fix. While those are being fixed, we will also have whatever new high priority bugs are found and then some additional testing to determine if there are any more high priority bugs left.

  19. 59 minutes ago, meganoth said:

    Do all zombies wake up if the check fails for one of them? Or is there a negative bonus on that check?

     

    I mean, these rooms are supposed to be rooms of increased danger, right?

    No, it is per zombie. The stealth players would get less or none attacking. The unperked stealther would get most or all. You can still easily wake them up if you engage with whatever you get, but you could kite them back and deal with the ones that did attack separately.

  20. Added Stealth check when player enters an "Attack" trigger sleeper volume (using a one time per zombie distance vs skill check).

    7 hours ago, 4sheetzngeegles said:

    @Faatal

    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.

    I don't know. That is a Robert question.

  21. 3 hours ago, 4sheetzngeegles said:

    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?

     

    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%.

    I was talking about biome spawns using POI tags in the area to determine what entities to spawn. That does not have anything to do with POIs spawning.

     

    There are no portals. Block lighting is a top down spread to your neighbors algorithm. I've not spent much time dealing with it. Old code.

  22. 1 hour ago, Xtrakicking said:

    Would it be possible to make them instant by editing the files, tho?

    Sure reduce respawndelay and have some fun!

     

    <spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" />

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