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Alpha 19 Dev Diary


madmole

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One thing i wouldn't mind seeing is the big log spikes back, but not as a defence, as a building block, making a bowser style looking castle would be kinda cool, all we are lacking are those spikes, all we would have to do is remove the damage zombie stuff from it, lol, i loved how they looked on my base as a cosmetic feature.

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This thread is starting to drift apart pretty seriously 😅 I know that "it's done when it's done" but how are things looking regarding making this or the next patch the one that is considered stable ? Anything specific left to fix before that can happen ?

 

In the grand scheme of things it doesn't change much, but I'm looking forward to discovering the A20 dev diary and I know a lot of modders prefer waiting for the stable release before releasing their mods.

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Hi everyone. Can anyone provide the Gamestage formula updated for A19?

People have been asking this on Steam and no one seems to get it right lol

 

Edit: I know there's apparently some documentation in the XML files but it's far too long to summarize into a formula...

 

Spoiler

Game stage spawning: All game stage spawning starts with a "Spawner" which is a named object referenced in the code or other data (like POIs). The spawner itself contains all of the gamestage information for that particular spawner. Examples: BloodMoonHorde spawner, or a large POI spawn, or a POI spawn that contains football players. Each spawner defines a set of game stages. An individual game stage defines the actual spawning and spawning progression for that specific stage. The game stage number is an estimate of "difficulty", higher game stages should be harder than lower game stages. <spawner name="BloodMoonHorde"><gamestage stage="1">// Starting spawn stage is in this first entry.// It will spawn up to 300 zombies, but only 8 can be alive at any one time due to performance reasons.// Zombies will be spawned from the ZombiesNight spawn group defined in entitygroups.xml/ (Optional) The duration of this stage is 1 game hour, after that game hour the next spawn will start OR the spawning will complete// if there are no more spawns.// (Optional) Interval is a delay in seconds between the end of a spawn group and the next one// If we have a use for it this could also trigger a stinger sound.<spawn group="ZombiesNight" num="300" maxAlive ="8" duration="1" interval="60"/>// After 300 zombies have been killed this defines a kind of "station keeping" mode// where there will be one zombie sent to harass the players until sunrise.<spawn group="ZombiesNight" num="9999999" maxAlive="1"/>maxAlive is now per player, not per party</gamestage> </spawner> The code will use the highest stage that is less than or equal to your computed stage. There is no cap on gamestage. If you feel like defining a stage="5000" - go nuts. The gamestage is calculated once, when the "event" occurs. When the blood moon rises the game considers nearby players as "a party" and figures out the accumulated gamestage. This gamestage will be in effect for the duration of the event. If players log in later or drop out, such as during the blood moon event, the gamestage will not change. - - - - - - - There is a metric which maps a player or group of players to a game stage number. daysSurvived:This is a running total, kept for every individual player.Every 24 hours GAME time 1 (day) is added.On every death "daysAliveChangeWhenKilled" is subtracted from the total.After this the daysAlive is capped.It is low-capped at 0, high-capped at "your player level".At player level 41 you can have a daysSurvived value anywhere from 0 to 41. gameStage = ( playerLevel + daysSurvived ) * difficultyBonus So if a player was level 10 and survived 4 days playing when the game stage points are calculated the game stage points would be gameStage = (Player Level 10 + Days Survived 4 ) X difficultyBonus 1.2 The total would be 16.8 or 16 game stage points. If the same player was level 10 and had survived 25 days and died 2x:25 days - 2 x 2 (daysAliveChangeWhenKilled) = 21Then daysAlive of 21 gets capped to player level so 10. This is how the gamestage of a PARTY is calculated: The gamestage of all (up to) 6 players is calculated. The players are sorted by gamestage. The highest GS number is multiplied by "startingWeight". This then loops down the list and "startingWeight" is multiplied by "diminishingReturns" every time. Example: Players with GS 120, 30, 60, 91, 5, 80. startingWeight= 1.7, diminishingReturns=0.5 So we get 120 * 1.70 = 20491 * .85 = 7780 * .42 = 3460 * .21 = 1330 * .82 = 245 * .11 = 1 ... or a total party GS of 353 - - - - - - - Which gameStage list of spawn groups is actually picked and "ran" if it calculates a GS of 15? It rounds down. At a GS of 15 the <gamestage stage="14"> is used. At a GS of 14 <gamestage stage="12"> is used. - - - - - - - Console command: gamestageDisplays your current gamestage. Console command: forcegamestageThis will force a gamestage for testing.The calculation will not run at all but you jump directly to the spawn set for this stage

 

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29 minutes ago, Jost Amman said:

Hi everyone. Can anyone provide the Gamestage formula updated for A19?

People have been asking this on Steam and no one seems to get it right lol

According to the gamestages.xml file it is the old formula "( playerLevel + daysSurvived ) * difficultyBonus" but the difficultyBonus is now a fixed value of 1.2 which means it is the same regardless whether you play on Adventurer or Insane. For each death two days are subtracted from daysSurvived.

 

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34 minutes ago, RipClaw said:

According to the gamestages.xml file it is the old formula "( playerLevel + daysSurvived ) * difficultyBonus" but the difficultyBonus is now a fixed value of 1.2 which means it is the same regardless whether you play on Adventurer or Insane. For each death two days are subtracted from daysSurvived.

