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Alpha 19 Dev Diary

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6 hours ago, Khalagar said:

@faatal Excellent work with the Junk Sledge! Used it all night, it's really good in placement mode now. It's not amazing in handheld mode, but I went from carrying one as a meme weapon to carrying 2 and actually using them constantly late game to save ammo. Dual Junk Sledge + Steel Sledge can completely lock down a door. Mods now affect it in placement mode, and it's tracking and attack speed actually seem to scale etc and work well. 10/10, only thing else I can dream of is it being a bit stronger in handheld form, but my trusty sledge / axe gets the job done in the interrim and it's a lot more usable in handheld thanks to the knockback.

Nice. I tested and tweaked mostly with it deployed. Using them hand held is not something I would do, since it stops me from using another weapon. I see the sledge as a crowd control device and want the damage low, but who knows where the design will end up at.

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My 2 cents on animal spawning!!

Before this patch i had to search for animals to get meat and after the patch in one day got enough meat for the rest of the game!!

I personally think animal spawn is to high i know this is still exp hopefully this will change!

 

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This is what I'm testing now which will be in the next build unless I change it again:

 

Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

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2 hours ago, Jay_ombie said:

Animations are still stiff for animals, also when they die there mesh mangles up to and deforms for some reason. 

MM is working on spawning, which is not going to make the anims better. Death issues are ragdolls. These have nothing to do with each other and are worked on by different people with different tasks and priorities. Hopefully, someday, the animators will improve the animal animations.

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I have only created and restarted twice since B163 dropped, so maybe just bad luck, but I have made three observations since that have detracted or I feel need tweaked from the previous build... 

 

Spawn Location - Previous build I played 2-3 maps and I woke/started about 500 or so meters from the trader. Both my spawns in the newly create B163 maps were a long ways from the trader (1.6 km and 2.4km). 

 

Quests - Both newly created maps seems to be giving quests a lot farther away than it did in the previous build. There was a nice mix of close and distanced quests in the previous build - this time it seems like most are far away 1km+. That is okay for T3+ quests, but T1 and T2 should be fairly close - especially with the next discussed change. 

 

Animals - I assume the spawn rate will be adjusted based off other comments I read, but the mix needs adjusted too. The loot has been changed so we do not get quality weapons for a while. My Day 1 experience had me dodging a bear and wolf while running to the trader (I killed two deer and a two chickens on the way). While in the trader the traders building was attacked by 2 dire wolfs and a regular wolf (in the time I looted the containers, talked to the trader, got a quest, and looked at his inventory). Then while trying to build my starter base I was attacked by another dire wolf (ran to the trader and killed it from the wall) and then a bear spawned beside me while building (lucky it went the other way).  I don't like to cheese the game, but running to the trader is the only way I made it through without dying (and I only play hardcore, so death means restart). The resources just don't exist anymore to enable us to even stand a chance to deal with this many/types of spawns on day 1. Day 2 I spent building my base and looting some nearby houses for basic suppliers (cooking pot/grill). I only encountered one dire wolf, one regular wolf, and one deer during this time. On the flip side, the previous version - I was trying to find a bear to make a cigar from day 20-40 and couldn't find one - just think there needs a a bit of tweaking here. 

 

Overall I am really enjoying this alpha - thanks for the update! 

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Posted (edited)
10 hours ago, Ayrton said:

Good people, after a long time I return to the forum, and I really wanted to try the experimental and I have these graphics problems, I want to apologize if this is not the right place, I am very lost with the new forum, which is very cool by the way, I would like to know what I can do to solve this since it is very annoying, I already tried with the anisotropic x2 and it remains the same, I have all the updated drivers I leave here a video of what happens 
 

you can notice how it flickers and changes the quality

Do not set min FPS to 60. The default is lower for a reason. That means within a short time of FPS going below 60, it will reduce your resolution. There are plenty of times playing the game where FPS will drop below 60, so it needs some padding, so you are not frequently jumping to different resolutions.

