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Alpha 19 Dev Diary

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Just now, MechanicalLens said:

Hey, mind if I steal that iron bar/steel pole design from you? :)

by all means, its a 7x7 with plates on the outside, been working pretty good for simple, lets me go out looting more than designing a base

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2 minutes ago, MechanicalLens said:

Just as an fyi: regular poles take 6x the damage from zombie attacks if they are placed horizontally.

i didnt know that, and i rotated my regular poles to be horizontal, but it works well for me, and now i love the sledge

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Just now, Phoenixshade35 said:

i didnt know that, and i rotated my regular poles to be horizontal, but it works well for me, and now i love the sledge

Yeah, that's been a thing since A17 I believe. Quick question: Would you think that plates placed on top and below the iron bars (flat against the blocks) would hold up the iron bars?

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Just now, MechanicalLens said:

Yeah, that's been a thing since A17 I believe. Quick question: Would you think that plates placed on top and below the iron bars (flat against the blocks) would hold up the iron bars?

hard to say, i have them placed on the poles, i imagine it would work on simple plates as well, they are normal bars and not centered bars, upgraded from wood bars for cheap placement in case i screwed up lol

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On 8/5/2020 at 8:05 AM, Pegasus said:

I'm talking specifically about rain and snow.  Solid blocks, like wood blocks and concrete blocks, already stop rain and snow.  It's windows (which actually say, right in their description, that they keep the elements out) and hatches which do not stop rain and snow.  There's something with those particular blocks, whether placed vertically or horizontally, which do not stop rain and snow.

 

I can put in a skylight of bulletproof glass between stretches of concrete blocks ... and stand under the glass in a rainstorm and my "you are wet" indicator goes up.  I move literally one block to the right, so I'm standing under the concrete ... and I'm magically dry again.

 

I can stand under a solid steel vault hatch ... and i'm soaked to the skin 52 meters underground ... take one step back, so I'm under concrete and solid rock ... and I'm dry again.  I can understand it if the wood hatches leak... I mean come on, I built it with a couple of flatish pieces of wood that I carved with a stone axe ... i'm surprised it doesn't fall on my head every time I open it.  But a vault hatch shouldn't leak.  And neither should bulletproof glass windows ... or any other windows for that matter.

I don't know the details of what works or not currently. Just guessing. I have not touched that code and the creator is probably one of the programmers no longer with TFP. Like many features, it needs to be tested and reevaluated someday when someone has time.

On 8/5/2020 at 11:56 AM, Callum123456789 said:

I'm currently on day 65 and I'm just doing an all round character which has like 5, 6 or 7 points into each attribute which I haven't ever actually tried before and well it feels great with all the different weapons and approaches I can take 

sidenote: the stun baton does feel better now it has the repulsor mod but i feel like it should have its damage increased by a small fraction just to put the cherry on top because all the other weapons seem to out perform the baton by quite a bit 

 

bug report for the stun baton: when zombies die to the schocking damage from the 3 zombies i let die to it didn't give me any xp is this intended?

same goes for letting zombies die by fire from your weapons but 75% of the time it gives you the xp 

Today I fixed some issues with electrocution, so it may be better.

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Posted (edited)
5 hours ago, Demandred1957 said:

As someone that owns a 7.62x39 AK variant irl, I just gotta say the damage the bears can take is just insanely unrealistic. I went through almost a full clip on a living bear, point blank range to the face, before I killed it. Bears are tough yeah, but they ain't taking more than 1-2 rounds from a AK especially headshots.. I can punch neat bullet sized holes in 3/8 " thick mild steel plate with mine, shooting fmj standard issue russian ammo.

I mean..o.k.? Bears and other living predators should be tough and a real threat, but Humans rule the world because of our tools, and when you are using the right tool (guns vs anything else) you should tear through them like tissue paper.. Now if you don't have a gun, or get jumped/surprise attacked, yeah I could see you getting @%$*#! handed. But when You are doing the jumping with a AK, they shouldn't stand a chance, and go down 5 rnds MAX..

