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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Programmers would tell you xml is not code. You could shove code into xml file and parse it if you wanted, but our xml is data and simple rules. Sorry, but you can't change xml and say you did programming. Sure you could, but don't show up at a programmer job interview and expect to not get laughed at. ;)

 

As a programming learner/student, I chuckled verily at this. xD

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Well if that's the case, then yeah that's a bug. I believe I heard or thought or whatever if you placed one lcb, then another couldn't be placed in the range of it. That should change for sure. And on destroying it, don't forget that you can make it fall ;) Knock out he stuff supporting it and it'll fall and break. I've done that a few times.

 

yah, I read about it and in XML, another player cant place LCB in a big area around your LCB, but u can do whatever u want with them, LCB fort seems possible now i guess, at least in SP... xD

I only messed around with 2-3 blocks but by the way i see it working it looks like nothing stops me from abusing it this way. I wont cuz it will ruin the fun, but just though i mention it here to see what other ppl think about it

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yah, I read about it and in XML, another player cant place LCB in a big area around your LCB, but u can do whatever u want with them, LCB fort seems possible now i guess, at least in SP... xD

I only messed around with 2-3 blocks but by the way i see it working it looks like nothing stops me from abusing it this way. I wont cuz it will ruin the fun, but just though i mention it here to see what other ppl think about it

 

Oh for sure. 7000hp blocks for a couple of stone is definitely something that should change. Should be a 1 LCB per range only.

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The reflection maps still appear to be showing even with reflections disabled as well - if that assumption is true - then that could also be why people with mid-range and lower machines are getting lower FPS.

 

Look at the garbage can in the game for example - and move around it - there's reflections. The duct work in the game if you set a chest on it - the chest will reflect on the duct-work - even with reflections disabled. FPS penalty for reflections is pretty severe - especially in a dense POI.

 

Most block shaders are using PBR now. Some of the features may always be on. I was mentioning shader complexity a few hours ago to the team. Pixel processing rate and quantity is one of our bigger performance hits right now, hence the big FPS increase when lowering resolution. It will take a while to find and test all our choke points and try to find improvements.

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Most block shaders are using PBR now. Some of the features may always be on. I was mentioning shader complexity a few hours ago to the team. Pixel processing rate and quantity is one of our bigger performance hits right now, hence the big FPS increase when lowering resolution. It will take a while to find and test all our choke points and try to find improvements.

 

A while as in A18.. or a while as in 5 weeks of experimental?

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someone mentioned that multiple zombies can occupy the same position at the same time. if accurate, is this intended?

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Btw.... you can sell bikes at the trader and get... well... a LOT of levels... i don't know if that's been pointed out, a friend even went from 40 to 300 with a single bike sold.

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***Using Schematics***

 

Has anyone figured out how to make mods with the workbench yet? I've seen others having issues, but don't remember seeing any answers.

 

Here's what I got:

 

Scope x2 schematic (lvl 1 Yeah, Science which I have)

I have all required parts for the recipe, but it says I "do not know the required recipe".

 

*I've already tried to drop and pick up the schematic as I saw someone say that was a possible solution. Didn't work.

 

I'm sorry if this has been asked and answered, but these posts are hard to keep up with. Thank you to whoever can give me some guidance.

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Oh for sure. 7000hp blocks for a couple of stone is definitely something that should change. Should be a 1 LCB per range only.

 

oh my bad , nm!

did some testing in creative mode and as soon as u place a new LCB the inactive block instantly turn into 1/8000 HP block that can be punched once to pick up. guess what i saw in my game was a bug, but i have no idea how to reproduce it xD

no design issue here. just some weird rare (?) bug i can no longer easily reproduce.

ty for the replies

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oh my bad , nm!

did some testing in creative mode and as soon as u place a new LCB the inactive block instantly turn into 1/8000 HP block that can be punched once to pick up. guess what i saw in my game was a bug, but i have no idea how to reproduce it xD

no design issue here. just some weird rare (?) bug i can no longer easily reproduce.

ty for the replies

 

Sweet! Glad to hear that, it would be game breaking for sure lol.

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On night 1 - day 2 in Navezgane, my party encountered a horde with a radioactive military zombie, which with three people, on a roof, using bows and what little ammunition we had finally killed. (Upwards of 150 arrows, 20 7.62, 60 9mm, and 30 shotgun shells with melee mixed in) Not one drop or xp, and his body was impervious to damage from level 2 axes and clubs until it despawned. It destroyed everything in its path, luckily it destroyed the ladder to reach us, but it near leveled a brick building over 15 minutes. This seems a little excessive for Night 1 - Day 2.

 

The regeneration of these monsters should definitely be nerved. I see that some elite players on here welcome the challenge, but I assume that for 95% of the general playerbase these glowing corpses are rather gamebreaking than challenging on the long run, especially when you get glowing hordes with a certain progression.

 

That's just my personal opinion, though.

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***Using Schematics***

 

Has anyone figured out how to make mods with the workbench yet? I've seen others having issues, but don't remember seeing any answers.