Edited by faatal (see edit history)
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27 minutes ago, faatal said:

Nice. I tested and tweaked mostly with it deployed. Using them hand held is not something I would do, since it stops me from using another weapon. I see the sledge as a crowd control device and want the damage low, but who knows where the design will end up at.

Crowd control is exactly how I use the junk sledge. I thought it was worthless until I figure out it knocks them quite a distance. My horde base has a walkway that leads to the entrance of my main base - with another protected walkway running parallel to it where I fight from. I put the junk sledge beside the walkway and it punches several of them off the walkway while I club/shoot the others. Using this technique on day 35 only 4-5 Z's made it down the walkway 15 blocks total to the entrance (where they were dispatched by shotgun turrets). I love the sledge addition to the game - it is fun once you figure out how to use it.

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Posted (edited)
31 minutes ago, madmole said:

This is what I'm testing now which will be in the next build unless I change it again:

 

Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

Looks good MM.  I sometimes miss the infinite biome spawn of the wasteland of ole Alpha days.  I bet alot of old timers will like that change...

 

All is missing is an incentive to go to the wasteland...which I know will come at some point....:)

Edited by Laz Man (see edit history)
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Is it an issue with certain PoIs or some other factor that sometimes makes stealth just seem completely nonfunctional?

 

Full padded armor, From the Shadows rank 3, Silent jumping book, avoiding/breaking trash, and no crouch sprinting. Sometimes I can weave through a house sneak killing every zombie outside of the occasional intentional ambush trap, but other times almost every room is immediately woken and on me as soon as the red dots from quest tracking shows up.

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13 minutes ago, faatal said:

No establezca FPS mín. En 60. El valor predeterminado es menor por una razón. Eso significa que dentro de poco tiempo de que FPS descienda por debajo de 60, reducirá su resolución. Hay muchas veces jugando el juego donde FPS caerá por debajo de 60, por lo que necesita algo de relleno, por lo que no saltas con frecuencia a diferentes resoluciones.

Thank you very much @Faatal, I was able to solve the problem, you are the best

59 minutes ago, max2k said:

@Ayrton.

El cambio de calidad es "modo de resolución dinámica" o lo que está en su idioma. Lo ha configurado en automático y 60 fps mínimo. Intenta reducir todas las configuraciones gráficas para mantener 60 fps. Gírelo a 30 fps o apáguelo ...

 

Thank you very much and I was able to solve the problem with your help and @faatal's thank you very much to both

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39 minutes ago, madmole said:

This is what I'm testing now which will be in the next build unless I change it again:

 

Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

I really like the sound of this. The first week struggle to get up and running is my favorite part of the game.

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Posted (edited)

how come you can craft a steel club in you're backback?

and it is faster to craft then a Baseball bat!

 

A level 2 baseball bat takes 3:05 while a level 2 steel Mace takes 2:30!

 

 

Same with the Impact driver! (in crafting with a backpack)

Edited by Adam the Waster (see edit history)

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Posted (edited)
47 minutes ago, madmole said:

This is what I'm testing now which will be in the next build unless I change it again:

 

Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

So... where do the sneks (snakes) fit in all of this? Small game? What of vultures and zombie bears?

Edited by MechanicalLens (see edit history)

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13 minutes ago, Vintorez said:

Is it an issue with certain PoIs or some other factor that sometimes makes stealth just seem completely nonfunctional?

 

Full padded armor, From the Shadows rank 3, Silent jumping book, avoiding/breaking trash, and no crouch sprinting. Sometimes I can weave through a house sneak killing every zombie outside of the occasional intentional ambush trap, but other times almost every room is immediately woken and on me as soon as the red dots from quest tracking shows up.