This is factual, but doesn't make for a fun game.  

I don't envy the Devs job of trying to find the fun "Needle" in the realism "Haystack".

But what I know is: They MUST do whats fun for them or the game is lost.  

 

Edited by Aldranon
cap to needle (see edit history)
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10 hours ago, Jay_ombie said:

VRAM Usage Much has happened with fine tuning this procedure Its at the moment for me at least running really well and I am wondering if the game gives those with 11gb of Vram (1080ti) some love and uses it to the max before purging to reduce those (small but still noticeable) micro stutters.?

 

I ask as so far I do ponder as I  seem to see the game not use any more than 7gb ?

Normal entities don't load up front like they used to and hundreds of oversized textures were reduced, so the game does not need more VRAM. VRAM use can also be misleading since Unity's texture streaming does not free unused textures until it needs some space to load a new one.

5 hours ago, Star69 said:

I've heard lots of sizes for chunks.....16x16, 64x64, 512x512  {/shrugs} but it might be because some people say chunk when they mean region or vice versa. Irregardless, IMO, resetting a region would be the way to go if you are interested in resetting an area because it is a significant area. Then how do you decide what action resets the clock.....does just causing the chunk/region to load enough to restart the 30 day clock or do you need to interact with a chunk/region to reset the clock? Things to think about for sure. I still think it's a fabulous idea and hope they figure out how to make it work. Doing it manually is a pia.....deleting the region file is simple, figuring out which and how many to delete is time consuming. As far I as know, there's no way for me to figure out if a region or chunk has been loaded recently. Having the game doing those calculations would be great. Less work for a busy admin. Again, just my opinion.

Technically a chunk is 16x256x16 and has 16 layers each 16 tall, but people and myself often call a chunk 16x16x16 even though code calls it a chunk layer.

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Posted (edited)
1 hour ago, faatal said:

Normal entities don't load up front like they used to and hundreds of oversized textures were reduced, so the game does not need more VRAM. VRAM use can also be misleading since Unity's texture streaming does not free unused textures until it needs some space to load a new one.

Technically a chunk is 16x256x16 and has 16 layers each 16 tall, but people and myself often call a chunk 16x16x16 even though code calls it a chunk layer.

Hi @faatal, I've been testing a bit b177. After testing for a few hours I would say that a19 isn't ready yet but a few improvements have been made specially regarding texture handling.

 

Feedback:

 

Right at the start, I don't freeze anymore for a few seconds. That is good news. Everything is loading smoother. I'm talking 1080p this time. 

 

While I am running faster when pure texture handling is involved (always at 60fps no bumps even on god mode and running fast), the fps bumps were even more apparent this time, as there was absolutely no contamination from the texture streaming side of things (well done, congrats to the texture shrinking Pimp).

 

The biggest bump in fps surfaced pretty quickly and was ALWAYS there when I noticed the bump and watched console a second after (actually the INF sound notifications can take a couple of seconds to show).

 

So the thing is, music is the culprit for a19 most constant and abundant 15-45fps drops for minimum and medium spec systems (turns out it happens in a18 too, but less music = less problem).

Every time music starts or ends or transitions, the game takes a big bump (15-45 fps) and lasts for  2-5 seconds (depending on if there are other complexities happening at the same time, like sleeper spawning).

 

This is the biggest and fattest fps RARE bump (freezes screen for up to 10 seconds ) AKA The extremely crossable-road elevated- house exception that I showed you in pages 577 and 582 of this thread): 

20200721195514_1.thumb.jpg.f1bfbcaf106d9edb94cce2e96b7fa57e.jpgC5.thumb.jpg.b4133c2f633f8035664d95966c259d73.jpg

 

While there are other fps problems (Shown in the other posts  and related to sleepers, loading and unloading of blocks and simultaneous spawns and loading happening)

music is, by far the culprit in a19 and a18(YES, I rolled back to check and damn, when ambience music [[the only one in a18]] started, transitioned and/or ended- the bumps were real. 