 

Here's what I got:

 

Scope x2 schematic (lvl 1 Yeah, Science which I have)

I have all required parts for the recipe, but it says I "do not know the required recipe".

 

*I've already tried to drop and pick up the schematic as I saw someone say that was a possible solution. Didn't work.

 

I'm sorry if this has been asked and answered, but these posts are hard to keep up with. Thank you to whoever can give me some guidance.

 

Can confirm, tried various methods in creative, the schematics don't work. Even maxed out every skill and no-go.

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Is this a bug or an unintended by product of sticky arrows?

 

20181124162454_1.thumb.jpg.c6d65dd332191c79e0e6fb966d85e288.jpg

 

Sticky arrows will stick to the surface of water blocks.

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They always walked for me in A16.4 when I did never run. Only ones that did run were the ferals.

 

I could have sworn they ran on horde night regardless.

 

 

 

Oh, I thought they ran on BM too, even with running off. I usually keep running on, HOWEVER I caved and turned it off because the AI is so damn good now that if I so much as make a jar of water at night the next thing I know I have Z bee-lining up into my attic base one after the other, made every night feel like Blood Moon, it was too much, I couldn't get anything done and was constantly dealing with that crazy long death debuff.

 

But I think it's fine, preferable even, on Blood Moons, even if for the challenge alone. I'm about to face my 14 day, running was still active on my first one. If it is too lame I might at least reset it to run for BMs, then back to nope in between. I rly don't know how they freaking find me so easily, and precisely, with the slightest noise, I'm up pretty high with no line of sight, and there's a decent maze of house to get up to me, but still they run up and freak me the F out, use up all my ammo, which just attracts more. I was dying, a lot. Every. Dang. Night.

 

I base running vs not on what I'm playing. If it's SP, I set them to never run so I can keep playing through the night. When I private play with my group, I keep running on at night otherwise it gets to be a bit too easy. But I was expecting them to run on horde night because that's not a go out and explore time, anyway.

 

I've noticed that I've been getting almost nightly, targeted roaming hordes, too. One game day, I had at least 3 of them before noon. I wish there were a setting for the frequency and size of roaming hordes--I think in A16 it was once per day at a random time, and I liked that. Though I also like that the new hordes are sometimes really large.

 

I usually start with a basic hut while building a defensible platform in prep for the first blood moon: on day 3, the roaming horde started smashing blocks on my hut while I was crouched and quiet inside. I wish the roaming horde were more general and less precisely targeted for the same reasons as you. I'm also extremely conservative with ammo: guns only on blood moon nights, and I try to reserve arrows for the big hard hitters. Everything else I use blunt weapons on. It took a while to figure out the new timing--and it's just random enough for them to occasionally get nasty hits in--but it's a lot more resource-friendly.

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Programmers would tell you xml is not code. You could shove code into xml file and parse it if you wanted, but our xml is data and simple rules. Sorry, but you can't change xml and say you did programming. Sure you could, but don't show up at a programmer job interview and expect to not get laughed at. ;)

 

Oh I would never apply for a programming job, but being in robotics I have worked alongside many, for obvious reasons. Even directed a few to bring a prototype to life for a patent I was lead on a few years ago. Was different for both me and them because on that project the guys had more your background, working with game engines, and I had to adapt them to developing for an embedded environment in a physical device. Reading sensors, using PWM to control brushless motors, controlling the system through a touchscreen(for the demo anyway), stuff like that. Ultimately it was a force feedback device a user wore as a game controller, but received real-time feedback from the game world. For example, if you fired a gun you would feel the kickback, held a sword you could feel it's weight, when it struck something, and so on. Anyway, they were nervous at first, but all I really had to do was tell them it was a lot like what they were used to already, just that instead of only affecting polygons and textures the code, actual code, would also be outputting to a physical device the user wore. Next level haptic stuff. I had them spend a few afternoons with the fella making the circuit-boards and by the next week they were all up in it, having a blast. They loved it once they got over the smaller-than-expected learning curve. They weren't used to seeing their "code" make things move irl. I however only have a general big picture understanding of things, never learned a specific language in detail, so I could not have done what they did. In other words I've hired programmers, and been hired by/with them, but could not and would not ever try to be one. What you do is special in my eyes.

 

But yeah, I kinda knew "code" was not the right word, I just used it generically in reference to "having to type something and then have that do something.". Not familiar with XML, just some C, C++, C#, Python, some other OOPs, some ROS stuff, robots almost always use some flavor of Linux. But I'm mostly into Assembly level constructs and lower, logic gates, RISC, ZISC, FPGAs, and I really love alternative chip architectures, parallel perceptrons and other chip level neural net stuff is my jam. Do things differently down there and it ripples like a mofo once you get to higher levels. Anyway, I would def get laughed at trying to get a programming job, no doubt, I'd be laughing loudest. My 12 yr old son has done more programming than I have. I design and build the things(typically robots) physically, other peeps, of different talent, bring them to life.

