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A20 Bugs
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Bugs V1
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Posts posted by Adam the Waster
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56 minutes ago, Fanatical_Meat said:
Haven’t they said no more zombies due to reasons regarding the game engine?
I say double down and finish the damn game so a new project that will allow more variety can be played.
I mean if they are able to add bandits and Mods can add them then it should be possible
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14 minutes ago, HB_H4wk said:
Swamp and Marsh with taller grass.. and a Zombie Deer waiting to skewer a player.
And worst of all.... swamp zombies or hillbilly zombies
Soggy and stinky
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3 hours ago, beerfly said:
As in the first post of this thread is added, one of the goals for gold, is weather. Fingers crossed.
Lord knows when that will happen. I highly doubt this alpha maybe the next or last one
Bandits, weather, story, and a few things I'm sure I'm forgetting
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8 hours ago, JackOfBlades said:
also something i forgot to talk about is the fact that they removed a lot of the tiers of the block upgrades and it feels like its a rush to get to concrete now instead of going through the tiers i don't remember all of the tiers but i remember it was something like wood, upgraded wood, scrap, metal, then concrete and lastly polished concrete or something like that I remember polished something but I'm not sure. but yeah it feels like the game is progressing really quick atm but also not like base upgrades and stuff go really quick cause you rush to concrete but then you still have pipe weapons.
also on something adam the waster said yes i think you could do the ai system that way i actually talked about having both stupid zombies and smart ferals on a youtube comment i made a while ago and most people agreed.
also bee hives would be a great addition i know they removed honets nests way back when but getting infected early into a perma death run then having to scramble to find stumps always feels kinda stupid just make it so some trees have hives and make it so we can loot them then we good.
I only miss scrap tier
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1 hour ago, MechanicalLens said:
I'm curious if the burnt biome will be small patches located in the forest, or if it will be its own biome again. Also, will the burnt sections of the wasteland remain?
From what faatal said its going to be its own biome again
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Water could have been treated better. It was a problem but removing it wasn't the solution. They basically had a gash on their leg and rather then stich it up and heal it they gelded it with a hot iron.
Some learn by doing features were cool but not all. I'm fine with weapons and running but crafting was a pain.
Wellness was cool but it was too slow to get
Alpha 16 night vision googles.... enough said.
Zombie spawn setting and amount that did spawn.
Looking down the Iron sights properly rather then looking over them like a dumbass.
Hostile wildlife in the forest
Plains
Caves kinda. But could have been better
Bee hives
More dangerous infections
Old hunting knife, m60 and feral wight model.
Sawed off shotguns actually being sawed off
Some old pois like pump and lug
Climbing spider zombies
Smg 5 iron sights
Burnting zombies spawning on horde night.
Old ambience sounds
Zombie ai but I do like the smart zombies too if it were up too me I would have basic zombies act like Alpha 15 and 16 while feral zombies act like how they do now
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1 hour ago, FranticDan said:
Plains biome got removed in A17 if I recall. We even used to have two different forest biomes.
Please link me to a mod that adds new biomes to the game.
That's right
We had maple forest which it's warmer and then you had the pine forest that was colder and could even snow rarely on alpha 15 and I think 16
Kinda miss the snow
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3 hours ago, Arma Rex said:
This brings me back. Plains was my favorite biome to build and live in. I forgot about the water biome, that really brought a lot of life and ambiance to the lakes and rivers they encompassed. I hope it makes a return, it really was nice.
It was the closet to the swamp we got
3 hours ago, Laran Mithras said:Right.
I mean, at what point does the ludicrous become ludicrous?
Where are the toothbrushes? Nail clippers? Scissors? Space heaters? DVDs? Pens and pencils? (gasp!) Forks, spoons, tumblers, hand soap containers, rakes, lawn mowers, ad nauseum.
Don't need them for immersion.
I just want lawnmowers just for A mowers equal engine and b
Too troll people saying they want lawnmowers
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1 hour ago, cmills said:
I mean, you could just set the biome slider for plains to 100% lol. IDK If its worth the time to design and code in its very own biome though..
I mean if they did it once they could do it again, just forest with less trees, or small trees, yellowish grass, rocks, and wild corn
It could be a half skull rank like the burnt forest. Then again I think it should be rethought
Forest 1, plains 1/half, burnt forest 2, desert 2/half, snow 3, wasteland 4
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11 hours ago, faatal said:
Maybe someday, but not for A22.
