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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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Madmole promised to address this at one of their meetings, so I hope they realize the implications of their changes were bigger than anticipated and they put the onus of spawn blocking and workstation grabbing back on the bed roll where it belongs, so that PvE and PvP communities don't continue to suffer from this oversight.

 

i hope they will =)

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Why put a high population server online with an experimental release, where the features may be currently locked because they're not working quite yet but will be when they fix it?

 

...the world may never know.

 

It's always going to be locked. :( Madmole: "We disabled it (at least I think we did) because generation of a 16k map was either stalling out or maybe takes longer than we were willing to wait to see (+1 hour) "

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I've played about 4 or 5 hours on a MP server and am really enjoying it. Spent the first horde night crapping my pants on the road near a lake and was able to survive because I'd found a crossbow and only had to kill a few zombies. I've built a small wooden shack on the edge of a town but have just poked in a few of the bigger POI and houses as I know it's beyond my abilities at this point. I'll be patient and come back to the more difficult ones but will try a few smaller houses/camps first. Some people become very oxymoronic, in terms of the game in experimental. They want challenge, but don't want challenge. They want vast RWG but want exceptional game performance. They want briliant AI but want predictability.Etc... Most things need to be met in the middle. Kudos to TFP!

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It's always going to be locked. :( Madmole: "We disabled it (at least I think we did) because generation of a 16k map was either stalling out or maybe takes longer than we were willing to wait to see (+1 hour) "

 

The word on the street is Kinyajuu is on vacation. Sesame Street sure, but it's still the word.

 

No way he's going to let his baby die. Faith. =)

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Got my sis trying to connect to my server, I changed the serverdisablednetworkprotocols line as stated in a previous post, but it's still not showing up for her (had to argue with my server to get the config file to stop defaulting also. SOMEHOW it went back to the default and restarted the whole map I began last night)

 

Disable windows firewall. :smile-new:

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Fine, but why lock the map for servers to a size that is 137 sq. km smaller than A16's default. There are plenty of servers that consistently have 50 players online. And a 64 sq. km map will not do. Why take away options like that?

 

When 20 people complain, there are a ton more that are silent. So, did anyone complain the map is too big in A16? How many people said "We want a tiny map"? Pretty much the only good thing about this game is the ability to mod it. Every wonder why there are so many mods for the game?

 

"We are not building a house for one person, but for millions with a million opinions and in the end we do what seems best." No, there are not a million options. This build takes away tons of options.. And if you think millions of people play this game multiplayer, I have news for you. lol

 

By limiting the size of the map, you are doing nothing but pissing off a good chunk of your player base. Why? What's the point of that? A decent server computer had NO problem running the large maps of A16. My server computer could even run perfectly with maps that where over 300 sq. km. So.. limiting us to 64 sq. km serves what purpose?

 

I'm agree with you, the servers must have the option of create maps with a bigger size than the actual

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A couple of hours ago I asked about lowering the resolution and got a great response rather quickly. I'd like to report my results for anyone interested. This is a re-post of what I just posted in a relevant thread on the Steam boards...

 

1st Generation i7 (yep, 8 years old!)

GTX 950

16 Gigs of RAM

No SSD

 

At first the game ran like crap. Then I took the advice to lower my resolution and now everything is peachy.

 

From 1920x1080 down to 1600x900 Fullscreen

 

Capped the Vsync to Half

 

Everything else is a mix from Low to High...such as I don't like Motion Blur so it's off but Textures are at Full and Anti-Aliasing is enabled. The game now runs fluidly. I haven't seen it dip below 30 and since there's no more jumping around it just feels smoother. My first attempts at playing a17 just felt jittery. Now the game feels like it did before.

 

I can post my full specs and/or settings if anyone asks.

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It's always going to be locked. :( Madmole: "We disabled it (at least I think we did) because generation of a 16k map was either stalling out or maybe takes longer than we were willing to wait to see (+1 hour) "

 

So either it “always will be locked” and there’s no reason to keep fussing about; or it isn’t and there’s no reason to keep fussing about it.

 

Take your pick, but quit fussing.

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So when I complete the tutorial quest and it points me to a trader; it doesn't.

It just states Trader is 0.0

 

Does that mean that no trader has spawned on the map generation? (Playing Random Gen btw)

 

goto 0 0 coords, it triggers the quest

console command

tp 0 0

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Heh -^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^

So when I complete the tutorial quest and it points me to a trader; it doesn't.

