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Spuder

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Posts posted by Spuder

  1. 49 minutes ago, faatal said:

    Because some of us like it and as it was never removed from xml and still in Navezgane it was decided to just keep it and if we keep it, then RWG should use it.

     

    On 2/13/2024 at 9:45 PM, 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 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.

     

    49 minutes ago, faatal said:

    Because some of us like it and as it was never removed from xml and still in Navezgane it was decided to just keep it and if we keep it, then RWG should use it.

     

    Super excited Burnt Forest is coming back, as that used to be my favorite Biome!!!

     

    What was the reason for moving Wasteland to the center? I'm assuming since it's the final Biome as far as progression?

  2. On 12/15/2023 at 6:31 PM, Laz Man said:

    Dear Diary,

     

    Today's playtest of the new T5 reimagined football_stadium POI went well.  After a lighting optimization pass, it should be ready for QA playtest by the end of today / first thing Monday morning.

     

    In other news, the following commit from today (see attached) was one that caused a lot of laughs on the team. 😆

     

    Joking aside, it has been exciting to see all of the work going into A22, can't wait for you guys to get your hands on it when it arrives.

     

    commit.png

    Just curios, will this be in RWG? I know you mentioned trying to make the POI work for it. If so, will it fit in a POI tile, or will it be a RWG Tile?

  3. @Laz Man, just want to say love the work you guys have done on the POIs. They look fantastic and are going to add so much to the playing experience. To me this is the best part of every alpha. I look forward to dying and getting mad from one of the traps you’ve hidden in the POI’s. 😂

     

    The wilderness tiles that Brad showed looked amazing and will add to the experience when going from town to town (this was much needed). You may not be able to answer this, but will the roads out in the wilderness have street lines, etc. in the future? As great as the tiles tiles were, I feel they will kinda seem out of place when driving on a blah “asphalt” only road and then “bam” a 4 lane highway. I get this probably is something difficult to do going a random generated road to handcrafted, but it would definitely add the the immersion.

  4. So I’ve played 4 hours (4 in game days) of A20 so far. Overall I think it’s much improvement from A19, but will say spawns are hit and miss at times. 
     

    I’ve had times running through town where I don’t see, but 1 or 2… but again I’m running through town and zombies are walking… might not be a lack of Zeds, but the fact I’m faster.

     

    With Feral sense set to “all” I don’t feel I can go into town at night atm. I tried to do a tier 2 restore power and had to go through down town… short story is I couldn’t make it due to 15+ zeds running at me and ended up dying. So that is a good improvement imo…

     

     

    Are spawns as good as alphas 1-12? No, but I think it is much better than A19 and I’m sure things may get tweaked a bit more.

  5. Wow… just wow!!! This alpha was so worth the wait!!! Could write a book of the fun things in my few hour play session tonight. 
     

    one highlight was finishing a downtown filler quest right when the time hit 22:00… we were stuck for a few in game hours as there were so many spawned zombies trying to get to us (we have feral sense turned to all). After we killed a bunch of Zeds we finally jumped out a window to get to our bike and made a run for it!

     

    PS… also having so much fun with the new POi’s. Don’t want to give spoilers so I’ll keep it vague. Had a small POI on edge of town that I though would be an easy tier 1, and thought I could handle at night on day 2… ended up being bigger than expected and got wrecked lol… 

     

    Thank you Fun Pimps for all the hard work!!!!

  6. 13 minutes ago, bachgaman said:

    Yes. It was a weekend and I could play these three days the game I had been waiting for 1.5 years

    I get it sucks to wait another week, but since you've been waiting 1.5 years what is 1 more week. That is like 1.2% of the time you've waited.

  7. 3 hours ago, JCrook1028 said:

    I sure hope not if they will continue to create an uncloseable door after they are used. That eliminates the POI from ever being able to be used as a base.

    ..in your opinion... to a lot of us it is a big problem.

    Yeah I get that, but can’t you just destroy the door and replace it?

  8. @Laz Man Are there plans to add the switches/triggers to most existing POI’s?

     

    Also roughly how many POI’s are questable with the restore power quest type? I noticed in a stream there were some from the trader, but were 3+ kilometers away… I’m assuming this will improve the more POI’s get this quest type?

     

    P.S. love all the work you and team have put into the new POI’s. Can’t wait till Monday!!!

