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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. 1. It is just 3 values. Zombie 150% increase. Zombie bear 120%. Dog 160%. 2. No, because I think all zombies have same sight/hearing values. 3. All spawns 4. Only undead
  2. Sounds like you mean the fps graph. You can do that in A19. Console command: gfx g fps 300 (300 being the number of frames shown)
  3. The current count is 90. These include important and minor bugs. Experimental will ship with some of those bugs. Even stable will still have some of those bugs.
  4. Yes, once green lit it does take up dev time, but it was worth it to us. But then I would be saying "waste of time". You can't make them all happy.
  5. Basically. Spawn areas are 80x80m. I take the 48x48 center and or together the POI tags that overlap it. That is why there is also a notags to disable if any of a POI. Like this one needs to be disabled with downtown or else commercial or industrial would also be in downtown. <spawn maxcount="4" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" />
  6. A20 will have more zombies in towns/cities and they will respawn faster. spawning.xml can be further changed if you want even more. maxcount can be changed for areas that have POIs with tags you want to increase. <spawn maxcount="5" respawndelay="0.2" time="Day" entitygroup="ZombiesAll" tags="downtown" /> <spawn maxcount="5" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" tags="downtown" /> He did say we would like to release by Halloween. I would like that too, but the game is not ready.
  7. RWG biomes are random. These are the biome images of the 2 worlds I currently have: Don't know the old numbers. Currently there are 1295 shapes: It is basically the same, but better in some cases and worse in others: + Some things are more optimized, but those changes mostly target FPS smoothness. - RWG towns are more dense, so more blocks. Downtowns more so. Designers are still padding and tweaking POIs/tiles. - Towns have more zombies. Downtowns more so. Those are still being tested and numbers tweaked.
  8. I don't use the Linux. All Windows here. Well, a bit of Mac if I have to.
  9. Nope. It allows biome entries in spawning.xml to be disabled based on the POI tags in each biome spawning area (80m x 80m) of the world. The designers are already using these tags for RWG. Now I can do things like this in a biome where this spawn type is only enabled if commercial or industrial, but not downtown. <spawn maxcount="4" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> Every experimental has some MF bugs left. Lower priority MFs can be done throughout the experimental period. There are usually still some MFs when we go stable.
  10. Screamers work the same. No changes for demos planned. It was talked about, but not yet.
  11. Finished a wish list item today. Early tester feedback seems good. More zeds in towns. Added biome spawning supports disabling spawn types using POI tags in an area. Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).
  12. The sky is basically the same as a19. You can often see the sun. Probably just the weather combination at that time.
  13. biomes.xml <biome name="snow" topsoil_block="terrSnow" biomemapcolor="#FFFFFF" lootstage_modifier = "1" lootstage_bonus="20"> Comments in the file: A20 Biome Loot Modifier and Bonus Biome Modifier A.K.A lootstage_modifier percentage added to the loot stage calculations Pine Forest 0 Desert 0.5 Snow 1 Wasteland 1.5 Biome Bonus A.K.A. lootstage_bonus whole number added to the loot stage calculations Pine Forest 0 Desert 10 Snow 20 Wasteland 30
  14. Because once new programmers come up to speed they can be a net positive to the team, you just don't want to be doing that while you are trying to get an alpha out and fix a hundred programming bugs. That is why one of our new programmers is working on player outfits for a21 and not a20 tasks.
  15. As Roland said, people have specific roles. Programmers are not interchangeable. Over time two can be if they both learn a system well, but that rarely happens, since there is plenty of work to spread around. New programmers can be a time drain, since they often have to ask other programmers how stuff works and sometimes you could of just spent that time fixing it yourself. Then you get new bugs while fixing bugs, which just happened recently when a consultant tried to fix a bug where they don't understand all the game features, then I spend time looking at their bugs and trying to help, blah, blah, blah.
  16. Stripper is now party girl. I think football player and cheerleader. Maybe old timer and a few others. Not A20. We have a new programmer who is working on it. Should be A21. The details are probably in a document, but I don't know them. That could all change anyway, so I would not count on anything.
  17. Nope. Designers, artists, programmers are all still tweaking stuff and working on features, while also fixing bugs. If we even have a real content lock, it would probably be the final week. It is there. It works like you would expect. It was done by an outside programmer, so is not in an area of any of the programmers in the streams.
  18. But what does the Magic 7 ball say?
  19. It could. It is not working as a whole, but the parts are there. We have model/textures. We have vehicle buoyancy/forces code. It all needs to be put together, tweaked and tested. Recipes and icons made. Added to loot lists. So many hours of work, which could be done for A20, but don't bet on it.
  20. I'd consider it, but not like that. That makes me want to hit nothing, since my vehicle would be quickly trashed. There could be mods for that, but not in A20. It is possible if we wanted to spend the time on it.
  21. It is possible, but I don't know. You asked a design question to programmers. We typically know the designs of the systems we are working on, but as far as extra content outside the scope of what we do, we would only know if someone mentioned it to us. Additional content to an existing and working system tends to fall into the polish category of if someone has time and desire, then maybe there will be more of whatever.
  22. If I get to it means period. I'm not talking about any alpha is particular. It does not animate. It is hand IK on a steering wheel and actually I may not even show your hands or the steering wheel. Needs are subjective. What you consider adequate may not be what we decide. In the end if someone does not like how first person or third person works, they can just not use it. Now if they don't like either, I guess they have a problem. Close. I actually added a distance scale variable that changes with mouse wheel. That then scales the vehicle's current distance, which allows the vehicle to still zoom in/out with speed like it does.
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