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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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@Roland or @Faatal or @Madmole or @Gazz

 

Do you plan to make trolleys usable to transport things?

 

Maybe a Handcart would be nice too to build without receipe/shematics/blue print

as soon as you have some tires and some wood.

And then last but not least as an extension for vehicles - a trailer.

 

Because one of the first things i would organise in zombie apocalypse ist something

to transport needed stuff.

 

Best regards

Yoghira

 

They talked about a trailer being an issue currently. Something about how it works. They'll have more answers about that, just wanted to let you know it has been talked about and thought of. As for the handcart, I think that'd be cool to have. Have it something that zombies would go after if food was in it though? Probably easiest thing would that it just makes more noise currently.

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We still need an airport POI too. I had made 2 of them...a suburban one and a rural one. I believe they were added to one of the combo pack awhile ago. I will post pictures later. Even had a helipad for the gyrocopter.

 

Ouch

 

That would be nice to have. Even a small airport with small aircraft would be nice. Wrecked OFC.

 

Could even do a mission there were the trader sends you off there to find the bluprints of a flying aircraft.

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I assume you mean the shopping carts for us over here in the colony. Have you heard the notice they make when you search them, Imagine what they would sound like if you moved them, and one always has a wonky wheel that drags you suddenly violently offcourse to ram into another shopper or a large fragile display (oh, maybe I do that on purpose)

 

LOL I am sitting here picturing in my head all the shopping carts (trolleys) that barely roll on the flat, smooth surface of the store floor. I can not IMAGINE the horror of trying to roll one down the street/ cross country during a zombie apocalypse.

 

I think the issue in game was item location as it related to lag and how the server sees separate, but connected entities.

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I assume you mean the shopping carts for us over here in the colony. Have you heard the notice they make when you search them, Imagine what they would sound like if you moved them, and one always has a wonky wheel that drags you suddenly violently offcourse to ram into another shopper or a large fragile display (oh, maybe I do that on purpose)

 

That dodgy wheel is a world wide problem the UN need to deal with.

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Well to be honest that was my take on why it was removed. I know it felt unnatural to me compared to what I was used to and one day it was just removed and everything was back to the way it has always been. I don't know the actual reason it was reverted with many MANY apologies to the many MANY people who played the beegezus out of Borderlands 2.

 

I'll ask.

 

EDIT: From Joel: It was not a good control scheme for moving in close quarters and having fine control in tense situations and we decided we didn't like it for this game.

 

That’s a fair answer. Something to consider for A18 is adding an extra keybind for a sprint toggle. For example Shift would be hold to sprint, and another key, e.g., control, could be a sprint toggle. Then you’d have the best of both worlds. Hold for fighting and toggle for exploring.

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I assume you mean the shopping carts for us over here in the colony. Have you heard the notice they make when you search them, Imagine what they would sound like if you moved them, and one always has a wonky wheel that drags you suddenly violently offcourse to ram into another shopper or a large fragile display (oh, maybe I do that on purpose)

 

Yes, you are right, i mean shopping carts. Here in germany they have actually very good ones. Stable rubber tires with very good bearings. Of course some shops have carts with theft protection - they insert some kind of break if you leave the shop with them.

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We still need an airport POI too. I had made 2 of them...a suburban one and a rural one. I believe they were added to one of the combo pack awhile ago. I will post pictures later. Even had a helipad for the gyrocopter.

 

Ouch

 

Hmm...this could be the path that leads to obtaining your own personal gyrocopter, or maybe an important piece that is tied to the quest.

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Hmm...this could be the path that leads to obtaining your own personal gyrocopter, or maybe an important piece that is tied to the quest.

 

I am more intersted in how much storage space it'll have, as thats what I care about most with the vechicles. The bike doesn't seem to have any storage at all, so i'd toss that second I got something that did. Then again, if vechicles have like mod slots like most things in a17 you can probally find or buy a mod to put in for inv space.

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I am more intersted in how much storage space it'll have, as thats what I care about most with the vechicles. The bike doesn't seem to have any storage at all, so i'd toss that second I got something that did. Then again, if vechicles have like mod slots like most things in a17 you can probally find or buy a mod to put in for inv space.