Not all sleepers are stealthable.  There are some sleepers that will attack the player as soon as they get close enough which I think is fine to create those "special moments". :)

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Posted (edited)
2 minutes ago, Laz Man said:

Not all sleepers are stealthable.  There are some sleepers that will attack the player as soon as they get close enough which I think is fine to create those "special moments". :)

I know there are just sometimes traps adn that's fun, gotta go toe to toe now and then. But I'm talking entire PoIs, entire buildings that seemingly just say "Sorry, should have gone strength or fortitude."

Edited by Vintorez (see edit history)

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Just now, Vintorez said:

I know there are just sometimes traps adn that's fun, gotta go toe to toe now and then. But I'm talking entire PoIs, entire buildings that seemingly just turn off your stealth build.

If you can recall the POI, I can look at it. :)

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Looking at my quest log the most recent one I had this happen would be either house_old_bungalow_11 or house_old_spanish_01, the one where you go in through a room at the top of a shed/garage, take a catwalk into the main house, go down through an underground facility, and back up ending in the first shed/garage.

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We are seeing problems with thrown stone spears "falling off the world". On our P2P MP game, if the client throws a stone spear at a zombie and misses, the console will give a message about the spear "fell off the world". It only seems to happen to the client and not to the host. Anyone else seeing this problem?

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I'm not sure where to report this, and I know I took this picture in a now outdated version but I thought I'd might as well, so my apologies that it's posted here. A "house_old_pyramid_04" in my world had two iron desks in the basement area, and one of which was colliding with the other and half-buried in the wall; in other words, the second desk shouldn't be there. I've posted two images down below.

 

7_Days_To_Die_2020-07-10_1_40_16_PM.thumb.png.444961f1b279dc7e199984d05c535a65.png

 

7_Days_To_Die_2020-07-10_1_40_19_PM.thumb.png.8d74d3217f4114995e186ea655fba196.png

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PLEASE make it so we can choose whatever value we want for daylight length in singleplayer. I don't want to be forced to sit 15 minutes every hour (18 hour setting which is max value atm) just to hide and do nothing. It at least used to be possible to use the "sg daylightlength VALUE" command and after a couple of tries and saves and reloads it accepted the new value and used the new value from that point on. That doesn't seem to work anymore and should not be needed to be honest. Just don't limit the settings dial to 18 hours max please.

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predators v's zombies
bears beat the crap out of one.

dire wolf stood there, just staring at 3 as they walked by close enough to pet him

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I got to say this!

 

 

My favorite POI is the Basketball court!

 

it is nice and Flat to build a nice base! i building some guard towers!

and it looks nice!

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3 hours ago, madmole said:

No @%$*#! Sherlock, but I don't have any code and we are in feature freeze. I'm trying to hack my way around this with existing xml for now.

I was thinking rabbits and chickens can spawn every day, so if you work for it you can always find them, and then big game will spawn very rare on a slower interval could work well for sp and mp, for now until we get something that scales it based on server pop.

Elementary, dear Madmole. Sounds like you are describing kind of an event system for animals that rules threat and spawns organically by animal type and amount of players. Imma wait for a20 before honouring my forum title again. This animal tweak ruined meat abundance for a19 though. b157 had the sweet spot with maybe too long of  a spawn cycle for the meat bearers (7 days if I'm not mistaken). Today, in a little more than 1 hour I got 375+ meat and the level of threat was through the roof despite being just day 1.

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Just here to echo the sentiment made not long ago about adding a toggle for the sprint function.  Having to basically stop running altogether to get it to stop (and even then, sometimes when you start trying to walk, it's still in run mode for a few seconds) seems like a relatively easy fix?

Otherwise, really loving 19.  Thanks for a great update!

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2 hours ago, madmole said:

This is what I'm testing now which will be in the next build unless I change it again:

 

Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.

Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day

Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night

Sounds very very good. In theory should solve any meat/animal problem with any number of players without the need for further coding.

 

I'm guessing snakes are night and day predators? Or maybe spawning with "big game" ? 

 

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