TSBX Posted January 16, 2020 Share Posted January 16, 2020 I'm pretty sure they're just updating the textures with new Unity features like PBR, new maps and stuff like that, but I could be wrong. I'm no artist after all. Link to comment Share on other sites More sharing options...
sillls Posted January 16, 2020 Share Posted January 16, 2020 One thing that I would like to see changed that there is to add a knock back effect when a zombie gets hit in the face. Living or dead, If I thrust a spear in the face, it should do something to them. Link to comment Share on other sites More sharing options...
Adam the Waster Posted January 16, 2020 Share Posted January 16, 2020 One thing that I would like to see changed that there is to add a knock back effect when a zombie gets hit in the face. Living or dead, If I thrust a spear in the face, it should do something to them. personally i think that the spear should have a Jab rather then a throw but.. yes i agree, at the very most a Stun, not a full knock down Link to comment Share on other sites More sharing options...
sillls Posted January 16, 2020 Share Posted January 16, 2020 You can do both with the spear. Thrust and throw. Link to comment Share on other sites More sharing options...
Adam the Waster Posted January 16, 2020 Share Posted January 16, 2020 You can do both with the spear. Thrust and throw. power attack. i should have been more specific Link to comment Share on other sites More sharing options...
TSBX Posted January 16, 2020 Share Posted January 16, 2020 A backwards stagger would be great! Link to comment Share on other sites More sharing options...
sillls Posted January 16, 2020 Share Posted January 16, 2020 Yeah, at least something that shows that you made contact with it's head or chest. That would be great. Link to comment Share on other sites More sharing options...
faatal Posted January 16, 2020 Share Posted January 16, 2020 Yeah, at least something that shows that you made contact with it's head or chest. That would be great. It should always react in some way to a hit, but often does not. Something I'd like to look at eventually. Link to comment Share on other sites More sharing options...
sillls Posted January 16, 2020 Share Posted January 16, 2020 Thanks. Link to comment Share on other sites More sharing options...
wolfbain5 Posted January 16, 2020 Share Posted January 16, 2020 Not sure who works on this aspect, but how are the sounds coming along? is the "can't play audio" console spam getting a look into? Link to comment Share on other sites More sharing options...
uselessjunkaccount Posted January 17, 2020 Share Posted January 17, 2020 For A19 I think it would be cool if there were some sort of extra-special reward for collecting every book in the game. It would add something interesting to strive towards in the end game and I imagine it would be an easy thing to add to the game from a development perspective.After you collect the last book it could give you a quest to head to the trader for your reward. I don't really have a specific reward in mind but for a task like that I think it should be pretty OP as you'll be OP anyway by that point in the game. Maybe something like 5000 forged steel? 4x\4 or gyro with the speed turned and infinite fuel/health? It would just be nice to have some sort of a reason to go into more POIs at the end game. As it is there's maybe only 5 that really interest me still loot wise once I get to day 30 on 90 minute days. Link to comment Share on other sites More sharing options...
faatal Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. Link to comment Share on other sites More sharing options...
Arma Rex Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. Sounds awesome! You plan on sharing screenshots soon? Link to comment Share on other sites More sharing options...
faatal Posted January 17, 2020 Share Posted January 17, 2020 Sounds awesome! You plan on sharing screenshots soon? I'm planning more tweaks tomorrow to try and get a better light level by using the reflection probe. Maybe next week. A video would really be better for that, but I don't make videos, so have to figure that out. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. By "Overall" do you mean that when you are inside any building outside may appear darker while looking out? Link to comment Share on other sites More sharing options...
Guppycur Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. Can you use it like a generic "World xml file" and expose xml settings like crouch height and whatnot? Link to comment Share on other sites More sharing options...
Odetta Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. So does this mean we can change lighting color too? I really hope. Link to comment Share on other sites More sharing options...
Survager Posted January 17, 2020 Share Posted January 17, 2020 It should always react in some way to a hit, but often does not. Something I'd like to look at eventually. Is it possible to expect that in the future it will be possible to knock down zombies from their feet if you crash into them at a sprint? It could be some kind of skill that would allow knocking down more zombies in this way) Link to comment Share on other sites More sharing options...
n2n1 Posted January 17, 2020 Share Posted January 17, 2020 ... worldglobal.xml is a new config file which has: ... Thank You! 7dtd is really awesome in terms of customization and modding. By the way, the shadows now seem excessively black. Will you tweak this, or is it considered normal? Link to comment Share on other sites More sharing options...
Haidrgna Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. Great work. Maybe you can add the settings of biome spectrums and ambient sound loops (the sounds used, referencing sounds.xml) so this completely locked in piece of world building can be exposed to modders and designers as well Link to comment Share on other sites More sharing options...
n2n1 Posted January 17, 2020 Share Posted January 17, 2020 Great work. Maybe you can add the settings of biome spectrums and ambient sound loops (the sounds used, referencing sounds.xml) so this completely locked in piece of world building can be exposed to modders and designers as well That would be awesome. this is Freedom... Link to comment Share on other sites More sharing options...
Yisiscreise Posted January 17, 2020 Share Posted January 17, 2020 Darker interiors are coming, similar to what we had before, but a different method. worldglobal.xml is a new config file which has: <property name="ambientEquatorScale" value=".6"/> <property name="ambientGroundScale" value=".4"/> <property name="ambientSkyScale" value=".5"/> <property name="ambientInsideSpeed" value=".12"/> <property name="ambientInsideEquatorScale" value=".3"/> <property name="ambientInsideGroundScale" value=".16"/> <property name="ambientInsideSkyScale" value=".4"/> These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces. I hope to add more settings to the file in time. Great work!! By the way, are there any news about bandits, behemoth, the duke's casino...? I've been afk and in the first post about alpha 19 cant see anything about this stuff. By the way, ty for your work TFP! alpha 18 is awesome ^^ Link to comment Share on other sites More sharing options...
Stahl Posted January 17, 2020 Share Posted January 17, 2020 Will come back when you support pvp Link to comment Share on other sites More sharing options...
Nexian Posted January 17, 2020 Share Posted January 17, 2020 I assume the standard size zombies have the same animator? (i.e. if you add an animation for one, they all then have it?) Would love to see the spider zombie disappear and add climbing & crawling/jump animations to regular zombies. Then you could randomly give normal zombies either the climbing or jumping abilities, similar to making them irradiated. Also it would be neat if the larger zombies got a charging animation and the possibility to be "charging" zombies. i.e. run fast at you, deal big damage if they hit you while running, but go in a straight line for the charge. Could also make the acid spit a potential characteristic for all larger zombies. These changes would make zombies a bit less predictable. It would also mean that as hordes get nastier, more zombies can gain these abilities without just having to add 50 spider zombies, etc. Plus it would be nice in general to see more use of the system used to make irradiated zombies and these traits seem like a good use of that system. Oh, and all base crawlers are the same zombie, but we already know all zombies already have the crawl animation. Can't we randomise who the crawlers are? Link to comment Share on other sites More sharing options...
TSBX Posted January 17, 2020 Share Posted January 17, 2020 Will come back when you support pvp Good to know. I'll update my spreadsheet. Link to comment Share on other sites More sharing options...
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