vonstorm Posted November 13, 2017 Share Posted November 13, 2017 Bandits are already in. Precious development hours were already spent. Open the console with F1 and type dm and then close the console and press F6 and go ahead and spawn in some bandits if you'd like to see them. They are currently disabled BECAUSE the animations look so bad. If you want bandits then you want the mocap animations because its going to continue to be no bandits enabled in the game until they move realistically and act realistically. Mocap fixes their movement and AI will fix their behavior. So be happy with the mocap. It is what is needed for what you want. Thanks for the clarification. Was unclear (to me at least) why they were not in yet, assumed it was more of an AI issue. Also I mistrust the spawner as an indicator, it has behemoths And I am happy with the Animations. Link to comment Share on other sites More sharing options...
Dagzambie Posted November 13, 2017 Share Posted November 13, 2017 Thanks for the clarification. Was unclear (to me at least) why they were not in yet, assumed it was more of an AI issue. Also I mistrust the spawner as an indicator, it has behemoths And I am happy with the Animations. Then you'll be ecstatic over the new animations! Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted November 13, 2017 Share Posted November 13, 2017 POI Request: A Meth house/Lab with a working chem station plus environmental dangers like chemical spills. Link to comment Share on other sites More sharing options...
Maharin Posted November 13, 2017 Share Posted November 13, 2017 The real question is, will we get an alpha for Christmas? Sure... Christmas 2018! Link to comment Share on other sites More sharing options...
Roland Posted November 13, 2017 Author Share Posted November 13, 2017 Sure... Christmas 2018! Another safe bet. Link to comment Share on other sites More sharing options...
Maharin Posted November 13, 2017 Share Posted November 13, 2017 It's not a delay, it's a feature. Link to comment Share on other sites More sharing options...
Odetta Posted November 13, 2017 Share Posted November 13, 2017 What if burning zombos destroyed crops, wolfs raided our chicken coops, and bandits left turds around our base? Link to comment Share on other sites More sharing options...
Maharin Posted November 13, 2017 Share Posted November 13, 2017 What if burning zombos destroyed crops, wolfs raided our chicken coops, and bandits left turds around our base? Zombie turds are the ones to avoid. They clog toilets and totally kill your attempts at composting. Link to comment Share on other sites More sharing options...
Odetta Posted November 13, 2017 Share Posted November 13, 2017 Zombie turds are the ones to avoid. They clog toilets and totally kill your attempts at composting. Wow, I guess I do have something in common with zombies after all... Link to comment Share on other sites More sharing options...
Roland Posted November 13, 2017 Author Share Posted November 13, 2017 Zombie turds are the ones to avoid. They clog toilets and totally kill your attempts at composting. Zombies don't leave turds. Zombies leave colons. Link to comment Share on other sites More sharing options...
Maharin Posted November 13, 2017 Share Posted November 13, 2017 Zombies don't leave turds. Zombies leave colons. So they're huge source for colon transplants? Link to comment Share on other sites More sharing options...
beerfly Posted November 13, 2017 Share Posted November 13, 2017 Speaking of bandits. Would be a nice touch if they got molotov,alcohol,gas can attached to them/their vehicles if they any and when you hit/shoot them they ..explode with some splash damage. Link to comment Share on other sites More sharing options...
Guppycur Posted November 13, 2017 Share Posted November 13, 2017 Speaking of bandits. Would be a nice touch if they got molotov,alcohol,gas can attached to them/their vehicles if they any and when you hit/shoot them they ..explode with some splash damage. If you look at the um... I think it's utilityai.xml, you can get a general sense of where they're going with the AI. They're going to weight actions per entity, which should give us a nice way to have things that run away after x happens, things that run towards you after x happens, etc... Gonna be pretty cool. =) Link to comment Share on other sites More sharing options...
dcsobral Posted November 13, 2017 Share Posted November 13, 2017 I think it looks too clean for a post-apocalyptic world. It needs more muck and murkiness to it. As a matter of fact, it looks tropical with how blue it is. I don't know what sort of tropical rivers you've been to. The ones I've seen are all opaque brown or blackish. See below for an example of both, when the two tributaries join up to form the Amazon river(*): [ATTACH=CONFIG]23317[/ATTACH] Now, the sea around some islands is particularly clear, by a combination of elements. Lack of churn in the water due to reefs, low plankton levels due to high temperatures, natural filtering properties of soil composition, and low depths can all contribute. See Curacao below for "all of the above": [ATTACH=CONFIG]23318[/ATTACH] (*) Or, depending on whom you ask, that's just _a_ tributary joining the Amazon river. Link to comment Share on other sites More sharing options...
