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Ricowan

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Posts posted by Ricowan

  1. Here's the thing with multithreading:
    Threads are independent, they are NOT aware of what each other is doing.  If you spin off a thread to work on one thing, but main thread changes that thing, then the first thread is now invalid.  So you have to add in specialized thread managers, or just live with the fact that you will occasionally waste processor time by throwing away incomplete thread work.

    Once a new thread has completed it's work, that work has to be re-integrated into the main thread loop somehow.  In many cases that will add more performance hit than the new thread saved.

    Multithreading is great for splitting up a single task that works on data that doesn't change.  This is not a common scenario in a fast paced multiplayer game where the terrain can be changed by players and NPCs at any time.

     

  2. 2 hours ago, DaVegaNL said:

    What is not common is for those games to be rushed out of Alpha, make some vague statements about Alpha game-features to come, and start selling those cosmetic DLC's off the bat.

     

    Just curious, but where does it say TFP would be selling the outfit DLCs?  I'm not saying they will or will not, I'm asking where the information was posted that they WILL be paid DLC.

     

  3. On 2/23/2024 at 8:01 AM, Ricowan said:

    I'm kinda glad bandits are being delayed.  I don't want them in my zombie survival game and I will disable them (if it's an option) or mod them out as soon as a version is released with them in it.

     

    On 2/23/2024 at 8:08 AM, beerfly said:

    Why is that, just curious ?

    It adds another form of survival element that we have deal with for many of us. 

     

    On 2/23/2024 at 8:14 AM, SylenThunder said:

     

    I'm sure a mod will be available to disable them. However they are rather critical to the story of the game, and you won't be able to do the main story questline without them.

     

     

    OK, I'll try to keep this short.  :tongue:

    Zombies in this game, for the vast majority, are melee.  Their AI is melee focused (as it should be, cop vomit is stupid).  The code logic for this is fairly simple, and internally consistent with how I feel zombies should behave.
     

    Bandits will, as I understand it, be ranged focused.  EVERY game that has ranged NPC enemies have to cheat in order to make them a challenge.  They shoot through terrain and/or objects, often they *see* through terrain and/or objects.  They see you instantly, etc.  I hate them.

    Maybe it's possible to make them challenging without resorting to these things, but I'm biased by the last 20 years of games doing me wrong.  :lol: 

     

    I don't care about a story line, especially in a sandbox game.  Background lore is fine, and we don't need bandits to exist for lore to be filled out.

     

  4. I've played nearly a dozen different saves since experimental was released and I have not yet bothered to make a dew collector.  Water is harder to get, and I have to spend more time getting it than in previous alphas, but I don't miss glass jars at all.

     

    The randomness of crafting magazines has been kind of funny...  in my current save I have read 20 Home Cooking Weekly, and only 6 Big Hitters, despite the fact that I have put four skill points into Pummel Pete and only one in Master Chef.  :D  In previous saves, it was other skills that seemed to show up more frequently than others.  I like random, but sometimes it feels like a new kind of enemy.

     

    So far, A21 has been the best one I've played so far (and I started back in A9).

  5. 3 hours ago, Teezer said:

    I've been kicked out from Trader Joel's at 4km from the shop. Is this happened to anybody here? I'm at full capacity and need to walk 4km (dont wanna cheat tho) :')

    This happened to me too!  Trader Rekt kicked me out, it initially spawned me underground, then tried again but I'm several km away, near a trader in the wasteland!! at night, on day two!  Running from zombie bears and ferals all night to finally get back to forest and relative safety.  :D

     

    I haven't posted a bug report because I have changed values in some config XML files and I don't know if that counts as modding or not.

  6. 7 hours ago, khzmusik said:

    Well, that's a step in the right direction. I'm still hoping it's relatively trivial to mod this out (like, just remove their "looted block" reference in XML or something). I guess we'll find out on Monday.

     

    I've been running a self-written modlet since A17, maybe earlier can't remember, that made "junk" containers and birds nests poof after looting.  I play with loot respawn set to never...

    The XML attribute is called "destroy_on_close" and I added that attribute, with its value set to "true", to those two lootcontainers in the loot.xml config file.  Even if the attribute name has been changed, I'm pretty sure TFP wouldn't move this out of the config xml files so it will be trivial to find this attribute and change the value to "false" if you want to.

     

  7. 9 hours ago, Riamus said:

    Even if you were to add only 3 skins per zombie (skins being either different clothing or different colors for the same clothing or different hair styles or skin tones or genders, etc.), that triples the variety you see in the game.

     

    This would also triple the amount of graphics memory required for each zombie.  Fatal has already stated that they're out of room, memory-wise, for the game on certain platforms/graphics cards.

     

    From what I understand, each zombie currently just has one texture image that is mapped to the model.  Changing the color of a t-shirt means duplicating the entire zombie texture, then recoloring the shirt.  Changing to a different system with multiple textures would be a TON of work, and would still require more graphics memory to store all of the variations.

  8. I understand the criticism about textures, especially the "clone army" of identical zombies.  But this game's system requirements list 2gb of graphics memory.  Adding all of the textures some of you guys are requesting means requiring more graphics memory for the game to store those textures.  I would absolutely love to see a dozen more variations on the zombie textures, etc.  But it would seriously suck if adding them meant thousands of people who already own the game can't play it any more because they meet the minimum requirements now, but don't if those requirements are increased.

  9. 9 hours ago, RipClaw said:

    For everyone, fun is something different. I find it much more fun to build something myself than to run through a POI that someone else built and kill zombies.

    This is why the player base should not, and CANNOT, be the designers of a game.  The game studio has designers that map out how the game should play, and make changes to the map based on how well it's matching the company's ultimate goals for the game.  The player base all want different things and would pull the coders in contradicting directions with nothing ever getting accomplished.

  10. 21 hours ago, bdubyah said:

    So a dew collector placed in the wasteland biome still produces pure water? Maybe it's really only kinda-semi-realistic survival. 😛

     

    Has anyone *ever* claimed that this game wasn't just "kinda-semi-realistic"??  I mean...  [points at zombies].

  11. I think a quick art change and maybe a rename if "jar" is still part of item names would help with this change.  If you get a "water unit" or "water bag" or "caprisun water" instead of a jar of water, and the icon was just a square of water or something else that doesn't look like a jar, then nobody would wonder what happened to the jar after you drink it.

     

  12. 11 hours ago, P3rf3ctVZer0 said:


    Update: After doing some networking research this was a result of my ignorance. I left ports open even when un-attended. I have since then figured out how to properly host servers without risking my network. I am sorry I blamed TFP

    - Make sure you lock ports to only being functional when using the application

    - Block port scanners through something like Bitdefender or other software that explicitly denies port scanning.

    - Use random ports not recommended defaults.

    - Do some pen testing against your own server.

     

    You forgot "Don't @%$# off a group of hackers."  I'm guessing the vast majority of people who self-host a game server are in absolutely no danger of being hacked.

     

     

  13. On 1/11/2022 at 9:13 AM, Morloc said:

    Why would there be a "frontier bacon" recipe in a pre-apocalypse kitchen cupboard?

     

    -Arch Necromancer Morloc 💀

     

    Or maybe it was written POST-apocalypse by other, earlier survivors trying to help their clan make some breakfast?  Nobody knows how long the apocalypse has been around when the game starts, but since there are organized clans it's safe to assume more than a few years have passed.

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