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Alpha 19 Dev Diary

Roland

When you download A19 you MUST start a new save. Maps generated in A18 will NOT work for A19 games. 

 

Head HERE to report bugs.

Message added by Roland

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15 minutes ago, Guppycur said:

...aren't a good many of y'all testers? 

Took me a minute to notice who you were. How long have you had the previous pic for? Lol.

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17 minutes ago, Guppycur said:

...aren't a good many of y'all testers? 

Non-discussion agreement?

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Posted (edited)
16 minutes ago, Xtrakicking said:

Took me a minute to notice who you were. How long have you had the previous pic for? Lol.

Ten minutes or so for this one, since a10 or so for the old one. Wrapped up the push cart mod and figured I'd had the old avatar for a long time.  

 

...it'll come back.  It always does. :)

Edited by Guppycur (see edit history)

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33 minutes ago, Guppycur said:

...aren't a good many of y'all testers? 

your new pic looks like me when i go shopping. but instead of zombies, its cops 

34 minutes ago, Guppycur said:

...aren't a good many of y'all testers? 

i can neither conformed nor deny that humans you may or many not be talking to may be doing the test

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6 minutes ago, Adam the Waster said:

your new pic looks like me when i go shopping. but instead of zombies, its cops 

i can neither conformed nor deny that humans you may or many not be talking to may be doing the test

I'm not a tester. I wish I were though  (-crying manly tears in a corner-).

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34 minutes ago, unholyjoe said:

dont look at me :)

i am an innocent bystander.

A not-so-innocent bystander at best ;)

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34 minutes ago, unholyjoe said:

dont look at me :)

i am an innocent bystander.

ill uses the most dangerous weapon agents Unholyjoe! 

 

 

 

Spoiler

Unfrozen Lumberjack!

 

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I would enjoy testing the new build, i have an average pc so i could see how it runs on it, while looking for things that seem out of place, sounds that are off, zombie issues, stuff like that lol, im hoping id get a chance to try.

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I know (from the OP and TFP comments) that the player animations are getting an overhaul this alpha.

 

Is there any chance that "emotes" will be added to PC animations?

 

It's not something that's necessary for gameplay, but lots of people seem to like it in other games, so thought I'd ask.

 

(Also I'm sure modders could have a field day with them.)

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please fix the reload animation and mechanic for the pump shotgun. furthermore once you get that right you could add a lever action rifle! could be a mid tier sniper between the single shot bolt action and magazine fed semi auto! 

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58 minutes ago, Tnasty68 said:

please fix the reload animation and mechanic for the pump shotgun. furthermore once you get that right you could add a lever action rifle! could be a mid tier sniper between the single shot bolt action and magazine fed semi auto! 

we got a mid tier sniper. thats the marksman rifle (i still don't know what that gun is called IRL)

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5 minutes ago, Adam the Waster said:

we got a mid tier sniper. thats the marksman rifle (i still don't know what that gun is called IRL)

It's an AR-10.

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Roland
I don't know if im allowed to ask about the animations.
But if so, here goes, If not then can you move it to the dreams.

 

To add simple unpredictability.


Is it possible, if animations are being adjusted, to first remove just the
death animation and sound, while you retain the kinetic ragdoll and the knock down
animations. Increase the knockdown probability. Remap the bones damage
percentage, while retaining the dismemberment. IE: critcal, nominal, incidental.
Keep the randomized time for getting up, and remove the death xp notification,
"just for deaths".

 

A player would still receive XP but not as a popup. Presently
majority of the time the second knock down accompanied with a death animation and
sound even if decapitated is a constant. Last subtraction is to remove the mouseover
screen notification for the body the one that says corpse I think. Just exhibit model
name or noting at all.

 

This would make a major part of the game simply unpredictable. The only real
guarantee of inactivity is decapitation.

 

No matter if you play run and gun, roleplay, or casual player, all Z designated
entities especially POI sleepers are a renewed threat. The body removal time is
approx 30-60 seconds. If getup time is randomized up to the max time, and a
random proximity variable is added to a knocked down Z, any player would have to
really clear an area.

 

It would not make them bullet sponges, just make the necessity
for accuracy more relevant. Yet retain all of the Ai interativity of vanilla.

Looking at the pictures with the corpses on the ground you would never know if they
are props, the dead undead, or undead undead waiting to pounce.

4Sheetz from the back seetz

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52 minutes ago, 4sheetzngeegles said:

Roland
I don't know if im allowed to ask about the animations.
But if so, here goes, If not then can you move it to the dreams.

