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Alpha 19 Dev Diary


madmole

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On 5/30/2020 at 9:07 PM, Kanaan Brood said:

Just wondering if the pixel looking glass thing is because I'm laying them down wrong or is this something that is being fixed in future versions. My latest build used a lot of bullet proof glass blocks. 

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Transparent triangles need to be sorted (drawn back to front), but transparent blocks are all part of a 16 cube chunk, so the blocks are not sorted relative to each other, so they get drawn in whatever order the triangle were added to the mesh. Fixing it would be expensive performance wise.

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On 6/2/2020 at 8:19 PM, MechanicalLens said:

In A19, has the bug been fixed where if you activate a quest at a POI it removes all the shrubbery?

No. I looked at it a few days ago and not simple to fix. I have more important tasks to take care of, so that fix may be a while.

On 6/2/2020 at 1:12 PM, Jost Amman said:

I don't know if only TFP know this or if anyone from internal testing can answer my question, but I'll ask anyway.

 

The new A19 Junk Drone will be the first (and only) "NPC" that will be able to follow us around.

So, I'm curious, did anyone test if it's possible for it to follow someone driving a vehicle? :-]

 

If the answer is yes, then IMO it'd be an additional viable alternative as a storage thing when coming back from a loot run.

I have no idea how slow/fast it'll be, but I guess one will need to slow down to wait for it to catch up.

 

I don't know if that was tested, but in any event, if a drone gets too far away it will just teleport near you. You could just enclose the drone or close a door on it, so it needs a way to fix itself.

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18 minutes ago, faatal said:

if a drone gets to far away it will just teleport near you.

 

Yes!! Not quite as good as the good old pocket remote "GET OVER HERE!" button option as that grants the user more direct control, but it's  the second best solution imo. Now we just need a similar "teleport to player" leash range for Junk Turrets, for some reason those are quite prone to falling through roofs. I've lost several in the last 30 or so hours alone to them just slipping through roofs and falling into the void.

 

Super excited for A19, even if Junk Sledge isn't optimal I'mma test the crap out of zany ways to use it

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4 hours ago, Dethar said:

From what I understand most are not in Texas, just where office is in Dallas i believe. Not sure if there was looting in Dallas. Moved from Dallas to Austin year ago. The was small riot/looting in Austin that shutdown I35.

We are in many places. I'm near Chicago. We've had some protests and looting in adjacent towns, but our town is sane.

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32 minutes ago, faatal said:

I don't know if that was tested, but in any event, if a drone gets too far away it will just teleport near you. You could just enclose the drone or close a door on it, so it needs a way to fix itself.

Thanks for the reply. I agree, this is the quickest/best solution for now.

I was asking because IMO there should be some risk involved in leaving your drone behind alone (e.g.: if you don't care it can get attacked by zombies and destroyed).

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1 hour ago, faatal said:

No. I looked at it a few days ago and not simple to fix. I have more important tasks to take care of, so that fix may be a while.

I don't know if that was tested, but in any event, if a drone gets too far away it will just teleport near you. You could just enclose the drone or close a door on it, so it needs a way to fix itself.

I just wanted to say thanks to Faatal, Madmole, Gazz and the rest of The Fun Pimps for taking the time out to answer all our questions.

 

You guys are all awesome.

 

@madmole Knowing what you know about voxels, would you do it again and if not how would you do it?

 

One of my favorite aspects of 7D2D is the random generation.

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6 hours ago, Matt 1977 said:

In Ravenhearst z's spawn as you approach. 

 

Oh and MM "release the Kraken"! 

 

Keen as

when its done!

 

 

 

 

 

i want to play it too. :(

3 hours ago, faatal said:

We are in many places. I'm near Chicago. We've had some protests and looting in adjacent towns, but our town is sane.

lets not talk about the protest here please, this is about 7DTD, Arks forums are infested with chat about it. please! 

 

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Yes!! Not quite as good as the good old pocket remote "GET OVER HERE!" button option as that grants the user more direct control, but it's  the second best solution imo. Now we just need a similar "teleport to player" leash range for Junk Turrets, for some reason those are quite prone to falling through roofs. I've lost several in the last 30 or so hours alone to them just slipping through roofs and falling into the void.

 

Super excited for A19, even if Junk Sledge isn't optimal I'mma test the crap out of zany ways to use it

 

I never get junk turrets falling through roofs so you must be doing something different. Do you maybe hurry too much and try to drop them when they are shown as red? Does it only happen on modded prefabs or only on non-level surfaces? As long as the devs can't replicate the bug, mentioning that bug in the hope of a fix is about as futile as asking Adam the Waster for an A19 release date 😉

 

 

Yes, that would be Pimp Dreams, located here: https://community.7daystodie.com/forum/9-pimp-dreams/

Just don't spam and to be honest I don't know if a member can post there right away or if they require x amount of posts made beforehand elsewhere, so best of luck to you.

 

Any forum member can post in Pimp Dreams, there is no gating.

 

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55 minutes ago, meganoth said:

 

I never get junk turrets falling through roofs so you must be doing something different. Do you maybe hurry too much and try to drop them when they are shown as red? Does it only happen on modded prefabs or only on non-level surfaces? As long as the devs can't replicate the bug, mentioning that bug in the hope of a fix is about as futile as asking Adam the Waster for an A19 release date 😉

 

 

Any forum member can post in Pimp Dreams, there is no gating.

 

Hmm, personally I have had multiple turrets fall through catwalk blocks...thankfully I have been able to retrieve them after falling through.

