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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Mostly vanilla huh? :)

The mod pushes the first 1-3 Days, and speed up the Playerleveling until Lvl 200 (early high gamestages), but reduce the Skillpoints at the same time, means after lvl ?30-40? character development starts to get very fast very slow.

 

The money i made on that screen i made on the same way as in Vanilla

 

btw

60 min days

18h daylight

Insane

25% loot abundancy

30 Days loot respawn

Death is death

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But how ?

This would need flexible ID´s

 

Yes, but that should be possible. In the xml blocks should only be defined by name and given ids dynamically. Any (vanilla) blocks that need a fixed id for optimization purposes could still request specific numeric ids.

 

Without that feature you can practically forget using different content mods at the same time.

 

If you want to make it possible to add/remove mods mid-game the name->id table would have to be stored in the save game. if not, a deterministic order for reading the xml files is enough to make sure no ids change midway through a game.

 

And it start to become really complicated if a mod change Vanilla content

Mod 1 Remove Ammo from recipes and set the Price x50

Mod 2 Add a recipe to produce huge amounts of ammo for really low costs

= Player has 5 Trillion coins in week 2

 

That is not really a problem of TFP or the mod writers. Any moddable game that allows to set both the price and damage of items has already fundamentaly broken universal mod compatibility

 

Hah. You make it sound as if this was turning into a console game.

 

No, he made it sound like features depend on the target platform with the lowest specs, which is, not surprisingly, the console.

 

In many ways this is similar to getting it to run on low-end PCs as well, both will need compromises to be taken and prevent some features for all platforms. So I can't really fault TFP for that, and multi-platform is a feature I appreciate as a linux user. But it makes JaxTellers statement still completely true.

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The big issue with a shape selector: TANSTAAFL.

 

If every block shape is still it's own ID then you need the same number of IDs.

If every block saves as material + shape then you need more bits to save every individual block.

Savegame sizes are already ginormous and especially consoles area already struggling.

 

The UI presentation and data organisation is the easy part.

 

The problem seems to beg for a hash->value solution.

 

If you only stored the hash keys persistently, with the hash values only loaded during startup or during actuall execution reference to the key->value...the size of the game save and possibly ram usage should be reduced.

 

I.E. data structure examples:

 

Hash of objects.

Hash of hashes.

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So if I can make Augers and Chainsaws, why now a lawn mower? add Mower Parts, use Machette blades + Mower Parts + engine + bow string + pipes + duct tape.

 

I would be able to mow all the grass/shrubs/cactus around and maybe even smooth out the ground? think about it TFP!

 

PS: I got the idea from Plants vs. Zombies.

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So if I can make Augers and Chainsaws, why now a lawn mower? add Mower Parts, use Machette blades + Mower Parts + engine + bow string + pipes + duct tape.

 

I would be able to mow all the grass/shrubs/cactus around and maybe even smooth out the ground? think about it TFP!

 

PS: I got the idea from Plants vs. Zombies.

 

And not to forget the perfect weapon

deadalive.jpg?w=620&h=273

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The problem seems to beg for a hash->value solution.

 

If you only stored the hash keys persistently, with the hash values only loaded during startup or during actuall execution reference to the key->value...the size of the game save and possibly ram usage should be reduced.

 

I don't see where the hash value can save storage space. You need to store the full key from which you generate the possibly shorter hash to disambiguate hash collisions.

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max gamma setting for A17 should be 100%, most people use 200% and they dont need to use torches or any light

 

I can agree. The corners of some areas should be blacked out without some form of light.

 

- - - Updated - - -

 

Did you know that the first vehicle accident was a man who hit a woman who was walking? At least that is what the instructor stated in Gender Class in college.

 

Some women have trouble walking while some can run in high heels. Go figure. And the you have the phone-tards that do not look up while using the phone or gps. They make for nice hood ornaments.

