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faatal

Fun Pimps Staff
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Posts posted by faatal

  1. 6 hours ago, Xtrakicking said:

    Absolutely wonderful news! Alpha 11 insta spawns, here I come.

    They are not quite instant, but commercial, industrial and downtown areas have more biome enemy spawns. The harder the biome, the more there are and the quicker they respawn. Downtowns having tougher types of zombies and even faster respawns.

  2. 30 minutes ago, bachgaman said:

    Then why are there loot and experience settings there? The "difficulty" parameter is also rather strange. It has little effect on the game. It is unlikely that a parameter that affects only the relative health of the zombie and the player can be fully considered a difficulty setting in such a multifaceted game.

    The world settings menu looks incomplete right now. You can turn on 25% of the loot, but you cannot make it so that the trader does not give you 200 bullets on the first day for the quest in which you killed 2 zombies. This is very bad.

    Setting the level of the merchant's rewards is on a par with setting the amount of loot, because if you are playing with 25% of the loot, then the current merchant rewards becomes incredibly OP.

    I'm fine with how it is for now. Someday we might even make it better to us. You may still hate it.

    You could go make your own game or a mod. Then you can do it exactly as you like and avoid all those horrible bad decisions we made.

  3. 1 hour ago, bachgaman said:

    This is sad. The game lacks so many basic things. Do I understand correctly that they are turning 7DTD into a testing ground for some new project?

    It is hardly a basic feature. A difficulty setting is a basic feature.

     

    No. You do not understand correctly.

  4. On 11/5/2021 at 2:37 PM, SpaceBound said:

    Dear hardworking Developers, How many MFB is left to fix before hitting Experimental release?

    30, but new ones are added on a daily basis.

    On 11/5/2021 at 7:03 PM, khzmusik said:

    @faatal or whoever else can answer - How much is has the AI pathing been tested with all the new block shapes? I imagine the opportunity for horde base exploits is enormous.

     

    (I personally don't care all that much, but I know others who are obsessed with it.)

     

    Not much compared to the practically unlimited block combinations. I imagine there will be enormous attempts at exploits.

  5. 3 hours ago, Rabbitslovecactus said:

    In Alpha 20, will the bug where vehicles vanish into the ground be fixed?

    I don't know of a bug for that exact thing. It depends on what is causing it and if those problems are fixed by other changes for other problems. Like I made a work around for Unity deciding to ignore the ground checks vehicles make to see if they have fallen outside of or under the ground, but that bug caused them to shoot into the air, not down.

     

    That reminds me, I need to respawn vehicles a bit higher, since I've seen the occasional messages where it is having to push them up, since I think their saved position can end up right below ground collider level.

    3 hours ago, Weazelsun said:

    @faatal I noticed in the recent stream, there no longer looks to be random bags of trash on the streets anymore. They look like they have been replaced by card box loot containers instead?

    I don't know of any change to that.

  6. 6 hours ago, Jost Amman said:

    There's also a small "reflection glitch" I noticed on Trader Rekt.

    His mouth was reflecting light like it was made of metal or something... anyone else noticed it?

     

    @faatal I also noticed that sometimes the zombie AI gets stuck hitting objects when the player is just a few feet away and completely reachable. Do you think this is a bug or is it just some random "destroy mode" behavior? If it is, I suggest turning it off when the player is nearby and can be reached. :ohwell:

     

    They are not necessarily stuck. Sight checks and pathing calculations have delays for performance reasons. They could be destroying area and not seeing you since they are not facing you. Destroy area locks them in for a bit or you could just yo-yo them back and forth by moving. I actually have a MF I'm looking at now of that happening in a warehouse and the player on shelves.

  7. 5 hours ago, Blake_ said:

    @faatal Isn't it you and Steven on the stream tonight? I won't be attending due to living  parsecs away from that time zone , but all my gamer luck to you, for AI programmers shall not die on an actual gameplay.... right? 

     

    I wish you guys a nice evening, your dev streams are always fun to watch ! 

    Yes.

     

    Staying alive will not be my top priority. Having fun will be.

  8. 14 hours ago, khzmusik said:

     

    As a professional programmer, that was not the wrong interpretation. :) There have been numerous times where our team was getting ready for a release, only for QA to find bugs that we caused when we fixed other bugs, and those new bugs were an order of magnitude more than the bugs we fixed. Really made CAB meetings exciting.

     

    As far as the literal number goes, I was assuming MF bugs were the same as "Highest" plus "High" bugs, and the rest were "nice to have, but don't hold up a release" bugs.

    It was the wrong interpretation of those numbers. Having 100 bugs and then having 32. Apples to oranges comparison, since they were different stats.

  9. 3 hours ago, khzmusik said:

     

    Wow. Considering that it was over 100 about a day ago, that's pretty quick work. (Hopefully not just from you, since every human needs sleep.)

     

    Now, just waiting for QA to find more bugs so that it can jump to over 200 again. :)

    Wrong interpretation. The total is currently 104. The 32 number was of Highest plus High bugs in reference to which ones we really need to fix for experimental, which is different from what you would want fixed for stable.

  10. 5 hours ago, SnowDog1942 said:

    Sounds like the MF number @faatal is giving is the total number... some/many? of which may not be fixed before experimental.   I think what people want to know is the number of MF before experimental. 

     

    Basically how many of those MF'n MF's need to be MF'n fixed before experimental release?

