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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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I like my windows. All though the windows are made out of wood. I did make a green out in one game so I know what you mean. I’ll love the planter blocks too.

 

I recently discovered the empty frame window block which would do wonders on a greenhouse design.

 

Edit: Here is an example of the frames put on top of bulletproof glass.

 

EY5bjzp.png

Edited by Laz Man (see edit history)

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@anyone interested when I first talked about this. MM here is what I meant.

 

Well I talked about a week ago how I make a cage around my horde bases to keeps out valtures, zombies and spiders during horde night. I threw this together real fast just to show how it looks, just a tiny example...did not feel like sitting here for 30 minutes making a real one. I wrap this cage all the way around my entire base...looks pretty when actually done right..this just looks like crap lol.

 

This makes horde nights a lot easier. just need to worry about puke going through the bars in A18 but I'll come up with a design that will mitigate that issue.

 

 

20190929230617-1.jpg

 

 

20190929230601-1.jpg

 

 

20190929230521-1.jpg

 

 

20190929230512-1.jpg

 

Edited by ZombieSurvivor (see edit history)

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Hey...I'm a streamer. I was streaming this afternoon in fact. I swear the world grew hills that didn't exist on the way out and thought I was going to roll the 4x4 and blow up on the way back to base.

 

....how do I make sure I'm in on the "...to Streamers"?

 

You're a bit late for this time around but if you meet the requirements you can throw your hat in the ring for the next one.

 

https://7daystodie.com/forums/showthread.php?122890-Pre-Release-Streaming-Weekend-Event-A18-edition

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Darn. Anyone know what the 'usual' timeframe is for release into the wild after an event like this?

 

It's released to the public a couple of days after the streamers get it unless a particularly nasty bug raises its head.

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I recently discovered the empty frame window block which would do wonders on a greenhouse design.

 

Edit: Here is an example of the frames put on top of bulletproof glass.

 

<snip>

HEY now that looks nice. Hope you do not mind but i'll be stealng that design depending on how much those frames block the sunlight for crops. I'll have to run a few tests to find out exactly how much light % gets through glass + a frame. Gotta make sure those crops get the light they need to grow.

Edited by ZombieSurvivor (see edit history)

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Useless clutter but he leaves it in the game....I think that could be because he does know the importance of keeping builders happy. ;)

This game is already user friendly. A lot of people have played Minecraft and I don’t think it’ll be a hard transfer. Clutter isn’t really a thing in game like Minecraft. Building on more relaxing aspect like build your base and farming would make for a well rounded experience. Downtime is key for longevity in a voxel game. Hopefully they can add fishing when or if they redo the water. Sometime ago there was talk of a sleeping buff. This is more than a looter shooter. Very versatile game.

 

- - - Updated - - -

 

I recently discovered the empty frame window block which would do wonders on a greenhouse design.

 

Edit: Here is an example of the frames put on top of bulletproof glass.

 

EY5bjzp.png

 

Looks sweet!

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HEY now that looks nice. Hope you do not mind but i'll be stealng that design depending on how much those frames block the sunlight for crops. I'll have to run a few tests to find out exactly how much light % gets through glass with a frame.

 

You might be able to use it by itself without the bulletproof glass behind it. I only did that for the specific look. Amazing what can be created when the imagination is used. 😁

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What's the state of play on the linux build? If I remember correctly you said the shaders were borked.

 

I don't think it's a Linux build so much as the Vulkan API implementation.... It will still benefit Linux users as Steam with Photon uses DXVK as a conversion layer to change DX12 calls to Vulkan, and no translation is ever as good as native would be.

Edited by Sigil_Thane (see edit history)

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I don't think it's a Linux build so much as the Vulkan API implementation.... It will still benefit Linux users as Steam with Photon uses DXVK as a conversion layer

to change DX12 calls to Vulkan, and no translation is ever as good as native would be.

 

There's been bugs in the linux build shaders long before vulkan was released. :-)

 

My favorite still has to be when the skybox was completely black no matter what time of day it was. It was like living at the edge of a black hole. Surprisingly disorienting.

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There's been bugs in the linux build shaders long before vulkan was released. :-)

 

My favorite still has to be when the skybox was completely black no matter what time of day it was. It was like living at the edge of a black hole. Surprisingly disorienting.

 

True. I had the same Magenta screen foolishness in Subnautica running OpenGL as well. (OpenGL being the predecessor of Vulkan)

 

However, The Fun Pimps are much more accessable than the developers from Unknown Worlds Entertainment.

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Faatal I read that you adjusted the zombie attack block

to include overhead hatches. Thank you.

 

I have two questions regarding that.

 

Will there be an xml option to allow them to attack any

block above if player is unreachable, or is that

inferred/included in the hatch code?

 

The second question is it possible to have the hand damage

sphere be associated with x -x, y -y, z distance. It would

no longer be a sphere more of a distended cylinder?

