Jump to content

theFlu

Members
  • Posts

    2,378
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by theFlu

  1. Excellent, not only because you seem to have landed on the same page I were, but because your testing sounds pretty comprehensive. For instance I haven't tried shooting "past" blocks, just at selected spots on a solid wall - basically the same test, but aiming past it could've had an unexpected effect. And yeah, the pointer/aim is pretty dead center most of the time when testing - it moves a lot more when the player is moving. The crosshairs should reflect that by closing in if that's the case, but I'm just guessing that they haven't honed the system to that level yet. As in, haven't decided how random the aim should be etc. Could be worth a bug report, I'd assume it's a known issue though; you can't really not see it if you're testing it at all, should come up in dev testing already.
  2. Check task manager for memory status while launching, maybe you just OOM while loading.
  3. 1 block = 1 meter .. ISS orbit = 400 km. 400 000 blocks. Earth orbit is 150.000.000 km, so we couldn't quite reach the sun, but orbits around Earth sound quite trivial ..
  4. Huh, that's ... different. I assume you're not running any mods? I just placed a Generator - Camera - Dart Trap setup in my test world and all the trap shows is the ammo window. I don't think the Targeting window should be there. That's either a bug, or a mod (or both), AFAIK. The Dart Trap should be a "passive" thing, shooting when powered (and ammo locked), otherwise not.
  5. The dart trap.. doesn't. I'd assume you're talking about the cameras? They should always show it. You got something confused.. Save your ears and swap the Speaker for a Relay. Camera > Relay > Plate > Dart Trap Basically, the combo "Trigger 1 > Trigger 2 > Trap" will give power to the Trap whenever either of the triggers are activated. If you want to require both triggers, use "Trigger 1 > Device 1 > Trigger 2 > Trap". Device 1 is any non-trigger electrics, relays are the "easiest", but even an electric door will work. And most traps. The way it works: when Device 1 doesn't have power, Trigger 2 isn't powered, and thus can't power anything after it. So, turning the power for Device 1 on, by activating Trigger 1, will activate the Trigger 2 and make it able to trigger the Trap.
  6. Yeh, water is all kinds of wonky; couple useful tidbits: - Pouring water from a bucket creates more water than picking up a bucketful consumes. Usually. Try it out on dry floor, pour a bucket, pick up, you'll have water on the floor and a full bucket. - The issue with placing water on a lake is mainly the aiming system; you can't aim at a water block to pour, you need a solid block to aim at. (lake / any other deep water target) - To fix the holes, if you're close enough to shore, you can build a "bridge" above the water, from the shore, to throw water at. Above the water, so removing it won't cause more holes. (wood frames or if you're between 8 and 15 blocks away, check forge for iron frames) - If you're too far (> 15 blocks) from shore, you can build support pillars from the bottom, but removing them will leave holes to fill as well. So you'll likely want a bridge from shore to get the support holes filled too.
  7. Confusing edit.. anyhoo, the quests usually do spawn everything "somewhere", however that "somewhere" may be "behind the next hill, buried waist deep in the ground". And since That can happen, I wouldn't be surprised if "buried entirely under the surface of the next hill, on his merry way to bedrock" would also be a possible "somewhere". But worry not, any wild version of the same zed will eventually count for the quest.
  8. Indeed One could argue losing that water gives you an excuse to drink more Red Tea and starve a little less. But, of course, nothing's stopping one from drinking the extra tea with the grilled rabbit.
  9. Yeah, that's largely it then. I play different types of games, building or nomad/questing. Even for the building type, it's easier to start with some questing, to find animals while traveling, locate a couple vending machines and gather a bit of dukes for them. Only sitting at your building site from the get go is really challenging. One more tip would be to hunt the night spawned wolves, but that might be a challenge on it's own. They spawn a plenty, but you might want to cheese them.. Umm, getting 10 food instead of 10 food is a massive improvement..? The only difference between charred and grilled is the water loss with charred.
  10. xkcd had a few useful ones recently, the infamous circle included: https://xkcd.com/2509/
  11. The Laser Dot mod I've been railing about. It's quite a good pointer at that.. Try it. I just tried in my current game with a crossbow, bolts on the dot, always. Dot travels like sway. Might be plausible there's a mechanic for it in the game env they're working on top of. Test the laser, guess more after. I agree it is a more expensive way, but not THAT much more expensive, couple of cycles (x_travelSpeed + rnd(-0.5,0.5) .. x_coord + travelSpeed, every 1/60 sec)
  12. Ok, I might be a taad slow today, but, I went back and understood the issue (I think): If you assume that the sway would be random AND unrelated to the actual point of aim, then absolutely, I'd be filing bug reports. The current "Crosshairs even while aimed" would be better, because a sway animation without relevance to the shooting would just drive me up a wall ... But as I assume the current system is sway-based already, I didn't even think to suggest otherwise.
  13. Go ahead and file that bug report then. It's a little while ago, but I did tests with it early on.. set up a 2x2 wall, aimed at the cross between them, and destroyed one of the blocks based on the dot. Didn't hit the three other blocks once. I think it also worked with the crossbow, the bolts that remain landed exactly on the dot. EDIT add: A good use for the dot is to land sneak attacks.. it shows the distance to target with its size, so you can be relatively sure you're not aiming at a door frame or some such nonsense ..
