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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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you guys did fix the zombies just attack and blowing up cars for no reason i hope

 

Hope not, I love it! Hell I plan to make a barrel that's full of gas that has 1hp so you can shoot and destroy it.

 

Strategically place them on bm's...

 

...I'd love it if only flaming arrows exploded it, but I'll take what I can get.

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MM how ya liking the int build?

 

Feature Request (that'll be ignored)

 

Either menu option or prefab XML option to turn off repeat sleepers/set delay (0 is never respawn).

 

 

 

I, for one, like the idea of clearing a Point of Interest and going back to it to clear it again. Its a fluid world (where zed's re-populate buildings and locations due to 'migration patterns' and hordes moving across the acreage of Navezgane), but I could see the benefit of turning off repeat sleepers. I'd think that would take a lot of changes and setting up to create that kind of a feature, though. That might be challenge for a Mod Creator, however.

 

- - - Updated - - -

 

you guys did fix the zombies just attack and blowing up cars for no reason i hope

 

I love the Exploding car mob stuff too, and with the Demolisher Zed, that will be increasingly more interesting!

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There's modding and then there's code modding. Unless it's exposed in XML it's a LOT harder for us normal modders to change.

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They only drop stone now, so yes they are massively reduced. They aren't even needed but look cool so we kept them. You'll have to find a mine of every type now to get started, but its not too hard. No more walmart rocks.

 

It's great to hear they are still in the game. They do look pretty cool.

 

But what isn't cool are these, imo. :p Are these dreaded things still in the game? :p (No offense, but these are the bane of my aesthetic-chasing existence. Lol (Note: Take this post with a lighthearted manner :) )

 

7QW9L9j.jpg

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It's great to hear they are still in the game. They do look pretty cool.

 

But what isn't cool are these, imo. :p Are these dreaded things still in the game? :p (No offense, but these are the bane of my aesthetic-chasing existence. Lol (Note: Take this post with a lighthearted manner :) )

 

7QW9L9j.jpg

 

You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

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Hope not, I love it! Hell I plan to make a barrel that's full of gas that has 1hp so you can shoot and destroy it.

 

Strategically place them on bm's...

 

...I'd love it if only flaming arrows exploded it, but I'll take what I can get.

 

but not pathing around cars in order to get to me and instead tear through a single car. that is bad. means something is wrong with the pathing. and attacking cars when I am not around. makes no sense

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Sorry. If I am not mistaken, we are still only having 1 land claim block per person, right? If so, would it be possible to implement a system for a smaller radius land claim or something like that more specifically around mines since we can no longer get resources from the small top side boudlers only?

 

On multiplayer servers, for example, I can imagine that the mining node areas around traders (since people like to build there) would get exhausted very quickly. This would allow people to expand beyond their limited protected area and build a mine without fear of their specific find being ransacked by others, even if it is just for a short period of time.

 

Come to think about it, this may really be more for new people joining an established server in some cases....I may have just talked myself out of this idea.

 

You can set how many land claim blocks each player is allowed in serverconfig.xml. Open the <property value="1" name="LandClaimCount"/>

 

Change the number to however many landclaims you want. On larger 16k server maps, I currently set ours to 5. You can also adjust the size and how close they can be put as well in the same area of the serverconfig.xml file.

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You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

 

Those things are great... but those also have a very bad LOD model and the good one doesn't load until you are pretty close. It's either just bad, or it's missing a stage. They look like blurry smudges and once you notice them, that's all you see.

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You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

 

Agreed, if I recall only takes 1 hit. When travelling it's a nice harvesting option without having to slow down too much.

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I see them at dusk/dawn and always have to check twice that they’re not a zed, but as Gup says, a great source of wood while you’re running along...

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but not pathing around cars in order to get to me and instead tear through a single car. that is bad. means something is wrong with the pathing. and attacking cars when I am not around. makes no sense

 

Imo, only the non dismantled cars should blow up. Its alittle weird when you see a car frame just blow up....

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Yeah all my traders never have one to sell.

 

Game hates us. Some people seem to have all the luck and get plenty. I think they are taking ours lol.

 

You are forgetting one very important fact JF... Traders don't sell to dogs, whether it's wearing a top hat or not. Better get busy scroungin' bud!

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You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

 

Not to mention that when I took a trip to Arizona I found out those things are real though they do NOT look like hunched over zombies at a distance like they often do in this game. Better reduce their numbers....

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Soo from the last video are small boulders no longer pinatas out stone, coal, lead and nitrate?

 

This always made mines not really something I needed.