 

So there, if us peasants get a fix for the music handling = butter smooth gaming buttocks .

 

Edit: BTW, the game is still quite unbearable because of the fps drops, at least in potatoes.

Edited by Blake_ (see edit history)
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Man the winter biome is no joke. Against my better judgement, I accepted a trader quest, day 4 I believe, maybe 3, for a tier 1 clear quest. I was 200 or so meters away, just entered the snow, and saw what I thought was a regular wolf (found out pretty soon it was a dire wolf)

 

Thought ok bi*ch, I need some meat anyway. Built a reinforced 3 high wood frame tower to take him out. So once I aggro'd him, a lumberjack started torquing my way as well.

 

Needless to say, I received my 1st death in b177!!

Fu*k the winter biome!!! 😩

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17 hours ago, Pegasus said:

I will use my crystal ball and bet he's going to say either "Soon(TM)" or "When it is finished."  Hehehe

 

 

 

17 hours ago, Adam the Waster said:

done is it when

when it is done

 

hur hur hur

@madmole I guess the The Fun Pimps don't have a project manager whipping their asses, and that's why they can't self impose deadlines and then stick to them, but at least be professional enough to remove the junk drone from the A19 release notes if it aint even in. Spent about 20 minutes trying to figure out how to get one in game. I ask a polite question in the forum, and all I get is your laughing emojis on the two echo-chamber nucklehead posts above.

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6 hours ago, Aldranon said:

This is factual, but doesn't make for a fun game.  

I don't envy the Devs job of trying to find the fun "Needle" in the realism "Haystack".

But what I know is: They MUST do whats fun for them or the game is lost.  

 

I agree with this. Some of our best/fondest game moments are where you run across a bear and get almost rekt, or actually rekt.

If everything died in one shot, I doubt we would have had half of the laughs we have had. And at the end of the day, I believe we all play GAMES, just to have fun. Real life should be left at the door when you game. But hey, that's just my opinion.  

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6 hours ago, Aldranon said:

But what I know is: They MUST do whats fun for them or the game is lost.

They must do whats fun for US, or the game is lost..(and they are out of a job) Fixed that for you...

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7 minutes ago, Demandred1957 said:

They must do whats fun for US, or the game is lost..(and they are out of a job) Fixed that for you...

There is no "US" - everyone's idea of fun is different. An artist typically doesn't create something that a fan orders them to, the artist creates something and earns a fan. Nothing wrong with taking in feedback or liking an idea that someone proposes - but at the end of the day - they should make whatever they want to make...otherwise it would sink into a passionless creation that's influenced by only the loudest and without a clear vision.

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17 minutes ago, Demandred1957 said:

They must do whats fun for US, or the game is lost..(and they are out of a job) Fixed that for you...

But what they do, is fun for me and the people I play the game with, so by that statement, they are. 😁

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9 hours ago, madmole said:

When I say specialize, I mean "major skill". So I decide ahead of time I'm going to specialize in one major attribute or skill and take it all the way to 10 and pick up most of the perks it has to offer. That doesn't mean I won't nab what suits me along the way, like black smith and pack mule, even cooking, to augment crappy luck. Bad luck slows me down a little but eventually I get rank 10 and the top ranks of what I specialize in. I don't deviate too much.

I always get perks from nearly every attribute, but that doesn't make me a jack of all trades, I still have one major one and some minor ones.

Yes but to call this classes is a joke. And when I see people play and talk about "I'm doing a perception build" "I'm a grenadier!" on here and people debating classes like it's an RPG or that a 'stealth guy' won't use a blunderbuss and the game isn't balanced for their 'class' it's ridiculous.

 

I don't think any D&D player is going to multiclass 3 ways on level 5 rather than get to level 5 in fighter / strength.

 

Like I said, excluding all other perks rather than sprinkling where needed (when loot isn't available) early game is very situational. And 2-4+ early game points can easily be based on schematic loot.

 

But hey, if you've got telemetry now you will be able to prove me wrong soon as well as how long players are staring in Trader Jen's trailer!