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1 hour ago, Laz Man said:

Hmm, personally I have had multiple turrets fall through catwalk blocks...thankfully I have been able to retrieve them after falling through.

I've only had it happen in POIs. Wedge blocks, ramp blocks, catwalks blocks, platform blocks, railings, and full blocks that have centered bars, a window or one of the noise traps on them. Had it happen in both the Shotgun Messiah Factory and Shamway Factory yesterday (thankfully was able to recover turret both times on a lower floor), though those aren't the only places I've had it happen. In the Shamway I had placed both of mine on the falling platform in the entrance to the "boss" room expecting them to land on the floor right below the platform. One did, the second ended up several levels down (by the Soy tank iirc). Shotgun Messiah was during the roof fight just before the small puzzle to get to the end of POI loot. Placed down my turrets to cover both section's of the roof, did the fight and one of my turrets had fallen through the building (had been placed on a noisemaker trap, first one out from the walkway onto the roof from the helipad, I think). Had to go into DM mode to find it since it was out of activation range so no laser. 

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Yeah, for me it only happens in PoI and never in my own base, and it seems to happen really consistently if you place your turret on basically anything that's not a normal full block. Like placing it on a table or catwalk or half plate etc, it will stay for a second or two then decide it's people need it. 

 

The most recent one for me was the very top of Shotgun Messiah, on the top of the tower where the main loot is at. I placed two junk turrets facing towards the ladder to make sure nobody crashed the party while I was checking the loot, turned around and picked up my one Junk Turret, was confused and then spent an hour drilling through the lower floors and then flying in debug menu to search for it to no avail.

 

They do usually stop on a lower floor, but not always. Really sucks in a horde night when you throw your turret out to slow the horde down and it just nopes out

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Base computers: I see 2 purposes for a functioning base computer that requires electricity to operate.

- Trader interface: Any trader that you have already visited will appear on the Trader website. You can view inventory and take jobs. Prices are 10% higher to pay for shipping. Once you buy something a drone or plane will drop a loot crate sometime the following day at your base. You can put a drop off marker on your roof or something. The time of drop off is unpredictable as it is with USPS anyway;-) 

Base operations: Any controllable item that is placed in your base appears on your computer and you can adjust settings or controls. This would allow for far more complex controls to be entered. Adding and/or/nor etc functions.

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21 minutes ago, MechanicalLens said:

Please post your suggestions under Pimp Dreams, located here: https://community.7daystodie.com/forum/9-pimp-dreams/

Might as well tell him not to post at all. Nobody from the Pimps ever look in/comment on that thread lol.  

 

As for A19 I have a good feeling it might break concurrent player records.  With everything going on there's gonna be a lot of people at home and looking to decompress a little.  

 

For the turret thing I also noticed if I leave a game and load back in while I'm standing on sideways bars I end up below them. As if it's not a real block or something. I'm thinking some blocks, for whatever reason have trouble registering as a solid when things are placed inside their "shell".

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I just want to add my voice to the throng of people affected by junk turrets falling through surfaces in POIs.  For me its happened with almost every kind of tile that isn't ground.  It has happened with full-size concrete such as the ones making up a porch of an apartment tower or the "lip" off a roof that extends outward a space further than the building below it.  Sometimes I can dig them out from under the lowest non-ground surface of the POI and sometimes their gone forever.  This is really annoying when its a L6 turret since, if the Turrets Syndrome skill descriptions are accurate, you can't even craft those.

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18 hours ago, madmole said:

Air drops are OP. You get about 6 food items, and some other stuff, and don't even have to fight for it.

Fair enough, reduce the number of items by 1 and make it 10 cornmeal.  And as I and others have suggested, the airdrops should either spawn a swarm of zombies when it lands, or (like buried treasure quests) when you open them.  Personally I think that the swarm should be gamestaged, too.

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Any rebalancing to the hunting rifle, marksman and magnum? Right now they feel severely underpowdered, clumsy and slow.

 

If we compare the hunting rifle to the pistol, AK and even the double barrel, it feels slow and clumsy due to the aim mechanics (auto reload/auto rescoping/slow reticule shrink) this makes the player a sitting duck because they can't react due to being forced to both reload and rescope after a single shot. The hunting rifle you get a single shot, which might kill if you if that headshot didn't kill. With a pistol and the ak a good player can kill multiple zombies, even the shotgun is easily a 1 shot kill on MULTIPLE zombies and comes with 2 shots.

 

The marksman just feels under powered as the player skill to headshot is pretty high and the reticle takes so long to focus (as compared to the pistol/smg/ak/m60). I can kill things at marksman rifle ranges using the m60, with the drum mag I easily average over 60 headshots a reload. Compounded is the shooting through multiple zombie skill is nearly useless due to being incredibly situational. Unless a player has a specialised tunnel during hordes and is body shotting zombies (a massive no no due to magazine caps), the ability to shoot through multiple zombies is situation to the point of being near useless.

 

I haven't done the math but I'm sure if someone has the DPS numbers for the guns, the hunting rifle and marksman must be near the bottom.

 

Finally it's not uncommon for a hunting rifle/marksman headshot to NOT kill on a headshot. With the severly restrictive magazine caps, reload times and not having access to the drum mag the rifle really needs a boost to be competitive. 

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18 hours ago, madmole said:

Air drops are OP. You get about 6 food items, and some other stuff, and don't even have to fight for it.

Please don't nerf Airdrops... A18.4 is the first time in a LONG TIME that airdrops have actually been worth going for. It was somewhere around A16 when they seemed decent but even now they're not particularly useful past a certain point.

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