 

I could see that, but then I could also see that a larger vehicle with more noise would be bad. Especially now that there's a stealth/sound meter in the update. So a silent bike with minimal storage could get you around easier than the jeep or minibike that makes a hell of a lot of sound and could potentially wake up 3 houses (the one you stop and plus each side) of all the zombies and they start coming for you. With how much changes is going into A17, that could and probably will cost you your life. Different vehicles for different situations.

 

Refresh and lots of posts are gone. Roland is somewhere, I can feel it.

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No offence to SxR, that's some lovely work but there's a huge difference between hand-craftng a POI and writing an algorithm that'll produce similar results during runtime.

 

I AM OFFENDED

 

Correct. These are loosely based hand-crafted PoI's just to showcase that with the current blocks available, it's possible to make them.

 

My logic is, given that City roads are 9x9(?) blocks wide, you can attach the 'PoI' to the City Road's 'model' if there is one.. There'd be NS, and EW variants, as well as X road (with manhole), T junction N, S, E, W.

 

My handcrafted PoI's of course are not to scale with this, it's just again, a concept to showcase that it can be done with the game's current resourses, and look good.

 

And if it cannot be done for RandomGen, then.. I think they'd be a nice addition to Navezgane, given that map is static..

 

Unless you place sewers under the roads, as modern cities tend to do, you'll end up with random building collapses. The reason cities tend to place sewers under roads is to prevent random building collapses and allow for easier access.

 

The choice is then to crudely lever the POI system to operate below the ground or write an algorithm to generate sewers at runtime. The latter would be easier.

 

They'd definitely be under the roads, and no part of the 'PoI' would leave the surface coverage of the road above.. the pipes jutting out of the walls are simply aesthetic and lead nowhere.

 

Some poor sod built a base next to mine on the surface, mine was underground.. and he wasn't aware that there was a tunnel beneath his foundation.. after a server reboot, we jumped on his roof and the ENTIRE thing crumbled to rubble.

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I could see that, but then I could also see that a larger vehicle with more noise would be bad. Especially now that there's a stealth/sound meter in the update. So a silent bike with minimal storage could get you around easier than the jeep or minibike that makes a hell of a lot of sound and could potentially wake up 3 houses (the one you stop and plus each side) of all the zombies and they start coming for you. With how much changes is going into A17, that could and probably will cost you your life. Different vehicles for different situations.

 

Refresh and lots of posts are gone. Roland is somewhere, I can feel it.

 

Would it actually wake up potentially 3 houses though? I'm not sure the zombies inside houses are capable of reacting to anything until you're literally on the doorstep of the house... are they?

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LOL I am sitting here picturing in my head all the shopping carts (trolleys) that barely roll on the flat, smooth surface of the store floor. I can not IMAGINE the horror of trying to roll one down the street/ cross country during a zombie apocalypse.

 

I think the issue in game was item location as it related to lag and how the server sees separate, but connected entities.

 

But can you imagine rolling that thing off the road and into the grass, up a hill?

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Would it actually wake up potentially 3 houses though? I'm not sure the zombies inside houses are capable of reacting to anything until you're literally on the doorstep of the house... are they?

 

That's the thing, with the new sleeper volumes, the stealth/sound system, and other things, I'm not sure. I would hope so for the fact that a loud machine coming up to a house should set something off. Maybe not 3, but I know that I can hear my neighbors 2 doors down at times when they come home because of their vehicle. I understand, zombies, but even a shortened distance would be say the 1 door down. So I'd think it'd mainly do with how loud they make a vehicle and when do sleeper volumes spawn. If it spawns some distance out, then the sound could affect them, but if the sleepers spawn more like once you get to the doorstep, then it wouldn't matter I suppose. Would be a bit sad, lol. Be nice if it did affect them, next thing you know, zombies are busting to get out from multiple houses. There are times I've currently woke up sleeper volumes in a house next to me just by walking through a room. So maybe they spawn enough out for a loud vehicle to wake them. That's something faatal would know since he does the sleeper volumes. Maybe Roland would know, too.

