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zztong

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Everything posted by zztong

  1. I think you're right. It didn't do that at first, but I think we got that in A21.
  2. I think it depends on if you started out with a plan to use Parts or you were trying retroactively mix them in. If you planned in advance AND you were going to make alternative floors (not rooms) I think you could make an alternative floor in a reasonably fast amount of time. If you didn't plan it, you'll probably get tangled in complications that have ramifications. For instance, the definition of zombie volumes tends to cross floor boundaries, else you get zombies popping into existence around the player when they reach the top of the stairs. I think this is what you're getting at. For small POIs, I think it's best to just make more POIs, not because it would be slow, but because there's just not a lot there to meaningfully randomize. You might as well just randomize holes in walls, or something. Oh gadzooks. And I thought the 8 Gateway Tiles I made created enough variation for an 8k map. I'm not complaining. I embrace the challenge.
  3. I love Parts. I use lots of Parts. What you say is entirely true if you want to make variant floors with some copy/paste. Something more intricate, such as alternative rooms within a floor, can take a lot of planning. Your parts have to be cubic, so you can't have a complex shape to the Part. You probably have to be careful with your sleeper volumes to keep them contained to the Part for your own sanity, then be careful not to have any other volumes overlap the Part -- more easily done with a "floors as Parts" approach; not easy with a more intricate layout. I too wish TFP used more Parts, especially on Tiles. They can reduce the "Flintstone Effect" when driving around Rural outskirt Tiles. Maybe that Tile with the dogleg in the road and the pond could get a half-dozen Parts for that spot. I don't think I'd run back through all the established POIs and make variants for all of them. Maybe a couple of them every release and I'd probably confine the approach mostly to higher tier POIs to try to keep the "end game" players engaged a little. Humans are pretty good at remembering layouts though, so 4 variant Basements for the Crack of Books POI are going to be learned pretty quickly. I'd have to check, but it used to be that Part randomization was being done by RWG, where as it would be nice if POIs would randomize their Parts each time a Quest was started. Yeh, I've dabbled with randomizing loot and then I took it all out. The trouble is to make sure the POI will have any loot you have to have a default location where there will be loot for sure if none of the randomization hits -AND- you have to be willing to have a POI give out either too much loot or no loot at all. There's no way to say "make sure at least one Part named 'Loot' spawns." Yeh, moving the loot around probably works against TFP's "dungeon path" approach unless you replace an entire floor then you've got a shot at having an alternative dungeon path. As I'm not usually a "dungeon path" designer, I like to scatter the loot about the place.
  4. Many items on the list are of arguable value, which make them good Mods. For instance... ... I think this is referring to the targeting reticle that changes its size based on factors like player movement. If so, then there's a mod that does this and I really hated playing on a server that had it. I would beg TFP to please NOT remove the option of having the targeting reticle in favor of only having iron sights. I don't say this because of anyone's perceived quality (or lack there of) of the iron sights -- which could be an issue. I say this because the accuracy indicator role of the targeting reticle is giving me information I would have in real life but cannot experience without actually holding the weapon.
  5. I can run into similar issues. What gets to my hand is lots of gripping while holding down a mouse button and sometimes holding down a key for a long time. I'll use AutoHotKey to automate a few things. For 7D2D, using AutoHotKey to hold down the W key for movement (ala AutoRun) and holding down the Left Mouse Button for mining and destruction helped a lot. You could use it to map a key to be a Left Mouse Button down and up. Would that be of any help? It's a quick AHK configuration.
  6. Sure. I tend to fight hordes in the open and stay mobile the entire time. With that many zombies it takes the game a bit for each of them to figure out you've moved, react, and plot a new path to you. Plus, I'm moving the entire time so the zombies that spit at me only hit if I happen to move back through their targeted area. It's far more responsive with fewer zombies. I could see where the game might have a zombie in rage mode (destroying a block) not look around for a couple of seconds, leaving more time to spend updating the other zombies. I don't know if that's one the game's optimizations, but I could understand doing it.
  7. You can use surnames for the minor releases: Bob.Adams, Bob.Barker, etc. Bob.Barker.Sr, Bob.Barker.Jr, Bob.Barker.III, etc.
  8. You install the POIs on the client machines. It isn't a flaw with your POIs. It is a known issue. RWG referenced the POIs and made a map, but didn't embed the POI details into the map data, just references to them. The server has the POIs, so it follows the reference and finds them and sends the block information to the players along with the map, but that isn't all of the information. On the client side, the game would also like to follow the reference and look up some information, other than the block data which it got from the server. You might notice that a POI that isn't stored locally doesn't have a "Danger Meter" name, for instance. That's because there's no local Localization.txt file with the POIs name in it. You might also notice the players don't have the imposters for those POIs. Given time, and the right setting on the player's client, their game might eventually generate imposters, but that will take a while. It also seems that triggers connected to Key Racks and Boxes don't work if you don't have the POI stored locally. They do fire if you destroy them, probably because the client tells the server the block was destroyed. The trigger information is stored in the POI's XML. It must be that if the client doesn't have the POI's XML it doesn't know there's a trigger for the keyrack/box.
  9. I've stopped watching Twitch, except for the AI Jesus which is kind of trippy. Among the things that I didn't care for was all of things streamers would put on the screen that covered up the game. Some streamers remind me of the TV shown in Idiocracy. I don't mind a streamer showing themselves. That can be nice when you're chatting with them. It doesn't have to take up a lot of space on the screen. I could see where somebody might only show themselves when the game is paused. I don't understand the desire to show an animation and animate it as the streamer talks. I moved on from desiring Twitch Integration and that sort of thing too. Some of the most boring content, to me, is watching the audience kill the streamer again and again. That's right up there with watching the streamer manage their inventory for 20 minutes.