 

To add simple unpredictability.


Is it possible, if animations are being adjusted, to first remove just the
death animation and sound, while you retain the kinetic ragdoll and the knock down
animations. Increase the knockdown probability. Remap the bones damage
percentage, while retaining the dismemberment. IE: critcal, nominal, incidental.
Keep the randomized time for getting up, and remove the death xp notification,
"just for deaths".

 

A player would still receive XP but not as a popup. Presently
majority of the time the second knock down accompanied with a death animation and
sound even if decapitated is a constant. Last subtraction is to remove the mouseover
screen notification for the body the one that says corpse I think. Just exhibit model
name or noting at all.

 

This would make a major part of the game simply unpredictable. The only real
guarantee of inactivity is decapitation.

 

No matter if you play run and gun, roleplay, or casual player, all Z designated
entities especially POI sleepers are a renewed threat. The body removal time is
approx 30-60 seconds. If getup time is randomized up to the max time, and a
random proximity variable is added to a knocked down Z, any player would have to
really clear an area.

 

It would not make them bullet sponges, just make the necessity
for accuracy more relevant. Yet retain all of the Ai interativity of vanilla.

Looking at the pictures with the corpses on the ground you would never know if they
are props, the dead undead, or undead undead waiting to pounce.

4Sheetz from the back seetz

Ahhh... "Rule #2: The Double Tap – Never assume a zombie is dead. Always make sure with a clean shot to the brain."

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36 minutes ago, Marinxar said:

Ahhh... "Rule #2: The Double Tap – Never assume a zombie is dead. Always make sure with a clean shot to the brain."

Would be cool if they add a kick move, a sharp one, a small detail to make us check their *pulse*. And then finish them with whatever we have in hand, if needed. 

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3 hours ago, Marinxar said:

Ahhh... "Rule #2: The Double Tap – Never assume a zombie is dead. Always make sure with a clean shot to the brain."

Rule #1084587475y584985948458588589 

 

never say Unfrozen lumberjack to Unholyjoe he gets angry!

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4 hours ago, beerfly said:

Would be cool if they add a kick move, a sharp one, a small detail to make us check their *pulse*. And then finish them with whatever we have in hand, if needed. 

Murphy's Rules of combat states, always shoot everything twice just to make sure.

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Just now, Annihilatorza said:

Murphy's Rules of combat states, always shoot everything twice just to make sure.

what about 3 times?

 

 

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Maybe wrong thread, but is there any chance of the dreaded Shotgun Lag™ being fixed in A19 with the addition of the new shotgun? Is there even a known cause? Is it even consistent enough to replicate on the dev end? 

 

For me and several others on Reddit, the shotgun is a notorious source of a weird game stopping lag and has been for several Alpha. When I or my friend use the shotgun and hit a zombie, it will frequently bring the entire game to a halt for several seconds for me, but not for my friend. Like, a 2 fps max slide show, for 2-3 seconds until the game recovers.  I can tell when my friend uses the shotgun within a couple hundred meters of  me, because my game comes to a screeching halt until he stops shooting. Usually with me screaming as suddenly laggy zombies tear me to pieces while I stutter around trying to aim

 

I've avoided shotguns for a while now because of it, it seems to have something to do with the pellets hitting the zombie. I can't tell if it's AMD related or not, but it's not a lack of hardware as the game runs mostly great else wise

 

CPU - 2700x

GPU - 1080ti

RAM - 32 GB DDR4

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Usually my game stutters for 2 sec after I hit like 3 heads with shorty. Dunno what might be the cause behind it. CPU - R5 3600  GPU - Vega56  RAM - 16 GB

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Not time yet. We need a Hitler video. Plenty of good material this time around...

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Some Quality Of Life suggestions for this Alpha or next:

 

- 4 way entrances for traders

- Shift click any item that's in a work station. To add existing stacks.  Ex. Like iron or clay in forge, etc. 

- Ability to lock inventory slots so they are not affected by move all, take all, sort and future bag and chest sorting features.

- Ability to highlight a recipe and have it displayed on your hud to make gathering ingredients easier.

- Move/drive a little quicker on roads or use  tiny bit less resource.

- Breaching shell for shotguns replaced with dragons breath

- make Yucca Smoothie protect against hot environments. Not cold as it currently does

-  Ability to empty jars/drinks

- Ability to pickup your own spike traps

- Landmine exp 😜

- Colored bulbs/light from a shape selector.

- Ability to choose which map icons you can see and highlight.

 

That's all for now. 

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