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29 minutes ago, Demandred1957 said:

They must do whats fun for US, or the game is lost..(and they are out of a job) Fixed that for you...

 

9 minutes ago, Toban said:

But what they do, is fun for me and the people I play the game with, so by that statement, they are. 😁

I agree with Toban here. I have a lot of fun. I think different people have a different idea on what is fun. For me if animals just died in one shot it wouldn't kill the game for me, but it wouldn't add anything either. I like there to be a battle. Just yesterday it took my hubby two swings of a sledgie to kill a chicken lol 🤣 it was a damn tank chicken. But it was funny! I think people get overly focused on what is fun for them personally and expect that a game is tailored to them. Unfortunately for you that wont happen unless you make a game you like or mod the game. If you did make a game yourself and decided it was good enough to sell I can promise you there would be guys just like you telling you how to make your game that you love more fun! TFP's are under no obligation to please anyone. They made a game, its fun for the majority of us. If you don't find it fun, I would suggest playing a different game. This is all just my opinion and not meant to offend anyone.  

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9 minutes ago, Laynie said:

 

I agree with Toban here. I have a lot of fun. I think different people have a different idea on what is fun. For me if animals just died in one shot it wouldn't kill the game for me, but it wouldn't add anything either. I like there to be a battle. Just yesterday it took my hubby two swings of a sledgie to kill a chicken lol 🤣 it was a damn tank chicken. But it was funny! I think people get overly focused on what is fun for them personally and expect that a game is tailored to them. Unfortunately for you that wont happen unless you make a game you like or mod the game. If you did make a game yourself and decided it was good enough to sell I can promise you there would be guys just like you telling you how to make your game that you love more fun! TFP's are under no obligation to please anyone. They made a game, its fun for the majority of us. If you don't find it fun, I would suggest playing a different game. This is all just my opinion and not meant to offend anyone.  

Yep, all games sold in the US need a "Are you a badass IRL with guns?" checkbox, which you can check and it makes you as awesome in a video game vs hordes of running radioactive zombies and groups of 5 zombie dogs as you are in real life. If not, all the badasses WHO PAY YOUR SALRY will revolt :)

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1 minute ago, BumbaCLot said:

Yep, all games sold in the US need a "Are you a badass IRL with guns?" checkbox, which you can check and it makes you as awesome in a video game vs hordes of running radioactive zombies and groups of 5 zombie dogs as you are in real life. If not, all the badasses WHO PAY YOUR SALRY will revolt :)

I have run out of reaction privilege... so here is my reaction. 😅 😂🤣

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Posted (edited)
On 8/6/2020 at 1:19 PM, RiyoFox said:

Yes, I am no longer allowed to have hands if I use my Military gloves. Looks hilarious when driving my motorcycle 🤣

Haha yeah, and all the tools just float next to your sleeve xD

 

Almost getting Invisible Man vibes!

Edited by Azaron (see edit history)
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2 minutes ago, Azaron said:

Haha yeah, and all the tools just float next to your sleeve xD

 

Almost getting Invisible Man vibes!

Military armor is the best armor for stealth. ;)

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Posted (edited)

@Devs

Why did you make haybales - is multiblocks?

it was possible to make models of a cube and a quarter circle?

they could compose these and other shapes, look better, and fit better into the voxel system.

Edited by n2n1 (see edit history)

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5 hours ago, Outlaw_187 said:

Man the winter biome is no joke. Against my better judgement, I accepted a trader quest, day 4 I believe, maybe 3, for a tier 1 clear quest. I was 200 or so meters away, just entered the snow, and saw what I thought was a regular wolf (found out pretty soon it was a dire wolf)

 

Thought ok bi*ch, I need some meat anyway. Built a reinforced 3 high wood frame tower to take him out. So once I aggro'd him, a lumberjack started torquing my way as well.

 

Needless to say, I received my 1st death in b177!!

Fu*k the winter biome!!! 😩

Haha it's not easy at all.
 And said through the mouth of MM, later the snow and wasteland biome will be VERY difficult  :D: 

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