Thanks! :-]

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8 hours ago, Roland said:

Awwww...poor Subnautica...

19 minutes ago, Adam the Waster said:

hey don't take about my Baby like that!

Don't worry. Subnautica's fine. In fact, the developers have announced yesterday to port Subnautica and Subnautica: Below Zero to Nintendo Switch. Many new players on that platform.
 

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3 hours ago, RipClaw said:

According to the gamestages.xml file it is the old formula "( playerLevel + daysSurvived ) * difficultyBonus" but the difficultyBonus is now a fixed value of 1.2 which means it is the same regardless whether you play on Adventurer or Insane. For each death two days are subtracted from daysSurvived.

 

So ... if they subtract 2 days for every time you die ... if you are really bad at the game or just suicidal game stage could theoretically go negative ...  if your game stage is negative, do the zombies stop attacking and start giving out rainbow flowers?

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30 minutes ago, Pegasus said:

So ... if they subtract 2 days for every time you die ... if you are really bad at the game or just suicidal game stage could theoretically go negative ...  if your game stage is negative, do the zombies stop attacking and start giving out rainbow flowers?

I think there's a limit to how many deaths are counted. Worst case is that you always stay on gamestage 1. There is no negative gamestage.

 

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On 8/17/2020 at 6:09 PM, Adam the Waster said:

tbh i see 7DTD more as a PVE game! but that may just be me!

coz u cant aim, brah! 🤣

 

On 8/17/2020 at 6:11 PM, Roland said:

Well...you AND the devs.

and neither do they 😆

 

mm quake skillz intensifying!!! RUN!

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46 minutes ago, Roland said:

Unless things have changed, days survived is always equal to your level whenever it is less than your level. So if you are level 30 then your days survived value will also be 30 after you respawn. 

Gamestage 110 and I only got a few rad spiders last horde night. Something has definitely been changed with gamestage spawns; by now I'd have a swarm of irradiated zombie types at my doorstep.

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9 hours ago, Laz Man said:

Loved fallout 1 and 2.  Even enjoyed fallout tactics although it was alot different then its predecessors.

I tried playing it but it seemed too far away from the BGS version I like. I can see why some original Fallout fans felt what BGS is wrong, but coming at it as a BGS fan first their version is better for me at least. The original developed all the cool lore and back story though.

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9 hours ago, Laz Man said:

Loved fallout 1 and 2.  Even enjoyed fallout tactics although it was alot different then its predecessors.

During the recent Bethesda sale, I picked up the entire Fallout franchise (except for 76).
I only really know Fallout 4, and partially at that. I'm starting at Fallout 1 and working my way through them. I'm looking forward to Tactics to see what they did there.
I'm not much of a Bethesda fan, nor a Fallout fan, but I do recognize the impact and significance. I guess I'm considering this a game study.

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35 minutes ago, madmole said:

I tried playing it but it seemed too far away from the BGS version I like. I can see why some original Fallout fans felt what BGS is wrong, but coming at it as a BGS fan first their version is better for me at least. The original developed all the cool lore and back story though.

Yeah, the lore and backstory was great.  It had alot of "character" that immersed me in the game.  Although serious in tone there were also alot of light hearted moments that made me chuckle. 

 

It also may have been the first post apocalypse type games I played so it was different then anything I've played story/rpg wise.

 

Edit: I know 7d2d will probably be more story light compared to other RPGs but I think can still do a fine job. 

 

Trader Rekt and Jen are great examples of that.  Everyone wants to kick in Trader Rekts teeth for his ungrateful remarks...and for Trader Jen the new dialog responses are nice and light hearted.

 

 

 

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8 minutes ago, STyK_ said:

Is the menu music copyright? Or is it fair use?

Knowing YouTube, they copyright anything, including their own royalty-free music at times. Bots will be bots. If you plan on uploading a video to YouTube that includes the menu music, you should be fine, but be aware that the YouTube Gods might knock at your door at some point.

 

Edit: I was referring to a couple tens of seconds of audio. The whole thing? I'm not sure.

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Just now, MechanicalLens said:

Knowing YouTube, they copyright anything, including their own royalty-free music at times. Bots will be bots. If you plan on uploading a video to YouTube that includes the menu music, you should be fine, but be aware that the YouTube Gods might knock at your door at some point.

 

Edit: I was referring to a couple tens of seconds of audio. The whole thing? I'm not sure.

but what if it isn't for the game? Same deal?

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Just now, STyK_ said:

TFP isn't going to come after me?

They very well might. What you're asking here is taking something that is trademarked and using it for your own purposes. The last time I checked, under most circumstances that is illegal. You're wasting your time with me though, it's best to check with them directly.

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1 hour ago, Alpacko said:

coz u cant aim, brah! 🤣

 

and neither do they 😆

 

mm quake skillz intensifying!!! RUN!

me who doesn't play PVP because i don't like to ruin peoples work 
and im to nice to people
image.jpeg.2718fac73b48e53a4d6dfef01f6e7011.jpeg

1 minute ago, MechanicalLens said:

They very well might. What you're asking here is taking something that is trademarked and using it for your own purposes. The last time I checked, under most circumstances that is illegal. You're wasting your time with me though, it's best to check with them directly.

TFP walking to his door like:

Spoiler

Italian chef with shotgun saying "Yo Mama'd your last-a mia ...

 

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