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So sleepers...

 

...I am given to understand that if the volume isn't emptied but you leave, that zombies will reshuffle where they are...but given that volumes contain blank spots too, isn't it conceivable that you could enter a room, see 1 zombie, leave, and come back to two?

 

And if so, what's fixed about that?

 

/hoping I'm wrong since 1971

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So sleepers...

 

...I am given to understand that if the volume isn't emptied but you leave, that zombies will reshuffle where they are...but given that volumes contain blank spots too, isn't it conceivable that you could enter a room, see 1 zombie, leave, and come back to two?

 

And if so, what's fixed about that?

 

/hoping I'm wrong since 1971

 

I think new way of doing that was it remembered current alive, so if you left and came back, it would just rearranged what was once still alive, so it wouldn't include the placeholders. I'm not sure if there're placeholders any more, but more of a randomized amount alive. Once it reaches 0, it starts some timer, once it ends, it randomizes the current alive again, repeat. I could be wrong, wish I could find his post on it to refresh myself. That is how I at least remember it..... though so much info has been flying around on here and work that I could be mixing some info, lol. Hopefully faatal sees this and clears it up. I could see so many timers causing resource issues at some point, lol, so maybe that's not what is going on.

 

Although, would that explain why currently I can know I cleared a house, then walk into a room the 4th time and boom, new sleeper?

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That would be nice to have. Even a small airport with small aircraft would be nice. Wrecked OFC.

 

Could even do a mission there were the trader sends you off there to find the bluprints of a flying aircraft.

 

Prefab link- I believe they are in one of the combo packs

 

https://7daystodie.com/forums/showthread.php?77760-Rural-and-Suburban-Airports

 

The rural one has 2 different planes....The larger one is kinda in a plane graveyard and the other is crashed in the wooden hangar. The suburban one has the same plane but not as destroyed on the runway. They both have hangars and houses on the property to investigate. They are both built on opposite sides of a road so they should line up pretty easily. Enjoy

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So sleepers...

 

...I am given to understand that if the volume isn't emptied but you leave, that zombies will reshuffle where they are...but given that volumes contain blank spots too, isn't it conceivable that you could enter a room, see 1 zombie, leave, and come back to two?

 

And if so, what's fixed about that?

 

/hoping I'm wrong since 1971

 

Yep. That's what I wonder too (and asked about on here a week ago or so). Didn't get an answer. Or at least, anything besides 'it's a non-issue'.

Seems to me like the new system can create situations which come awefully close to the respawning issue in A16.

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Yep. That's what I wonder too (and asked about on here a week ago or so). Didn't get an answer. Or at least, anything besides 'it's a non-issue'.

Seems to me like the new system can create situations which come awefully close to the respawning issue in A16.

 

Especially if the volume spans two closed off rooms.

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Especially if the volume spans two closed off rooms.

 

Faatal said that several volumes in the same POI do not overlap with each other. Besides that, if a single volume spans several places and it indeed happens that you first go in and find one zombie in another room, and there's another one you don't see, and then go out and back in and find both in the same room, well, while it might seem like a respawn, it isn't. You just have to kill them. Where's the issue? At most some people might complain that they are respawning because they don't know the details of the mechanic.

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Faatal said that several volumes in the same POI do not overlap with each other. Besides that, if a single volume spans several places and it indeed happens that you first go in and find one zombie in another room, and there's another one you don't see, and then go out and back in and find both in the same room, well, while it might seem like a respawn, it isn't. You just have to kill them. Where's the issue? At most some people might complain that they are respawning because they don't know the details of the mechanic.

 

The issue? That even with this new system sleepers could potentially be respawning/'relocated' in the same location as where you've previously killed them. Which is awefully similar to the sleeper issue in A16.

 

Yes, it's not the same system. You could call a cat a cat, or a furry four-legged creature which meows and drinks milk, but at the end of the day it will still claw your eyes out.

 

That's right. You heard me. Dogs > cats!

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