  14. Well, I agree with the basic ideas you're describing, RPG-skills need a built-in place; I do disagree with the "because RPG, it MUST be this way". The laser dot suggests that the pimps aren't against revealing that randomness, so there's clearly a way weapon sway could agree with their vision. For the RPG-must-be-involved version, you could also make "sway based aiming" a perk in perception, or a completely unique LBD-gun-at-75/100-skill, or a character creation perk or ... what have you. You could still have the sway become more manageable with aim-related skillls (if one feels they need such a thing) etc etc.
  15. For me, I would have to see them implemented before judging; the double vision especially. It would allow to make a somewhat realistic view of the sights without blocking 90% of the screen, but getting used to it might take a while. With that, scoping would be real interesting .. The gun swaying, I think I'd prefer that to the completely "blind" crosshairs, I tend to like having as much control/skill involved as possible over randomness. If the gun is dead on, I'd like it to shoot where it points..
  16. How? Well, gun weave. The laser dot sight shows that the point of aim is chosen before firing as a traveling point in the crosshairs. Just make the gun graphic animate to match. Would I like it, not necessarily, but, I'm answering the "How" Another improvement which might be interesting for aiming down the sights would be a "two eye" vision.. make the current gun semi-transparent, and make another copy of it to the right (and maybe a little down) to simulate your left eye field of vision giving you vision "through" the gun. The areas where the images overlap should be fully opaque over the world. No idea how popular this would be, but it could be pretty decent - would likely be a good candidate for a toggle setting somewhere.
  17. I find the current food rates fine, just a tad more difficult than some earlier patches, but pretty much in line with them. One thing I avoid specifically for food consumption is the skill Healing Factor.. it is "natural" regen, which eats away your food while you heal. Put that point into basic cooking instead and boil some of your meat... two pieces of boiled meat match a first aid bandage for health, and they regen it "at will". I eat to heal myself about as often as I eat just to feed. Another significant variant is armor. Sprinting is pretty stamina intensive, and adding armor is heavy. Since you run slower, you'll need to sprint for a lot longer to cover the same distance. But it also reduces your regen rate; I'm not sure if this causes more food loss or not, but I wouldn't be surprised. (as in, normally you regen 100 sta per 1 food, your armor reduction might make that 70 sta for 1. Numbers imaginary to make the point. And yeah, armor might make it 70 sta for 0.7 food, would need to test but figuring that out feels a little too involved to test manually.) For obtaining more food, invest the first point Animal Tracker.. you'll find chickens and rabbits everywhere, chickens are pretty trivial to run down, rabbits take a little getting used to (and both are hard to catch in heavy armor, the running jacket helps a lot)
  18. The problem is more of a logical rather than a technical one; this is all conjecture, I'm sure some technicalities will be wrong, but I'm just trying to demonstrate the problem. A terrain block needs to shape itself according to the nearby terrain blocks to dynamically create slopes. If you treat other block types as "air", you'll have the current system. The terrain doesn't really care that they're there. (When first placed, the terrain will flatten away, but that's a special case with the smoothing from world gen / damage sim) The easy alternative would be to treat other block types as terrain, which would smooth those gaps; but it would also cause terrain blocks to slope up along walls which just makes everything look like they're sunk into the ground. I haven't thought it through that much, but I'm sure the Pimps have, and gotten to a conclusion that it's not feasible to write a good logic for it (keeping in mind it should have a runtime of exactly none.. )
  19. Isn't that just called ironman ..? A death count above zero usually just spoils the mood of a play through for me; time for a new map with the new life.
  20. It's a little fidgety.. To drop water on a high volume of water, you basically need a block above to throw the water at. That way you may get the top holes filled, but you're somewhat limited to having either a shore or a pillar nearby to support from. With such a support nearby, you can also place blocks "above" the water, this sometimes helps even out high spikes.
  21. Just change the fail-cross into grayscale like the rest of the "historical missions" are and the RED doesn't stick out like a sore thumb.
  22. Teechnically.. I saw someone simulate zombies wandering in from the edges of the map; I'm pretty sure it was on these forums, but I don't claim it was implemented on top of 7dtd. The idea was a rather simple "random grid wandering algo" with the result of every zed having a "history" and thus a logical location, while bringing in new cannon fodder every day. No history saved of course. Simulating them with some movement restrictions (don't step inside this area, it's been walled off) and basically as a single x-y datapoint could give them "a little more realistic" spawning. Similar idea could be used for bandit groups "doing things" in the world, they don't need to load the chunks and actually do anything in the 3d world, just having their operations simulated on a "map" of the world might be enough to give a realistic outcome. Then when a player shows up, the trail of destruction can be simulated as the world loads. Of course, it would be a lot of work to implement something along those lines and might take a little too much CPU to process dynamically. I'm not expecting anything like that.. would be cool though
  23. It never was. And no, that doesn't stop it from snacking on your intestines.
  24. This should be turned into a poll: "Did you agree with @NukemDed AND @Jugginator? Yes/No" I did. And I kinda still do. Which is why this is sorta weird ..
  25. If you can't decide, the decision won't matter. Just pick either, the time wasted trying to choose right is never coming back...
×
×
  • Create New...