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max gamma setting for A17 should be 100%, most people use 200% and they dont need to use torches or any light

 

It really depends on your monitor and how good your eyes are too. Yes, 200% is a joke on most setups, but why are you looking to disable an option you don't want to use? Just keep your own game maxed at 100%. I'm not sure where you got the statistics for what "most people" do. Is that most of the 5 people that you asked, or did you legitimately audit a large number of players' graphics settings?

 

I can see why 200% would be an issue on a PvP server, and maybe there's some legitimate claim to limiting that setting for online play, maybe in the serverconfig file. I think for a single player game, or even a PvE game, it's not helpful to limit what players can do with their own graphics settings. Personally, I play at 100% because it looks ridiculous during the day at higher settings.

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Watch an Empyrion let’s play and you’ll see something like what is planned.

 

Can you link us to the one lol as there are heaps and unsure which you are describing

 

- - - Updated - - -

 

I also remember MM staying they are looking at making block ids non existent witha system he was talking bout.

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The plan might change, but the plan is to just plop it down after crafting it. So instead of a chassis you will have a full bike. This saves slots used now for "parts" and opens that data up for "mods". It's all pending the new legendary gun system, which is influx so its all an educated guess right now.

 

Joel (Madmole), can we disassemble the minibike and get back the same details that we used to create it.

 

Maybe it will be a special command?

 

If we can not disassemble the minibike, then how can we update it?

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Hah. You make it sound as if this was turning into a console game.

That's why you couldn't possible get new vehicles and stuff, right?

 

Game development is complex and you have to think ahead. Maybe that thing will never happen on consoles but it would be stupid to not even consider the possibility.

 

But it does beg the simple question then. How will 7 Days to Die handle Workshop. We all but assume it is planned, maybe not though? We know it has been discussed as being an option down the road. How do you prevent a player connecting to workshop from downloading 300 single mods into the game?

 

People will be designing everything from overhauls to basic shapes and blocks and textures. Unturned has this issue if 2 mods use the same id number, but in Unturned there is almost an unlimited number to choose from. Some ids go into the 3000's. That will NEVER be possible here I assume.

 

You are asking me to think ahead. I am. Will there be a limit that at some point you want to download a mod and a pop up appears saying "You have reached the mod limit". Because THAT will surely be a Workshop killer for a lot of folks.

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But it does beg the simple question then. How will 7 Days to Die handle Workshop. We all but assume it is planned, maybe not though? We know it has been discussed as being an option down the road. How do you prevent a player connecting to workshop from downloading 300 single mods into the game?

 

People will be designing everything from overhauls to basic shapes and blocks and textures. Unturned has this issue if 2 mods use the same id number, but in Unturned there is almost an unlimited number to choose from. Some ids go into the 3000's. That will NEVER be possible here I assume.

 

You are asking me to think ahead. I am. Will there be a limit that at some point you want to download a mod and a pop up appears saying "You have reached the mod limit". Because THAT will surely be a Workshop killer for a lot of folks.

 

Let's assume that the developers don't want to over promise but also do understand the problem.

 

I don't think there is need for concern. They WANT this game to be a dream to mod and coming from modding roots themselves they know the frustrations that too few block ids will pose. But it would be a bad thing to promise lots of new block ids before they've optimized the game. They will want the most possible block ids they can get but that will need to wait until they have the game optimized well enough to handle it. Not only that but in the beta phase when they shift from putting the bare bones in for each system to really fleshing things out and adding variety you can bet THEY will rapidly run out of block ids and need to add more for themselves out of necessity.

 

So they won't SAY there will be more block ids but most likely there will be more block ids.

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I'm a simple man who is representing a simple community with a simple question........ Is there anyway we can have the lights that are in the dev blocks window for creative mode be able to be turned off and on without electrical hookups? Just like the old lights these lights say they can be turned on and off when designing prefabs. But when you spawn them into the game they can't be turned on and off.

 

So I'm assuming these lights can only be turned on and off in prefab editor.

 

Simple question is that can it be possible to allow at least in creative menu for us admins to design stuff with the old lights that don't require electricity available to us? Pretty pretty please?

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