lkblaze Posted November 13, 2017 Share Posted November 13, 2017 Zombie turds are the ones to avoid. They clog toilets and totally kill your attempts at composting. Plants grown with the help of zombie turds have a chance of containing special abilities. Affected food could grant extra strength, heightened awareness (detecting zombies, players, humans, and animals before you could normally see them) and zombies would not attack you as they would not detect you being a human unless it was a blood moon. This would be accompanied by a new sick icon with a count down. When it hits 0 you turn into a zombie (new death scene) and to get your back pack back you now have to kill your old self fully equipped. That is unless you take vitamins before the timer runs out. Link to comment Share on other sites More sharing options...
JCrook1028 Posted November 13, 2017 Share Posted November 13, 2017 I don't know what sort of tropical rivers you've been to. The ones I've seen are all opaque brown or blackish. See below for an example of both, when the two tributaries join up to form the Amazon river(*): [ATTACH=CONFIG]23317[/ATTACH] Now, the sea around some islands is particularly clear, by a combination of elements. Lack of churn in the water due to reefs, low plankton levels due to high temperatures, natural filtering properties of soil composition, and low depths can all contribute. See Curacao below for "all of the above": [ATTACH=CONFIG]23318[/ATTACH] (*) Or, depending on whom you ask, that's just _a_ tributary joining the Amazon river. Google Arizona rivers and you'll find a wide variety of water conditions. Keep in mind too water color and clarity changes with weather conditions also. A nice clear water river can easily be murky after a heavy rain. Link to comment Share on other sites More sharing options...
Tilleen Posted November 13, 2017 Share Posted November 13, 2017 Google Arizona rivers and you'll find a wide variety of water conditions. Keep in mind too water color and clarity changes with weather conditions also. A nice clear water river can easily be murky after a heavy rain. All the rivers and lakes (??) currently have a sandy bottom which should tend towards clean water. The colour should be able to be changed with the weather (reflection of the sky), plus an attribute for the water being mixed up with the weather. Would be nice, I think. Link to comment Share on other sites More sharing options...
Gamida Posted November 13, 2017 Share Posted November 13, 2017 I don't know what sort of tropical rivers you've been to. The ones I've seen are all opaque brown or blackish. See below for an example of both, when the two tributaries join up to form the Amazon river(*): [ATTACH=CONFIG]23317[/ATTACH] Now, the sea around some islands is particularly clear, by a combination of elements. Lack of churn in the water due to reefs, low plankton levels due to high temperatures, natural filtering properties of soil composition, and low depths can all contribute. See Curacao below for "all of the above": [ATTACH=CONFIG]23318[/ATTACH] (*) Or, depending on whom you ask, that's just _a_ tributary joining the Amazon river. It looks lovely but I don't trust drinking water I can't see....but I also don't want to have to chew it. Link to comment Share on other sites More sharing options...
Gareee Posted November 14, 2017 Share Posted November 14, 2017 I could live with the water we have now if fog affected it. Seeing nothing but a big black blob of a lake and nothing else because its foggy makes the game look like it was made in 1995. Link to comment Share on other sites More sharing options...
Roland Posted November 14, 2017 Author Share Posted November 14, 2017 I could live with the water we have now if fog affected it. Seeing nothing but a big black blob of a lake and nothing else because its foggy makes the game look like it was made in 1995. Fond Memories Link to comment Share on other sites More sharing options...
Adam2535 Posted November 14, 2017 Share Posted November 14, 2017 Warcraft 2 and C&C. That was a good year. Link to comment Share on other sites More sharing options...
Aurelius Posted November 14, 2017 Share Posted November 14, 2017 I was just thinking the same thing. -A Link to comment Share on other sites More sharing options...
Guppycur Posted November 14, 2017 Share Posted November 14, 2017 96 was better. Descent II. Link to comment Share on other sites More sharing options...
TSBX Posted November 14, 2017 Share Posted November 14, 2017 Counterpoint: #TEAM'95 EDIT: I remember spending hours using Win 95 paint to change C&C animation palettes. Link to comment Share on other sites More sharing options...
Adam2535 Posted November 14, 2017 Share Posted November 14, 2017 97 had to be my favorite with total annihilation. Takes me back to when I was a carefree lad. <sniff> Link to comment Share on other sites More sharing options...
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