So your telling me.... there's a chance
But I doubt it cuz we are so close to gold I don't think it would be added. I hope so tho
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1 hour ago, faatal said:
It could end up as an option.
Think that would be best
Maybe a few settings like random, center, would be nice
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33 minutes ago, Jost Amman said:
After these repeated plain puns I must say I'm now deeply ashamed at being part of this community... please everyone, stop!
You plain out make me sad
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59 minutes ago, XCOUNTRY said:
If there was an airport poi, a plain plane model on the plain would just plainly look cool.
That would be plain out awesome. I would love too see a crashed plane on the plains.
But my question would be? Were would they plain on putting the plains be on navezgane. Not on parishton anymore and I like the snow city better, it looked really plain, Maybe the plain would be to put the plains in a new zone, with a small plain town
.. maybe it could be called, plainston that would be plain out cool..... plains
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6 hours ago, Roland said:
*reads the response plaintively.This is Plain out sad to hear
Hope they plain on changing their mind... plain
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Updated added a new section
RWG changes0 -
9 hours ago, faatal said:9 hours ago, faatal said:
I added the burnt forest. A few new features may sneak in.
Stop I can get only so excited
So much more too add. I can't wait for the real Dev diary
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Will add burnt forest added back for random gen
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2 hours ago, Matt115 said:
*snipped*
I wrote you why. Yes it matter - Nobody 1.0 then annoucement spinoff everything would be fine.
Yeah cuz ASA did so well doing almost this. This is a way to split your fanbase
At least the spin off it could bring more types of players. Maybe they don't like survival
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New changes too RWG via Faatal
(Will add too main forum when I get home from work and gym)
Added RWG preview camera moves 10x speed with shift key and clamps near ground.
Changed RWG preview camera move up/down to camera relative and C key also moves down.
Added RWG preview left click resets camera.
Fixed RWG preview camera jittering when looking past down and move rate varying with FPS.
Improved RWG Creation UI layout.
Added RWG highways can path across and carve into mountains (steep slope check often made no road!).
Added RWG country road corner smoothing (50% of highway).
Improved RWG road smoothing, blending and processing speed.
Fixed RWG road pixel precision (was offset and dirt edges not consistent).
Fixed RWG road line segments adjusting the same and/or missing pixels (starting point circles now in line segment loop. uses ids not colors).
Changed RWG preview texture to full res at default and point filter.
New RWG biome generation algorithm (seed biomes around a circle and grow each in a square ring that searches out from the middle of each side but skips if not adjacent to same biome).
Moved RWG wasteland biome to the center.
Improved RWG biome default percents and limited min/max range.
Improved RWG biome filler stamp (more square, to edges and 128 size).
Fixed RWG biomes could be missing (each biome gets at least 1 tile).
Changed RWG biome tiles to 1/4 sized.
Added RWG random biome stamp scaling and small rotations.
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7 hours ago, faatal said:
Not planned for A22, but would be nice someday. I did remake the biome filler stamp today to go with the new biome gen algorithm.
These are my recent RWG changes:
Added RWG preview camera moves 10x speed with shift key and clamps near ground.
Changed RWG preview camera move up/down to camera relative and C key also moves down.
Added RWG preview left click resets camera.
Fixed RWG preview camera jittering when looking past down and move rate varying with FPS.
Improved RWG Creation UI layout.Added RWG highways can path across and carve into mountains (steep slope check often made no road!).
Added RWG country road corner smoothing (50% of highway).
Improved RWG road smoothing, blending and processing speed.
Fixed RWG road pixel precision (was offset and dirt edges not consistent).
Fixed RWG road line segments adjusting the same and/or missing pixels (starting point circles now in line segment loop. uses ids not colors).
Changed RWG preview texture to full res at default and point filter.
New RWG biome generation algorithm (seed biomes around a circle and grow each in a square ring that searches out from the middle of each side but skips if not adjacent to same biome).
Moved RWG wasteland biome to the center.
Improved RWG biome default percents and limited min/max range.
Improved RWG biome filler stampGoing to add too unofficial diary
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18 minutes ago, Arez said:
Playable, yes. But I wouldn't use the word "smoothly". 35fps, especially on a high refresh rate monitor, is an uncomfortable experience.
Me as a mostly console peasant knows 30 fps very well but at least most games now are at about 60 or less
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Alpha 21 Dev Diary
in News & Announcements
Posted
This alpha should help out with optimization