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Games'n'Grumble

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Posts posted by Games'n'Grumble

  1. 2 hours ago, Thaledwyn said:

    Quick question about glue (maybe it was already answered elsewhere):

     

    Why is glue requiring clean water instead of murky water now? (I don't want to eat my duct tape 😉 )

    At the moment we have a separate "glue camp fire" due to cooking times and we have to decide if we use our rare water for food or glue on the first days. That's a nice survival aspect!

     

    It seems glue is the new acid 🙂

     

    I think that's why the player was initially given 2 waters. I spent both of them creating duct tapes for primitive weapon, but I was lucky enough to find a pot and one murky water right away, so I wasn't too worried😉

  2. 11 minutes ago, Laz Man said:

    not all games are created equal

    Some people are very funny. They were given a game with a completely destructible and built-up world, where each block takes into account physics. Hordes of zombies come at night, up to 64 at a time, who can normally navigate this world and the player's buildings. The player has several branches of leveling perks, a lot of clothes, armor, tools, weapons and the progression of experience accumulation. And it all looks modern, not like Minecraft. And they're like: "Hey, we need extra wheels on the car. What have you been doing there all this time that you couldn't add it to the game????" lol😅

  3. don't think I'm bragging, but I've made some simple models in my mod that use the same texture for everyone and randomly appear on zombies (so far it's only Zombie Bo) + 5 different colors = more or less a good variety (although they are still similar, of course). The main difficulty so far is only in setting the correct position relative to the body part.

    image.jpeg

  4. 2 hours ago, BFT2020 said:

     

    Let me guess....that's the time after the last air drop where the supply plane gave you a box full of cornbread  😉

    Almost. Actually, this is a quest POI with 9 burning zombie ferals. But in general, you are right, for those "rich" airdrops that they throw off, it serves them right!😅

  5. Hi @faatal! How were your holidays? Tell us about what you are working on now? Maybe you could show some new screenshot?
    And I have a big request for you - could you please add to StatCompareMax parameters that are applied to vehicles through passive effects (LightIntensity, VehicleVelocityMaxPer and others)? :)

  6. hi guys, I'm trying to make a decorative modifier for the car to add armor (new model) to the car. But I can't do it - buffs that add attachments to prefabs work fine, but modifications to transport don't seem to want to add these buffs to the car. Do you have any ideas?

  7. Hi @faatal I wanted to ask if you have time to answer. Do you know anything about plans to change the models of the character's hands depending on what kind of armor he is wearing?
    In addition, I wonder if modders will be able to use some of their custom animations for hands, NPCs in the future?
    Thank you for your work and happy holidays to you guys :)

  8. 17 hours ago, faatal said:

    We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.

     

    I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.


    Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

    Changed: Increased vehicle block, terrain and entity damage given and received by various amounts

    Changed: Greatly increased vehicle block damage and self damage

    Changed: Improved vehicle block collision damage calculations

    Changed: Increased bicycle, gryo and 4x4 health

    Added: Vehicle sparks on bigger self damage hits

    Added: Vehicle blood splatter when doing high damage collisions with entities

    Sounds awesome! Do you think it's possible to extend this mechanics to shots in the future? So that the bloodstains remain on the walls for at least a few seconds?

  9. 2 hours ago, Roland said:

     

    Aw...thanks. Here's a quick riddle I threw together for you.

     

    image.png.52bf5499b811e79c21d8e1f6d22392bb.png

    "Others" from the TV series "LOST" and a tree - like a tree of perks? Will other perk trees be removed? Perks will no longer depend on attributes, but will be available in any combinations? Or will you introduce specializations like "firearms specialist", "melee specialist", "professional miner", "Olympic athlete", "godlike farmer" and so on?
    Damn it, it's interesting... INTRIGUE!

  10. 4 hours ago, Roland said:

    My last puzzle got solved so quickly and even with me trying to distract you guys with Scooby Doo instead of a real Great Dane. I hope this one is tougher and bit more ambiguous.

     

    image.thumb.png.bae4be6f36dda1afcf34974b93860cbc.png

    This may be nonsense, but I'll try. Everyone has already realized that we are talking about the "sexy Tyrannosaurus" perk. And it has something to do with the album "From the Cutting Room Floor". And with a user interface. I very much doubt that the developers decided to "cut" this perk, I think they decided to "cut" it from the general stamina scale. Maybe there will be two scales now? One is responsible for endurance when running, the other is endurance when using tools, melee weapon, aiming?:)

  11. 1 hour ago, faatal said:

    Bonus Info: I've been helping out on RWG, doing optimizations, and it is running about 4x faster.

    can I clarify? Is it the generation of worlds that goes faster, or is the game itself inside and outside the cities? (or both?)

    In any case - great bonus info :)

  12. Dear devs, it seems to me that it would be interesting to create locations where only when taking a quest a specific type of zombie can spawn. And without quests, they would not exist or the type of zombie was chosen randomly. Is it possible to hope for such a feature in A21 or future versions?:)

  13. On 11/4/2022 at 9:04 AM, faatal said:

    This will remove the chunk's data and when you visit it again, it is recreated as it was before. Some parts may randomize, like grass, but parts like POIs should come back the same.

    I have two questions about this feature:
    1. what will happen to the veins? If a player has completely dug out, for example, a vein of iron - will it return to its original "full" state after 15 days? Or can it randomly not appear there at all?
    2. And what will happen to the map? Veins can be found on the map, looking at the points, will they change now?

  14. 40 minutes ago, Roland said:

    Yes!  The picture of the three feet represents “options” and of course it’s all on a menu. The boy depicted is “chunk” and the symbol on him is “reset”. At the time I did the clue, 15 days was the planned default time for MP but that might change. For SP the default will be off.  A placed bedroll or LCB will prevent the reset and you can choose from several preset time frames that you wish. The timer counts down from the last time a player entered that chunk. Probably not the most exciting feature people have been looking for but  still pretty cool and nice for server admins. 

    Do I understand correctly that you can enable this function in SP, and it will work almost like a loot update function, but for chunks? Does this mean that the updated chunks will be unloaded from the system memory and will be generated anew (trees, nests, stones, etc., except POI) when the player comes there, facilitating the computer's work?

  15. On 10/23/2022 at 9:09 AM, Roland said:

    I edited the clue with a couple of new details and I won't confirm or deny any guesses for a few days at least. I'll give all guesses a like.  :)

     

    it looks like a few days have already passed. Has anyone guessed right?:)

  16. 9 hours ago, Roland said:

    Nice work everyone on the 7 Brutus Denied 5 puzzle. Here is a visual puzzle for another A21 feature that has nothing to do with Hunger Games.

     

    Can you solve my clue and figure out what is coming to the game?

     

    image.png.961d02dc94b5007a3086931d0919c8eb.png

    Well, for example, every 15 days it will be possible to update the list of quests from the trader and choose the right one. Or another version: after the 15th day, it will be possible to visit the trader 24 hours a day, at any time 🙄

  17. 23 hours ago, Roland said:

    No one wants to talk about the details more than me but alas I cannot.

     

    Maybe if someone could figure out what 7 Brutus Denied 5 means I could work up something new...

    could this hint at changes in the user interface? 🙄

  18. Hello, @faatal! You have already answered that DLSS and FSR are unlikely to be included in 7DTD, but what do you think about XeSS, a new technology being developed by Intel? Are the same principles used there?

    And also please tell us what you have been working on lately and what are you working on now?:)

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