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Games'n'Grumble

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Everything posted by Games'n'Grumble

  1. @Roland Can you tell how long it takes to create one water in the dew collector? And how many units of water does the collector hold in total?
  2. Have you already used any of these new blocks during the construction of POIs?
  3. Of course not, we ask questions about games all the time, they can wait their turn it's not a question, but yes! Thanks! Does this mean that the club will fall out of the bandit's hands and the player will be able to pick it up?
  4. Hello, @faatal! I would like to ask a few questions, I will write them in order of priority: 1. How are you doing? 2. What are you working on now? 3. Can you share some new screenshots? 4. I really like the "ReplaceMaterial" function on zombies, do you think it is possible to extend this function to items as well?
  5. indeed! I was able to make curtains with the sound of swaying cloth, thanks
  6. Amazing mod! Thank you for your hard work, the infernal transport looks incredible, and with the effects of setting fire to zombies, it becomes even cooler! Now it becomes interesting to me, do you think it is possible to divide some additions into modifications for transport in order to change them if desired?
  7. Hello, dear modders! I have a question about creating blocks with sounds. For example, a refrigerator emits a specific "rattling" sound and some signs emit a "bzzz" sound. But in the xml files I didn't find a direct connection between blocks and sounds. Can someone suggest how to "attach" sounds to the blocks?
  8. As I suppose, it's not just about how the dog is (I guess we're not just talking about a follower, but about something specific?) will follow the player though and that too. From the player's point of view, it looks as simple as possible - something like "replace the drone model with a dog model and that's it," but from the developer's point of view, a lot of questions arise at once. 1. where will the dogs live? Will they need to be installed in hundreds of POIs or will they be like wild animals? 2. how to tame a dog? This is the development of new mechanics, for example, feeding, which should not be like "throwing a piece of meat at a dog - he's your friend" 3. How can I limit the player to only one dog? 4. Or can I buy a dog from a trader? Then how will the player "install" it in the world? 5. How will the dog climb ladders, climb out of mines after the player, pass through doors? 6. If the dog lags behind the player, will it magically teleport? Or is it a dog that runs at the speed of a motorcycle? 7. How will the dog react to zombies during stealth? 8. How will the dog need to be watered and fed? 9. Should there be special perks for the dog? Do we need to rebalance perks? 10. How will the dog behave during the blood moon? After all, he has to attack and the zombies have to react to him too? These are the first questions that come to mind, not to mention models, animations, sounds, changes in AI, and so on. The drone answers (or has already answered) these questions, and the dog can greatly slow down the development. Nevertheless, if suddenly TFP can solve this at a high level, then I will only be happy and enthusiastically clap my hands.
  9. Hi @Roland! We have already seen Iron Man (economy edition 😅) - when will we see a few words about it in the general list of changes?
  10. And can you tell us in general about the optimization in the new version of the game? In addition to optimizing window frames, will there be additional innovations? For example CPU threads, reduced framerate on remote LOD models, batching/instancing, or anything else? (by the way, I conducted an experiment and knocked out about 400 window frames in one of the skyscrapers, replacing them with bulletproof glass plates. As a result, the FPS has grown from 44 to 60 in ultra quality. I think there would be more, but window frames are now in almost all houses in large numbers, and I playing with vsync)
  11. It's a prison, right? Someone from the team is working on the POI of the prison. Right? Or a POI yacht? Did I guess right? 😅
  12. @madmole @Roland Many players are worried about how it will feel in the co-op? A player who improves tools, farming, construction, etc., will have to loot buildings on a par with a player who improves armor, melee weapons and firearms? Will he have to devote less time to resource extraction, for example? Otherwise, there will be too few magazines to improve the tools? And how will the "lucky looter" perk affect the frequency of the appearance of magazines and parts? Probably, not all questions can be answered yet, but they are fair - their meaning boils down to how the new system of crafting and magazine search will affect the co-op and the distribution of roles in the team ?
  13. Oh... I thought that in A21 we are waiting for a redesigned armor? I mean the new sets that were mentioned earlier - the set of "nerd", "stalker", "miner" or something like that. In the roadmap A 20, they were moved to A21, so it's interesting how these sets will be combined with the new crafting system. Or are the sets canceled?
  14. @madmole @Roland How does the new crafting system combine with the new armor sets, because there are also many types of them? First, gloves are opened, for example, then a helmet, but the player can craft these elements from any set? Or...?
  15. Can you tell us how the meeting went? What is the problem with windows? Will it be solved in skyscrapers (how?)? In high hopes...🙏
  16. Will there be a truck among the new decorative cars? There are already trailers and platforms for it, can we expect the truck model itself? I also remember that on one of the streams, level designers discussed the possibility of fire trucks. Is there any information for our joy, devs?😉
  17. Who can explain to me how "zones" and "tags" work in prefabs in A 20? Maybe @Kinyajuu? I was surprised when I saw that some of the new prefabs, for example, have the "none" option set in the zones, but there are several tags, and the building appears in the game. I thought the tags were only needed for internal search among all modules.
  18. Do you have any information about the power of zombies? Can you analyze it somehow? For example, it seems to me that if at least one zombie from a tier 1 prefab is a feral (or a fat cop), then this immediately makes it tier 2.
  19. This house is one of those that you could meet among other houses of 7 Days to die. It is made in the style of the game, with high detail of the environment and an internal mini-story by a professional level designer (me 😅). Difficulty - tier 2, available quests: kill zombies, bag search. https://www.nexusmods.com/7daystodie/mods/1955/
  20. Yes, I agree that AI should react to any combination of blocks, but surely bandits should be smarter than zombies? I mean, when a player makes noise in a large location, zombies coming from outside usually just hit the walls under the player because they don't see a way to get to the player. And what will the bandits do? Or because of their small number (you won't have to design a horde of bandits from 64 units, right?) will the area of their path search be significantly wider?
  21. Hello @faatal! I am interested in your opinion about the possibility or impossibility of drawing up a common navigation path for zombies? At least in POIs. Of course, this method of orientation is used on pre-modeled and indestructible terrain, but after all, the tile system and POI in a sense are small pre-modeled locations. And where the paths are broken (destroyed or built up), the "classic" method of path finding can already be included. However, it is possible that I am talking some nonsense 😅
  22. @SnowDog1942 seems to be your way out😄
  23. Hello @faatal. I have a couple of questions about optimization A 20 (although these questions arose earlier). 1. I noticed an interesting way of optimization - on remote objects, on LOD models, the number of framerate for animation decreases. Do you think it can help the game if distant trees, zombies and other objects move "skipping" frames? 2. If I turn off the "brain" of a zombie, and then turn on the display of the perception of noise and light in a sleeping zombie, I will see that the zombies track the player's position up to 5 digits after the dot (for example, 64.74735). Moreover, when the player stops (visually it looks like this), he will still continue to move in place, but sooo slowly (because the 5 digits after the dot will continue to change). Does such accuracy of player tracking somehow affect the workload of the system (probably the processor?). Thank you for your work.
  24. It's just a twitch integration option (I think)
  25. In A 20, the amount of antibiotics in the loot and honey in the stumps is significantly reduced, and the course of infection is accelerated. I think it's too early to say that this happens extremely rarely, the experience of 19 now does not count
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