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17 hours ago, 4sheetzngeegles said:

MM
What environmental changes have you incorporated for A19?

 

A17 was microsplat precursor, texture2darray for blocks
a more reactive lighting. Was that the first linear test?
Image heightmap to create worlds. Quiet walking sleepers.
Biome reduction.

 

A18 was microsplat terrain full, texture2darray for blocks,
interior poi culling. Still tiptoe sleepers. Active music
system. Biome reduction.

 

A19? Just looking at the environmental evolution.

What is your personal environmental representation goal?
Examples: old,new,mixed POIs. Clean,ravaged,mixed landscape.
Realistic or surreal lightingscape.
4Sheetz

A19 has introduction to proper PBR textures with linear lighting. The world will look somewhat ravaged like it always has.

5 hours ago, beHypE said:

Madmole, have you done some videos to showcase some of the new stuff yet ? 

If I had you'd have seen them.

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58 minutes ago, TheRani said:

I got the impression it was just fixing a bug where people magically stopped digesting food while in a vehicle.

Pretty much.  Sounded like it was like standing still stamina drain wise.

3 hours ago, Spatch said:

I'm thankful for the inventory management system!  I HATE the games that have the different sized blocks which you then put one of each item in the various blocks, and the various items you have take up one or more of the blocks.  It is what keeps this game my favorite, by light years, survival game.  Sure, you can carry way more than you should be able to, but game play is so much more important to me than realism in the carrying of the various things you need to carry.

I think what we have now is the best compromise.  Encumbrance slots + large building item stacks.

Edited by Laz Man (see edit history)
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1 hour ago, Laz Man said:

My gut tells me (no pun intended lol) most will probably not notice it.  The end result will probably be players eating slightly more food over time which is fine imo.

Yeah and while increasing the base metabolism might be the most realistic thing to do, it would punish noobs who are standing around trying to figure the game out, reading menus, journal tips etc. So it is a better design choice to use some food while driving because by then you have plenty of food. Adding vehicles wasn't meant for food needs to completely drop off a cliff when you get a vehicle as that isn't realistic either. The whole idea is to keep food needs relevant to the end game. It won't be super punishing or anything, more like oh I need to eat close to how I was eating before not 5% as much.

9 minutes ago, Damocles said:

Physically based rendering. the Textures look more natural then (and use up a lot more texture memory)

The textures are still set up using albedo, normal, roughness and metallic so they don't use any more memory, they just look better as we can adjust them to look right now instead of adjusting them to accomodate the old fugly lighting.  If we just had albedo like minecraft or something then yes, it would use more texture memory but we've been using roughness and phased out specular for the most part quite some time ago.

2 hours ago, Orsey said:

@faatal, will it also increased food and water consumption rate when character are using a drill and a chainsaw? It would also be logical.

We don't have a clean way to do that, but its on the radar.

22 minutes ago, Adam the Waster said:

what do you mean by that? like the "wasteland" atmosphere?

No, like dirt, cracks, damage in the textures.

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11 hours ago, MechanicalLens said:

That's only a stereotype. Trust me, Canadians can be just as salty as every other person on the planet. ;) How do I know? I live among them.

Also, allow me to flip through my history records of the accomplishments of Canadians during times of war... Alright, let me see... Alright... Okay then... Mmm-hmm... Nope, sorry, I can't find anything. Even today, any other super power (Russia, U.S.A., even England) would crush us without a sweat.

Also, Canada barely participated in WW2, at least to my knowledge.

A lot of village in the Netherlands where I'm from were liberated by Canadians.

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On 6/8/2020 at 6:41 PM, Orclover said:

MOTHER OF GOD.  We need Zombie Rickshaws STAT.

 

Nononono Hear me out.  It would be the perfect step up from bicycle to motorized vehicles in the game.  You could build it with much the same parts, maybe some sort of human part or live animal on a stick to get it moving.  If you don't put the brake on then it kinda wanders around a bit when your not in it.

 

Come on FunPimps, you can do this.  Knock out a working version with a laptop while your on the toilet next time.

 

Zombie Rickshaws.

amishzombiebuggy.jpg?w=600&ssl=1

Actually what we need is a rideable horse.  If left alone the zeds eat it.