 

The only drop stone now that mining is accessible.

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MM how ya liking the int build?

 

Feature Request (that'll be ignored)

 

Either menu option or prefab XML option to turn off repeat sleepers/set delay (0 is never respawn).

 

Hard to say, I'm not even using int stuff tbh other than workstations. You have to be INT 6 to start perking into tasers and turrets so I'm focusing on perception and will add that stuff in later, around level 30 to 40, after I have perception tricked out. I can't spread myself too thin or my combat will suck bad, so I need to get perception jacked up and buy a lot of those perks first, then I'll do int for the later game to turret XP and all the electric doors and stuff.

 

I lost a couple spears already, we're going to have to add a glow shader or people will be crying a river. Mine were just Q3 with no mods, but still I'm out and have to find another one before I can melee again. Using up ammo in the meantime.

 

I'm going to make a bunch of pipe bombs and start tossing them around a bit to see how they feel, but I won't be kicking ass until I get the contact grenades IMO. I bought the first rank of the sniper rifle perk so thats a bit better.

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Good to hear the spike textures are getting some attention. Have you given any thought to making them tessellate better in 3D? A simple bar that looks like support would work and prevent the floating spikes you get from multiple layers.

 

That's literally the only thing that prevents me from skinning my base in more than a single layer of spikes :-)

I'd hate to make the common use case look weird just to make it tile vertically nicely, but I'll look at it and see. We have to touch them anyway to fix the blood.

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you guys did fix the zombies just attack and blowing up cars for no reason i hope

 

If they are blocked by it they will attack it. I haven't seen it happen though in my 300 hours testing 18.

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It's great to hear they are still in the game. They do look pretty cool.

 

But what isn't cool are these, imo. :p Are these dreaded things still in the game? :p (No offense, but these are the bane of my aesthetic-chasing existence. Lol (Note: Take this post with a lighthearted manner :) )

 

7QW9L9j.jpg

 

Did you see any in my latest video :)

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You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

 

Replaced with a twig grass card model to save drawcalls. No need to have the expense of a full tree for a common shrub. We might beat some framerate into this game yet.

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Those things are great... but those also have a very bad LOD model and the good one doesn't load until you are pretty close. It's either just bad, or it's missing a stage. They look like blurry smudges and once you notice them, that's all you see.

 

You must drive a potato.

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Not to mention that when I took a trip to Arizona I found out those things are real though they do NOT look like hunched over zombies at a distance like they often do in this game. Better reduce their numbers....

 

They were left in intentionally to make the wilderness feel like there are more zombies out there then there are lol.

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Hard to say, I'm not even using int stuff tbh other than workstations. You have to be INT 6 to start perking into tasers and turrets so I'm focusing on perception and will add that stuff in later, around level 30 to 40, after I have perception tricked out. I can't spread myself too thin or my combat will suck bad, so I need to get perception jacked up and buy a lot of those perks first, then I'll do int for the later game to turret XP and all the electric doors and stuff.

 

I lost a couple spears already, we're going to have to add a glow shader or people will be crying a river. Mine were just Q3 with no mods, but still I'm out and have to find another one before I can melee again. Using up ammo in the meantime.

 

I'm going to make a bunch of pipe bombs and start tossing them around a bit to see how they feel, but I won't be kicking ass until I get the contact grenades IMO. I bought the first rank of the sniper rifle perk so thats a bit better.

 

Is the goal that all five builds should be pretty equal?

 

If that’s the case, it doesn’t sound like INT is in line with the other builds if it isn’t viable until three weeks in. At least that’s what I’m understanding from your post. Hopefully that can be balanced better because I really want to try out that build first.

 

 

Loc

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Hard to say, I'm not even using int stuff tbh other than workstations. You have to be INT 6 to start perking into tasers and turrets so I'm focusing on perception and will add that stuff in later, around level 30 to 40, after I have perception tricked out. I can't spread myself too thin or my combat will suck bad, so I need to get perception jacked up and buy a lot of those perks first, then I'll do int for the later game to turret XP and all the electric doors and stuff.

 

I lost a couple spears already, we're going to have to add a glow shader or people will be crying a river. Mine were just Q3 with no mods, but still I'm out and have to find another one before I can melee again. Using up ammo in the meantime.

 

I'm going to make a bunch of pipe bombs and start tossing them around a bit to see how they feel, but I won't be kicking ass until I get the contact grenades IMO. I bought the first rank of the sniper rifle perk so thats a bit better.

 

Or add a red feather to the back so they are easier to spot ... for immersion. 😜

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