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Would anyone know Why was I sweltering when I was completely naked in game lol. Or is it a bug

 

They re-worked clothing. Check plant fiber clothing, it gives heat and cold resistance. Pop those on and a plant fiber hat and you'll get reduction.

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Oh I would never apply for a programming job, but being in robotics I have worked alongside many, for obvious reasons. Even directed a few to bring a prototype to life for a patent I was lead on a few years ago. Was different for both me and them because on that project the guys had more your background, working with game engines, and I had to adapt them to developing for an embedded environment in a physical device. Reading sensors, using PWM to control brushless motors, controlling the system through a touchscreen(for the demo anyway), stuff like that. Ultimately it was a force feedback device a user wore as a game controller, but received real-time feedback from the game world. For example, if you fired a gun you would feel the kickback, held a sword you could feel it's weight, when it struck something, and so on. Anyway, they were nervous at first, but all I really had to do was tell them it was a lot like what they were used to already, just that instead of only affecting polygons and textures the code, actual code, would also be outputting to a physical device the user wore. Next level haptic stuff. I had them spend a few afternoons with the fella making the circuit-boards and by the next week they were all up in it, having a blast. They loved it once they got over the smaller-than-expected learning curve. They weren't used to seeing their "code" make things move irl. I however only have a general big picture understanding of things, never learned a specific language in detail, so I could not have done what they did. In other words I've hired programmers, and been hired by/with them, but could not and would not ever try to be one. What you do is special in my eyes.

 

But yeah, I kinda knew "code" was not the right word, I just used it generically in reference to "having to type something and then have that do something.". Not familiar with XML, just some C, C++, C#, Python, some other OOPs, some ROS stuff, robots almost always use some flavor of Linux. But I'm mostly into Assembly level constructs and lower, logic gates, RISC, ZISC, FPGAs, and I really love alternative chip architectures, parallel perceptrons and other chip level neural net stuff is my jam. Do things differently down there and it ripples like a mofo once you get to higher levels. Anyway, I would def get laughed at trying to get a programming job, no doubt, I'd be laughing loudest. My 12 yr old son has done more programming than I have. I design and build the things(typically robots) physically, other peeps, of different talent, bring them to life.

 

I can feel their pain. I typically code in PHP, Javascript, C++, and C#. My job then started requiring me to do controls programming. Holy cow that's a whole other ball game once you get physical components into the equation. Sensors, temps, pressure, fluids, and more. It's been much more of a learning curve than I would have expected.

 

- - - Updated - - -

 

Trying to smash through a door even in stealth seems to make as much noise as a firearm (in this game). I had cleared out part of the house and was trying to get to the kitchen when five of them come strolling into the bathroom.

 

Once you perk into hidden movement, it gets waaaay better. Not knowing stealth perks is kinda supposed to make you move around like a bumbling idiot.

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Another piece of feedback, I'm feeling that stamina is not very clearly explained. Or simply doesn't feel right.

 

It feels like my stamina is never going to be full. I wish that it only got "damaged" when I was under 50% hungry or thirsty.

 

Also @madmole

 

I really like your level up skills system. But it feels a bit too hit and miss. There are too many points required and levels are far too high for many of the perks.

 

 

I'm not looking at the game to know for sure but I believe there is something like 50 points required to Max out your "special"

 

And then there are an additional ±50 points to Max out the perks under a specific special attribute.

 

Along with this you are not going to be able to get any of the unique perk levels until you are level 60+ by that time most of them won't be really that impressive.

 

The concept of requiring level 100 (max level) for so many perks and stats means that we are going to have to stop spending any points for 20+ levels just to buy what we want at level 100 when they finally unlock.

 

 

Long story short, giving us less than 1/2 the points required to Max out our characters AND adding random level gates to skills and perks doesn't make for fun progression.

 

Either open it up so we can focus on what ever we want, if we end up being a no combat master tool maker by level 20 great. We are very useful yet very weak at the same time.

 

Or give us enough points to buy everything and keep the level gates in and we will just grind to become masters at survival.

 

 

The way it is now there are only a few logical things to put your points in and I'm willing to bet once people learn the game 25%-50% of the perks will never be used simply because there are better options and because of level gates you will need to be level 60+ before some of the perks become interesting.

Currently you get to level 300, so 305 perk points total. I don't even think we have that many perks so you can get them all.

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GroundNotFlushWithBlocks.jpg.2966070a242b21e5961611061c6e8b7b.jpg

 

That stuff being worked on to be flush? The gap has caused a few of my vehicles to get caught in it and damage blocks. So I had to do this:

 

PlateToCoverGap.jpg.d2b2da62e412e1648a1d26b55113deff.jpg

 

It works for now, but still looks odd. At least no more really breaking blocks or getting stuck

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Question - the Server dashboard is now all servers right? so if I mod my server it will still show up? I want to add making Tin Cans since I can't find them in the list of things I can make.

 

I will find some existing recipe with a gate.

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