It just states Trader is 0.0

 

Does that mean that no trader has spawned on the map generation? (Playing Random Gen btw)

 

Traders are somewhere on your map. Its a bug so Short term-> Travel towards 0,0 (or teleport if you can't wait) and eventually it'll show the location.

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You don't have to do quests but it seems to be worth it. HOWEVER.... it can be a lethal distraction as I've found myself loving the quests so much I don't work on a base and then its too late come horde day and my base fails. Time management is always a thing in this game.

 

Yes. But even if I only want to do a few quests a week, if I sit near a trader, that saves time I can use for base building for example instead of the roundtrip time to the trader.

 

And there is not much reason to not do quests from time to time if you have to scavenge anyway.

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I know the trader thing is a bug, but in a way, it makes more sense to not know where a trader is (depending on how you look at the back story and even then, still can find loop holes). Mainly, when you wake up, you don't know where a trader is, and me thinking I need to find a trader doesn't mean I know where one is. Yes, maybe I woke up in the town I lived in, but if something like this happened (zombies, apocalypse, etc.) a normal trader, more than likely, got run out of his own home or business and had to start elsewhere, I don't know where that is until I find it. But I do see the simplicity and the help of the quest pointing you in the direction of your first trader. I'm a bit stuck in the middle of should it or should it not tell you where one is until you find it or at least see one in the distance.

 

- - - Updated - - -

 

Yd0eszK.png

 

Is it some kind of joke?

 

Demon pig. RUN!!!!!!

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But I'm not a programmer so no idea if it's even possible in Unity to call a 32-bit library for a 64-bit build and have that cap virtual memory size.

Anyway.. :) My sister is eating "tofu pups" (I kid you not) for dinner, so I need to go add some sound effects, ha!

 

That is not possible, by the way. Even with tofu pups added :smile-new:

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So I deleted my current games after the new update(b199) came out but it didn't look to me like the world files are deleted. I'm assuming if I start a new game but use that same world I won't get any fixes to world generation like new POI's etc? And did it automatically update Navezgane or would I need to somehow refresh that too?

 

If I do need to delete the old world files is that in the GUI anywhere or do I need to do it manually?

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So I deleted my current games after the new update(b199) came out but it didn't look to me like the world files are deleted. I'm assuming if I start a new game but use that same world I won't get any fixes to world generation like new POI's etc? And did it automatically update Navezgane or would I need to somehow refresh that too?

 

If I do need to delete the old world files is that in the GUI anywhere or do I need to do it manually?

 

I kept my save for Navezgane, and it seems to have got the updates well enough. RWG, I don't know.

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Okay, this warrants some explanation.

 

RWG, and the changes that were made.

 

Old.

 

RWG would be made, and all of the data would be put in the save folder, and as you explored chunks, "region" files would be created. The calculations were done as new chunks were loaded, so the game didn't know that it would be say, a forest biome with an ore cluster until you entered the new chunk.

 

New.

 

Rwg creates a world. A height map (DTM), splatmap images (biomes) and a prefabs.xml, just like Navezgane uses. The files are stored in the game folder, under data/worlds, and are NOT AFFECTED BY SAVE GAMES. They simply "exist", like a Nav map does.

 

Now, when the user enters a new chunk, the game already KNOWS what data to expect, so creates the region files faster.

 

THE GOOD NEWS IS:

 

Because the map is literally a DTM file (grey scaled height map file) you could literally load mars and use it as a map. Like, it's been done.

 

You can also use an image edting program to CREATE YOUR OWN MAP. You can specify which biomes go where by editing the splat map. You can put specific prefabs by telling the prefab.xml where to put them. You can SPECIFY SPAWN POINTS. Where water goes. Roads. Radiation. Entities. Spawners.

 

So, although this is the first iteration (although I think it's rwg v4.0) of this method, can you start to see the potential now?

 

Look familiar?

 

biomes.png

 

...that's nav's biome mapping.

 

Want some snow in the south? Edit that .png file, throw in some white at the very bottom. Save the file. Then load the map.

 

That easy.

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Same issue, place seed with R-Click, punch and pick seed back up. Have to place it and immediately look away.

 

Yea Imran into that too. Really annoying! It's really really easy to unplant your seedlings as you are harvesting the grown plants. Not sure what it takes to fix but I sure hope they find a way.

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So I am at a trader (Jen) and there are BB crops that I can't harvest as they are protected and hitting them won't work

No more harvesting the corn at the trader's. Sad.

 

You discovered that as well, huh?

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