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madmole

Alpha 19 Dev Diary

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By "Overall" do you mean that when you are inside any building outside may appear darker while looking out?

 

Yes. The 3 ambient types cover everything that is rendered. Currently there is no engine tech to say use this ambient on these meshes and another here and even in that case it would still not work because a chunk mesh can have inside and outside parts. Outside is lit by direct light anyway like the sun and moon, so even if ambient was 0 you would still see the outdoors lit, but shadowed areas would be darker.

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Can you use it like a generic "World xml file" and expose xml settings like crouch height and whatnot?

 

You can put anything in there. That is easy. Having code use it is what takes time. We are specifically using it now for our conversion to linear color space and values that want to tweak as we go.

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So does this mean we can change lighting color too? I really hope.

 

Not currently. Colors still come from the spectrum images. The worldglobal settings we have now just modify those colors.

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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)

 

There was plans for an ability like that for A18, but it was scrapped because I did not have time to try and get it working. Maybe someday, but I have plenty to do for A19.

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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?

 

Shadows seem fine to me, but that could be differences in gamma settings, monitor settings or personal preference.

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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 :D

 

It could be done, but A19 features are pretty much locked down at this point.

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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 ^^

 

Those are not planned features for A19. This is a shorter release schedule. I'm counting weeks, not months at this point.

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They removed climbing spiders in A17; they jump now, with ferals jumping higher and further than regulars, and radiated spiders higher and further still.

 

Yes. When the pathing system was changed, it no longer supported pathing up walls.

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Here’s some more clues:

 

It is a feature having to do with the UI

 

It is configurable via xmls.

 

The Great Escape is the right direction.

 

I wish I could Find a better clue.

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I wish I could Find a better clue.

 

Backpack and container search. Move all similar.

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Those are not planned features for A19. This is a shorter release schedule. I'm counting weeks, not months at this point.

 

This is good to hear. Although I like the big updates, the wait is killer. Hopefully A19 release cycle will hit that sweet spot. :)

 

- - - Updated - - -

 

I wish I could Find a better clue.

 

You can give us one...or share a picture... ^_^

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Yes. When the pathing system was changed, it no longer supported pathing up walls.

 

will they learn to climb again at some point?

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It could be done, but A19 features are pretty much locked down at this point.

 

There is always A20 (or 19.x) :)

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Is zombie pathing getting some work, I am still having issues.

 

I was playing a new game in Navezgane clearing out The working stiff from the rear. Suddenly a Hawaiian zombie comes knocking that the front door.

He breaks the door down and I run around him, through that same door. The next thing I know, he is knocking on other door next to the one he just broke down. I don't know why. So I came around and stabbed him.

 

He comes after me but suddenly he starts walking into a pillar and won't stop. So I stab him in the um... backside, it was hard to miss. He drops and that's it.

 

It may not be too big of an issue because in a few hours of play with this new game, I only seen this once.

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Has anyone else had issues going through doorways?

 

I found two so far and both are in the Navezgane map.

 

The first one was in a house near the hospital and the other was the main entrance of hospital. I would try to walk in and it was like walking into a wall. I kept trying and I got in. It just looked like an open doorway but I could not go though.

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Has anyone else had issues going through doorways?

 

I found two so far and both are in the Navezgane map.

 

The first one was in a house near the hospital and the other was the main entrance of hospital. I would try to walk in and it was like walking into a wall. I kept trying and I got in. It just looked like an open doorway but I could not go though.

 

No not come across that issue. There was a similar issue with the trader that was fixed in that the door or frame was low so you'd have to crouch through. You need to follow post bug report for that and follow instructions for posting dbs outside POIs.

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Has anyone else had issues going through doorways?

 

I found two so far and both are in the Navezgane map.

 

The first one was in a house near the hospital and the other was the main entrance of hospital. I would try to walk in and it was like walking into a wall. I kept trying and I got in. It just looked like an open doorway but I could not go though.

 

Yes. Same hospital door and a few random poi doors. Also get very stuck in hatches sometimes.

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Thanks Johnny. I did some more looking and noticed that it seems to have something do with the ground meets the floor blocks. It does not seem to be just the doorway but rather the whole frame were the two doors are. I get stuck even before I get to the door.

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Right now you have no choice but to get level 10 intellect to make your own crucible

 

Except, as you'd just finished mentioning, you do have choices. You can loot or buy a crucible, or loot or buy a crucible schematic. Since the crucible itself is the gate to quite a lot of top-tier equipment, how is that requiring massive investment or luck any sort of bad thing? (unless of course you're arguing everything should be easy and no choices should be hard or involve risk or sacrifice). If RNGesus is denying you steel and you're not doing your own materials science, get by without it. I'd say the devs' only real responsibility is to make the odds of the situation getting to where getting by without steel is simply not possible before you do get a crucible basically negligible. Which, so far as I can tell, they do. Some playthroughs everything seems to turn up golden, the loot includes basically everything I wanted. But for the rest, the game's about making do with what does turn up. Turns out, those are the fun ones. Maybe a no-crucible run, see how far I can get, ... actually, that sounds like a lot of fun, and instructive too. Thanks!

 

 

you have to get beyond the end game at this point just to have level 5 deep cuts and level 5 heavy armor

 

Somehow the idea of a knight in a full set of plate pulling out a dagger to fight with strikes me as comical. I don't see the game making skill at fighting with heavy armor and skill at fighting with little knives separate skills requiring dedication to separate skill paths as a bad thing.

 

I don't think it's possible to find any perk tree that's immune to substantial criticism. Choices in a game on this scale _should_ be hard. IRL, choices are hard because there's a huge number of real-world tradeoffs in systems no game could hope to model even if preserving the fun while modeling all the details were somehow possible.

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Somehow the idea of a knight in a full set of plate pulling out a dagger to fight with strikes me as comical. I don't see the game making skill at fighting with heavy armor and skill at fighting with little knives separate skills requiring dedication to separate skill paths as a bad thing.

 

A poignard or a parrying dagger seems ridiculous to you? How about a modern soldier in full flak armour carrying a knife when they have a fully automatic assualt rifle to use? Neither is ridiculous when you lose your primary weapon.

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A request for a19:

The inside ramp corner blocks and frames are terribly difficult to see its placement before setting. Can we have some type of other color shade show up on the wedge portion so we can better see it’s orientation?

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One thing i would not mind seeing is the ability to wire more than one generator to a wire relay, or maybe a bigger wire relay to hold more generators on it, would make bases more interesting in the future.

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Has anyone else had issues going through doorways?

 

I found two so far and both are in the Navezgane map.

 

The first one was in a house near the hospital and the other was the main entrance of hospital. I would try to walk in and it was like walking into a wall. I kept trying and I got in. It just looked like an open doorway but I could not go though.

 

I've gotten stuck on the hospital ER entrance many times. Not looked at it. Probably the ground slope there. Jumping gets me over the edge.

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