  9. On 10/20/2021 at 9:43 AM, faatal said:

    biomes.xml
     

    <biome name="snow" topsoil_block="terrSnow" biomemapcolor="#FFFFFF" lootstage_modifier = "1" lootstage_bonus="20">

     

    Comments in the file:

    A20 Biome Loot Modifier and Bonus
    Biome Modifier A.K.A lootstage_modifier percentage added to the loot stage calculations
    Pine Forest 0
    Desert 0.5
    Snow 1
    Wasteland 1.5

    Biome Bonus A.K.A. lootstage_bonus whole number added to the loot stage calculations
    Pine Forest 0
    Desert 10
    Snow 20
    Wasteland 30

     

     

    @faatal Is there going to be something displayed on the HUD when going into the different Biomes that show the modifier, Or will this be all hidden and behind the scenes so to speak?

  10. 12 minutes ago, unholyjoe said:

    the way you feel is what i feel is the same issue in a lot of early access games... the biggest deal here is, this games keeps bringing people back. but what i am seeing is, so many are riding the waves of development and are used to what ever is added or thrown out to the public (basically it wont take long before you are back to square one).

     

    even if the game was never early access, players would play it with and without mods to keep interested for so long then the taste of boredom is there again. what  keeps me going (when i start playing long term for testing) is i do different approaches, change my style and or up the difficulty.

     

    rest assured, when we are done and gold, we will have a very filled game and modders will only add to it afterward to make it better for other players and to keep them interested.

     

    as for now here on the verge of a20.. we are not at end game content yet even tho everyone keeps saying the endgame content is poor.. yeah.. i'd agree since we are not there yet... but we are getting closer. this game has came a long way since i started it with a4.

     

    so hang in there and to spice it up... send your wife in to scout while you stand guard outside.... hehe... i am joking of course.. oh i forgot to mention.. rwg in a20 will keep you busy for quite some time. :)

     

    <throws hands in the air and runs> :)

     


    Yeah, the pics that have been posted on A20’s RWG have been amazing and I know those have only just scratched the surface from afar…
     

    Our current game is the first game I haven’t gone into the intellect skill tree. Before I thought the crafting skills were must have, but I have been proven wrong. Only schematic we had trouble finding was the chemistry station. 
     

    My next challenge will be avoiding the strength tree. Not sure how much I’ll like not having the mining perks, and reduced stam cost… 🙂

  11. So I've been playing 7DTD since Alpha 11 and is by far my favorite game. I mainly play Co-op with my wife, but also play solo here and there. A problem we've had with A18-A19 is getting board after day 30-40ish. Usually we get to the point of having all level 5 (some level 6) tier 3 weapons/tools, endless food/crafting supplies, and our base nearly complete. Yes we have some weapons/tools that we still need to get level 6, but there are only a hand full of tier 4 and 5 POI's that doing them over and over gets old quick. The tier 1-3's can be quite dull as well since we have almost all max weapons/skills and are not "challenging" enough. Usually we just start over and changes a few settings to change things up. We normally don't have many hoards with Demolishers since we start over before we really get to them. Our current game we are doing hoard every night which has been a blast since have been fighting the Demolisher for about 10 days now, but are once again reaching the point of just waiting every night for the hoard since we have almost max gear/supplies.

     

    I feel like A20 with address some of the dullness we've had with the game with Random Gen, new POI's, new loot progressions (pipe weapons), Biome difficulties, power quests, etc...  In the meantime though what is everyone else doing when you get to "End Game"? Do you start over or is there something you do to keep you busy or find fun in doing?

  12. On 1/18/2021 at 7:40 PM, MechanicalLens said:

    Will a counter to the "hatch base" be finalized in Alpha 20? Much like pole walls of old, this newer concept has taken the 7D2D community by storm; basically everyone is using them to create melee only horde bases. (This is not to mention that triple upgraded vault hatches have almost double the max HP of steel blocks. Fun fact for you there.) TFP's vision for how the player should deal with the horde is pretty clear, and one that I agree with. The player should be expending bullets and the occasional explosive or molotov on horde night, not swinging a sledgehammer or a club all night. I hope a countermeasure can be put in place so that these melee only horde bases can be successfully thwarted.

    Interesting stat with the hatch. Zombies being able to go in between 1 block holes might fix this. 
     

    Also I’ve never built a hatch base as I like to just build 4 walls and defend on top. 

  13. With the new random gen how will the traders work with the new districts? It was mentioned in the last stream there might be 2 traders in the forest, and then 1 per the other biomes.


    I guess the question I have is will the traders still be in the cities or will they move back out in the “country” so to speak like A17?

     

    I defiantly think them moving out of the city would help make the trader quest more valuable as it would be harder to find them.

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