23 hours ago, TheRani said:

When I had Windows 7, and Windows 10 was released as a free upgrade, I started hearing horror stories from friends whose computers got upgraded without their permission, and then subsequently bricked by mandatory updates, and I wasn't having that nonsense.  So I switched to Ubuntu (one of the many Linux distros, and one of the more user-friendly ones).  At first I did most of my gaming via WINE, but there were some really great games (such as this one) that ran on Linux without it.  Then Steam made a compatibility layer called Proton that made a Ton more Windows games run properly on Linux.  So I now have Lots of fun games to play, and an operating system that simply lets me know when updates are available and lets me install them when I please.   When I buy my next computer, I will probably give Windows 10 a chance to redeem itself, but if it pisses me off, I will happily reinstall Ubuntu.

Proton is still WINE.  Just re-branded and presumably tweaked by Steam.

On 6/8/2020 at 6:16 PM, SnowDog1942 said:

Id rather talk about boobies

TFP removed the stripper from the game because it "is not realistic" ... aparently she only works in a single POI because nobody could imagine that, like every single other zed she went wandering out in search of brains to suck on.

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37 minutes ago, Tahaan said:

 

TFP removed the stripper from the game because it "is not realistic" ... aparently she only works in a single POI because nobody could imagine that, like every single other zed she went wandering out in search of brains to suck on.

i hope they make her into a business woman. if she was she could fit in with. Schools, offices, police stations etc.

just like i hope they change the biker into a muscular zombie because there is not really any areas i found that would need a biker like zombie! it could just be a strong guy the was turned... KINDA like if Madmole turned into a zombie!

 

(other babbling)

Spoiler

but i also hope that at least one zombie would look like a zombie that was laying in the ground for Years or at the very least. very Rotten! where you couldn't tell who they where!

 

Cheerleader and the Football player could be space for 2 special zombies  

 

maybe a bloated zombie that releases gas or a Fat Juggernaut like zombie 

 

Edited by Adam the Waster (see edit history)
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1 hour ago, Guppycur said:

Are y'all using the Autodesk interactive shader or a custom tfp one? 

Both. We have lots of shaders. I've also made versions of the Autodesk one for fog and cross fade.

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Lets talk bow/knife in Agility tree..

 

I love the idea of Knife bleed Damage Over Time. The problem.. You must be in risky close quarter combat in order to deliver stacks of DOT bleeds. Typically, DOT attacks are delivered at a distance while kiting so slow damage to the target can be inflicted. 

 

Solution:  Allow skill points in Archery to add bleed stacks for bow damage. Now you can open with distant bow bleeds, then go in with hit and run knife attacks for additional bleed stacks to close, or open/close vise versa. This allows for a bow/knife synergy which can be tremendous fun without being OP. Would also suggest giving 'slow % while bleeding' into archery so archers can now act as CC by tagging running ferals to slow them down while stacking bleeds.

 

Thoughts? Comments? STFU?

 

 

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2 hours ago, DaVegaNL said:

No I don't, that's the problem 😛

I heard you got one large tattoo on your butt cheeks. 

One side had a pile of rocks

and the other said: "Get your rocks off right here!"

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41 minutes ago, Perlin_Worm said:

Lets talk bow/knife in Agility tree..

 

I love the idea of Knife bleed Damage Over Time. The problem.. You must be in risky close quarter combat in order to deliver stacks of DOT bleeds. Typically, DOT attacks are delivered at a distance while kiting so slow damage to the target can be inflicted. 

 

Solution:  Allow skill points in Archery to add bleed stacks for bow damage. Now you can open with distant bow bleeds, then go in with hit and run knife attacks for additional bleed stacks to close, or open/close vise versa. This allows for a bow/knife synergy which can be tremendous fun without being OP. Would also suggest giving 'slow % while bleeding' into archery so archers can now act as CC by tagging running ferals to slow them down while stacking bleeds.

 

Thoughts? Comments? STFU?

 

 

I like it on paper. Stacking bleed damage on melee seems like a bad mechanic in itself against the zombies, especially when alternatives like the sledge, the baseball bat or even the knuckles just pop them clean instantly. Maybe a bleeding target could do less damage or be slowed, so there's a positive counterpart to letting them live longer than with the alternative weapons.

Edited by beHypE (see edit history)
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17 hours ago, MechanicalLens said:

Just find a Bear Den or a construction site (the one with the zombie bear spawn) and farm it every 5 days. ;)

Honestly I acquire a majority of my paper and polymers by breaking up any and all garbage piles I see after looting them; it's only 0-3 of each at a time, but it adds up. Wrenching suitcases and the white laundry baskets also give you a decent amount of polymers.

Polymers I get from the cardboard boxes in POI's.

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