  10. Does everyone have a copy of the POI installed on their computer, or just the creator?
  11. I'll sometimes play what I call a "sprint." The idea is that I start in one corner of the map and have to exit the map on the far corner by a certain time limit. I might give myself 2-3 game days to cross an 8k map. else I got caught by the horde and died. That's about 11km of travel. I can make it extend across multiple maps by generating a new world, briefly starting a new game, then copying my character from the previous game over. Others have suggested instead of crossing from corner to corner, walking the edge of an 8k map, so that would be about 30-32 km of travel on a single map. I've done some of that by making a Tile that is most a big lake and then making dock POI to fit a unique footprint and tag so that RWG only puts docks on the lakefront. But Riamus' suggestion of being able to "stick" a POI to a river, lake, or map edge would be very nice. Something perhaps too ambitious would be allowing an RWG settlement to have a "river district" the let a river flow linearly through the settlement. The trick is now RWG has to arrange for both road and river connectivity. Current districts go together as either clumps or as a surrounding district.
  12. A quick Google search shows me... https://www.nexusmods.com/7daystodie/mods/2934?tab=files ... or if you want you can get to the water variant I use in my solo games. It doesn't restore jars, but it lets you harvest jars of murky water from water sources. https://github.com/brucezztong/ZZTong.7D2D.Mods/tree/main/ZZTong-Water
  13. Thanks for letting me know. Oh, a 10k map, those do take longer.
  14. As a Tile and POI designer, can you provide any insight on what goes into this? Is it a matter of verts/tris above a certain threshold? Does it related to POIs on a single Tile or within a certain distance from each other? For instance, I've been trying to keep POIs below 3.5M vertices since that's what the TFP skyscraper_01 has been. There's a newer TFP POI that's "heavier" than that, IIRC. I've had a custom downtown Tile that had poor performance and have since thinned it out. Your comment has me wondering what indicators of potential performance issues and/or guidance to designers you might pass along?
  15. I can start up on water again if you think it will buy you some time...? Related to the announcement, I am a bit surprised Steam Workshop integration comes so late in the plan. Admittedly I'm probably one of the few who look forward to this feature compared to other features. Honestly, I don't mind waiting, though I wonder if the game might be "played out" in the minds of folks before mods get that integration. I guess it really depends on how the game is supported after 2025 and, of course, folks can still apply mods like they do today.
  16. Can I assume since the report is crossed out that the issue was found to be elsewhere? I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds. Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features. I can try to test this combination, but it won't be until later on Monday before I would get a chance. Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP.
  17. A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents.
  18. I agree. What I refer to "Tile Content", structures and landmarks built onto the Tile, can lead to the Flintstone effect. That is, you can keep passing the same lake and dogleg in the road, again and again. The same round-about, the same cul-de-sac, the same overpass... I noticed it the most in the Gateway Tiles. Yes, exactly that. From memory, a rural T when the rural district is used to wrap around a city or town. Oh cool, I'm looking forward to seeing them. Yes, I fell in love with Tiles. I got into POIs because I wanted more map variety and Tiles were a pretty significant addition. I'm just getting to the point where the Gateway Tiles don't repeat very often on a large map. That's the default DuplicateRepeatDistance in RWG too. Heh, I've heard that mentioned before. @stallionsden In 7d2d you can drive on any side of the road you want. Do you remember the old Car Wars slogan: "Don't like my driving? Stay off the sidewalk."
  19. How about a body bag zombie that will quietly unzip the bag, stand up, and attack if you're near it and facing away from it?
  20. The first image suggests the issue is in the Teragon POI's modlet and that there's a problem with that modlet's ModInfo.xml file. Are you sure you're not using A21 Teragon POIs modlet with an A20 RWG? Or, an A20 Teragon POIs modlet with A21 RWG? Then, because of that issue, none of the Teragon POIs are actually available to RWG, so the game throws the "does not exist" error when you try to load the world because that entire modlet is being ignored.
  21. Perhaps a diversion, Kinyajuu added code to support this... <township name="city"> <property name="outskirt_district" value="rural,residential"/> </township> ... that is, where a township would pick between rural or residential to wrap around a city. I assume that is still a feature. What I was curious about was if it might become a Tile by Tile randomization when wrapping rather than a one-time type of district randomization? In this way, the edge of a city might become a mix of both rural and residential tiles.
  22. That's certainly true in flat lands, but not true in mountains or hills. Much of AZ would support the grids. To get a nice blend of grid vs suburb, I think you'd need a world generator to do something like set aside every 3rd row and column of Tiles to be nothing except intersection tiles. Raimus describes it accurately. It can be really easy unless you want to get into some really nice filler between the POI markers. A very basic tile would be POI markers, roads, and trees. A Gateway Tile often involves some Parts to integrate with different types of roads, though that doesn't always work in RWG. I assume that's an A21 bug. The filename is important with Tiles as it indicates the District and Road configuration.
  23. I get the limited applicability of the cheerleader and the football player, but a farmer seems like it would be okay. If they were to bring back something to match the cheerleader and football player, M/F zombies in athletic or running clothes would work.
  24. The targeting reticle is gone? Is that just console or PC too? (I really like the target reticle.)
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