    There is no hard number for what must be fixed for experimental. We prioritize them by Highest, High, Medium, Low. Highest and High would be ones we want fixed, but as many Mediums as we can.

     

    Highest+High is currently 32.

  11. On 10/31/2021 at 1:44 PM, Blake_ said:

    @faatal I have a few questions about the Feral Sense Option:

     

    1. The option is said to double the overall range of the entities (except Zombie bears, which you said they have a bit less than double for balance reasons) How much is it in numbers for a normal Zd/feral Zd/animal Zd ?

    2. Does the range differ from entity to entity? Like normal zd: from 25 to 50 range with the option and a Feral zd from 40 to 80 or something like that?

    3. Does the feral sense option apply only to biome spawns and random hordes or does it affect in any way for example an already awoken sleeper within a certain range?

    4. Are living animals affected or only undead entities (including dogs and Zd bears) ?

    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

  12. 48 minutes ago, Blake_ said:

    Wow in 2 weeks 37 bugs. I'm hopeful for November at this rate. Some of those MF might be time-consuming to the extreme though.

     

    I can't wait to test stuff and new city performance with that pink-spiky thingy command you showed on your dev stream. 

    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)

  13. 1 hour ago, friendlyx3 said:

    They mentioned they have over 100 bugs to tackle in one of the streams but I'm feeling hopeful with mid Nov.

    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.

  14. 3 hours ago, Blake_ said:

    In no way did I meant to be a tutor of anyone's free time. I said it's a well done feature and I don't like it AT ALL with enphasis in that last part, with an statement about what I think I'd rather see them do/ get implemented, which is just an opinion, no matter how low do you think of it. I'm completely unaware that they do pet projects on their free time, which I believe isn't exactly true once they get  green lighted. When did this turn into politics? I plead whatever it is I must plead. 

    Yes, once green lit it does take up dev time, but it was worth it to us.

    2 hours ago, Roland said:

    If Lathan had spent his free time making zip lines a reality I'd be a whole lot happier.... ;)

    But then I would be saying "waste of time". You can't make them all happy.

  15. 2 hours ago, dcsobral said:

    Not town type, district. Of course, you can set district by town type, so yes, that as well.

     

    Actually, no, by prefab tag wasn't it? So I could make a Harley Davidson POI, add a special tag to it, and fill the surroundings with bikers? Did I get that right, @faatal?

    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" />

  16. 4 hours ago, Alpacko said:

    so im playing w/ a 4x zeds mod which is actually still not enough 4 hub cities but 2 much 4 the open.

    is there a way 2 massively increase zed spawns in big cities w/o affecting random spawns in the wild?

    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" />

     

    4 hours ago, SittingDuck said:

    Rick said Halloween release, right?

    I think he should play and sing the I am sorry blues for us in the next stream 😋

    He did say we would like to release by Halloween. I would like that too, but the game is not ready.

  17. 9 hours ago, Weazelsun said:

    @faatal @madmole 

     

    1) Is the map still going to have snow in the north and desert to the south as it currently is right now? 

     

    2) How many new props/ decoration blocks are there for A20?

    RWG biomes are random. These are the biome images of the 2 worlds I currently have:

    image.png.42f9fb0087ece100c6f90977ca2c7e43.png

     

    Don't know the old numbers. Currently there are 1295 shapes:

    image.png.57782b93243ec05e644caa4f91dabd63.png

    7 hours ago, wclem1974 said:

    Would it be possible for someone to either give or estimate server recommendations for alpha 20. We run our own server for 2 to 4 people. 

     

    Running 8000 series i3 with 24 gigs ram. It served well for 19 but would like to know if upgrade is needed. I cannot find anything released by the fun pimps. All I find is people's opinions, and you know what that is wirth lol. 

     

    Seriously  though, a reasonable estimation, even if it is over estimated would be appreciated. 

    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.

  18. 4 hours ago, wolfbain5 said:

    well, how about just deletes the character profile? this way you can set permadeath for MP games and servers. would work for sp as well and all containers would be locked, and defenses would then target the new player and the land claim would belong to as far as the server is concerned, to another player.

     

    PS. faatal and other employees do not count for guppy's linux "player" base. even tho they play, they are employees of the game.

    I don't use the Linux. All Windows here. Well, a bit of Mac if I have to. :yuck:

  19. 37 minutes ago, Blake_ said:

    @faatal , what does "Added biome spawning supports disabling spawn types using POI tags in an area." mean? 

     

    I understand it like: You added code for allowing POI designers to place a POI and disable spawns in that particular POI area using the colored box system if they so choose ?

    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" />

     

    45 minutes ago, Blake_ said:

    Lol, that is actually true, but they won't let it get past Christmas, even if it means that we get a few MF bugs for early experimental.

    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.

  20. 22 hours ago, TheGutterKIng said:

    Got two questions for the devs, I apologize if they have been asked but I could not find any information on it.

    -Will screamers be able to detect the player at bedrock now? I can run 10 forges, multiple campfires and chem stations with no screamers spawning, or mine at bedrock with the auger without them spawning, even with block damage turned up to x3. Mining 10-20 blocks above bedrock still spawns them as normal it seems, but just not right at bedrock.

    -Will demolishers ever be added into POIs late game or just late game blood moon hordes?

    Screamers work the same.

    No changes for demos planned.

    21 hours ago, Spuder said:

    @faatal Is there going to be something displayed on the HUD when going into the different Biomes that show the modifier, Or will this be all hidden and behind the scenes so to speak?

    It was talked about, but not yet.

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