 

I ask because i didn't know if a generic sphere is the only

control point shape for arm swing.

 

No, because attacking above is part of climbing. Having no path is handed differently.

 

I have no idea what hand damage sphere you are talking about.

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Not that it matters - but, in most software teams, that's exactly what you do. There are even tools that do this automatically, e.g. you assign a version number to tickets Jira and it prints out a list of all the ticket descriptions associated with that version.

 

Those lists are usually for other devs though, which is why it doesn't matter much in this context.

 

Internal changes, like fixing a bug in a previous build, are marked, so they don't end up in the build notes, but that relies on people correctly marking them, which is not always the case.

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True. I had the same Magenta screen foolishness in Subnautica running OpenGL as well. (OpenGL being the predecessor of Vulkan)

 

However, The Fun Pimps are much more accessable than the developers from Unknown Worlds Entertainment.

 

The Unity engine, which they both use, can build the same project in multiple operating systems... theoretically.

 

In practice the shaders damn near always have issues. This may have largely been solved by the shadergraph system but that requires rebuilding all of the shaders in a visual editor which is quite frankly a PITA.

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No, I think zombies are good for a zombie game, and your poor performance argument still falls short because you allow a high zombie count on horde nights.

 

But I'm confident you will come around.

 

I still don't think the performance is good enough for those high counts. I aim to make it better.

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In A18 can zeds still see players through terrain? Example, tunneling underground in stone and zeds on surface above see you. (Not sound detection, but vision...screamers will call hordes in this situation in A17.)

 

They do not see through terrain. People underestimate how well the AI can hear, which is why I made the breadcrumb addition to the player, so their hearing is less accurate and why we reduced hearing (and seeing) on animals, so less wolves biting you in the butt when going through a POI.

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Does anybody know if bulletproof glass can hold water in A18? Last time I tested them was early in A17. One of the design updates I wanted to do to my base is have a glass bottom pool on the top floor overlooking my blade trap moat. It would be a good place to hang out and chill during the bloodmoon, smoking some cigars, drinking some beer...

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They do not see through terrain. People underestimate how well the AI can hear, which is why I made the breadcrumb addition to the player, so their hearing is less accurate and why we reduced hearing (and seeing) on animals, so less wolves biting you in the butt when going through a POI.

 

Its funny thaty you mention this. In one of the earlier A17 release (pre 17.4) my wife and I were doing a dungeon POI and while we were in the basement a bear came down and cornered us from the outside. It was definitely an oh $h1t moments. :p

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I still don't think the performance is good enough for those high counts. I aim to make it better.

 

And I aim to support you in that endeavor. :)

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On a 40 inch monitor, your forum picture stares into my soul, Faatal, lol.

 

:dog:

 

LMFAO Last night while scrolling through the forum I seen his picture..I sat there looking at it for like 10 seconds thinking to myself. This dude is staring in to my soul through a picture. Weird kinda scary feeling lol. Funny you mentioned that. Although maybe it was just because I was really really stoned all day that it felt that way lmfao.

Edited by ZombieSurvivor (see edit history)

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Here is an inclusive example. xyz referring to independent directional range distance.

Sphere was my giving a descriptive of the unseen arc the arm travels and its collider

damage path.

 

<item name="meleeHandAnimalBear">

<property name="Extends" value="meleeHandMaster"/>

<property name="CreativeMode" value="None"/>

<property name="HoldType" value="46"/>

<property class="Action0">

<property name="Delay" value="1.5"/> <!-- obsolete if rounds per minute exists -->

<property name="Range" value="3.75"/>

<property name="Sphere" value="0.4"/>

<property name="DamageEntity" value="30"/>

<property name="DamageBlock" value="40"/>

<property name="Buff" value="buffInjuryBleeding,buffInjuryStunned1"/>

</property>

<effect_group name="Base Effects">

<passive_effect name="ModSlots" operation="base_set" value="0"/>

<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="40"/> A16 1.5 -->

<passive_effect name="BuffProcChance" operation="base_set" value="0.75" tags="buffInjuryBleeding"/>

<passive_effect name="BuffProcChance" operation="base_set" value="0.4" tags="buffInjuryStunned1"/>

</effect_group>

</item>

 

 

Basically i was talking about the inclusion of the

 

<property class="MechanimAttackTriggers">

<property name="state0" value="AttackTrigger"/>

 

combined with

 

<property name="AITask-2" value="BreakBlock"/>

<property name="AITask-3" value="DestroyArea"/>

Edited by 4sheetzngeegles (see edit history)

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Should have added the no homo disclaimer, but I'll take it anyway :)

 

Hehe just don't tell my wife..

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Just like in a lot of mmos aesthetics are the true end game. For mmos it’s about making your character look cool. For this game it’s about making your fort/base look nice. I think Joel underestimates how important that is in a sandbox game like 7dtd.

 

Na I'm all for that stuff, but its a battle to keep the menus uncluttered and running good. More recipes = more lag.

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