Drithyl Posted January 5, 2019 Share Posted January 5, 2019 Wait. We're getting another experimental drop after we went stable? How does that make any sense? Patches pushed to experimental before pushing to a stable branch are common practice. Link to comment Share on other sites More sharing options...
JCrook1028 Posted January 5, 2019 Share Posted January 5, 2019 Maybe I'm forgetting when TFP ever did that before? Link to comment Share on other sites More sharing options...
Retsof123 Posted January 5, 2019 Share Posted January 5, 2019 Just want to give a heads up that A17.1 is close to being released to experimental. This will replace the b240 version currently residing in latest_experimental. Restart shouldn’t be necessary but just wanted those to know that their version will update automatically if they are still opted into that version. At last, best idea yet. Experimental should always be an option, test out the patch before release to stable update. Should save a lot of the hooha on this forum. Link to comment Share on other sites More sharing options...
Weazelsun Posted January 5, 2019 Share Posted January 5, 2019 Hope we got more mods for regular clothing other than dyes. Would be nice to put a storage pocket or one of those muffler mods on a BDU bottom. Link to comment Share on other sites More sharing options...
faatal Posted January 5, 2019 Share Posted January 5, 2019 Fataal do you think you will ever be able to overcome these manipulations of the AI pathing or is just one of those things. I already made two changes this week that will vary zombie behavior in the ramp loop case. Link to comment Share on other sites More sharing options...
faatal Posted January 5, 2019 Share Posted January 5, 2019 The first theoretical exploit was posted shortly after the system was confirmed to be an A* algorithm, they're pretty predictable. The crux of the matter appears to be that the pathing algorithm is 2D while the world is 3D. Getting A* to path in a 3D environment while maintaining frame-rate is going to be difficult. Actually the nodes are in 3d. They can and do link to different height neighbor nodes. Height is used in cost calculations. Go up enough and it is considered a jump and given a higher cost based on jump height. Link to comment Share on other sites More sharing options...
Wardronex Posted January 5, 2019 Share Posted January 5, 2019 I already made two changes this week that will vary zombie behavior in the ramp loop case. Cool... I hope they work I have had fun changing the zombies behaviors. I made over 14 different changes so far 8 alone to the bloodmoon horde. I am having a problem with the diggers and the cops. Can't seem to keep the cops from advancing, I think it is a line of sight issue. The diggers are not working as intended most of the other zombies after a bit read their holes as the shortest path and go in and just either dig sideways preventing them from digging a path up or they stand there jumping up and down and a lot of the times they just wind up killing each other. Link to comment Share on other sites More sharing options...
HerrKingsley Posted January 5, 2019 Share Posted January 5, 2019 I already made two changes this week that will vary zombie behavior in the ramp loop case. Pretty cool base! And good to hear ther will be variants of the zombies behavior. But I must ask. Is the goal for you to make the zombies "unstoppable" by defence. Meaning that the only way to stop the zombies for the player to "physical"? I in no way mean that this version of the zombies are good. Just wondering since there are a lot of players voicing their opinions on wanting to play more passive. Letting the defence defend them instead of players defending the defence. Link to comment Share on other sites More sharing options...
Gareee Posted January 5, 2019 Share Posted January 5, 2019 FAATAL, I know mod talk is kind of ot for this thread, but it's the only way to get your ear. Kell managed to get all the old uma zombies working in a17, well over 100 community created zombies. For performance reasons you do need to turn the uma texture res down, but performance is pretty much the same as vanilla with that setting. There are some new zombie properties the old uma zombies don't have, and I was hoping maybe you could find the time to add the properties to the uma zombies? Specifically, the uma zombie issues are: The stagger animation when you stun them doesn't seem to be working.. they just pause a second. When they fall sometimes they can slide towards you and take a whack at you before getting up (we pretend that's an intended variant behavior play mechanic for now) The vehicles just pass through them and don't hit them and ragdoll them. (All of these might just be new animations that weren't added to them, or enabled to them.) When you kill one they become an obstacle and you can't pass through them like the standard zombies. (This becomes an issue in the quest pois when they are downed in a doorway, and you can't pass through it till they res out. I haven't looked away the xml yet.. it could be the standard zombies just have some additional xml entries that need to be added to the uma zombies, or it could be hard coded changes were made. Since there are over 100 uma zombies added, they offer some much needed variety to the zombies. Technically I know uma zombies aren't officially supported and as a result aren't really valid for a bug report, but I had to ask because some are dear old fiends we love to kill. (If you haven't seen the baby boomers or suicide mole, you need to!) I completely understand if you won't touch them, but the fixes for them might be minor, and the modding community would appreciate that legacy support. Also, damned you for fixing the ramp exploit! now I'll have to tear out concrete ramps! :crys: Link to comment Share on other sites More sharing options...
FileMachete Posted January 5, 2019 Share Posted January 5, 2019 Maybe I'm forgetting when TFP ever did that before? I had to look it up to. See the parent of this thread; Forum: News & Announcements scroll down & there are threads for all recent experimentals (16.x, 15.x). Those have instructions to opt in to experimental branch. Link to comment Share on other sites More sharing options...
archergod Posted January 5, 2019 Share Posted January 5, 2019 Not whining about it, just genuinely interested to know if the AI can/will be tweaked to make these type of exploits be defeat-able. There have always been ways to out smart the pathing , I just wondered if Fataal watches or see this sort of thing and goes "oh I can do this to change that" or just has to shrug and go exploits happen. There are way these AI cheat can be overcome, but does that guarantee other cheat won't come to light ? then answer is no. Then can Faatal or team can fix that, yes, but then ..repeat. If they make Zed too smart then people complain, if they make zed stupid people will complain. If you see movies, they make zombie some sort of smartness, but they don't keep it that way throughout. as after interval hero use to exploit it, and then zombie evolve for climax .. smart cannot be contained for player or zombie. So, I think this level of AI is pretty good. A little randomness in attacking pillar if not straight forward way can be done, i.e. instead of always using option 1 that take z near to player, if no direct path is available then they cna switch to plan b, c randomly. Link to comment Share on other sites More sharing options...
The Gronk Posted January 5, 2019 Share Posted January 5, 2019 Actually the nodes are in 3d. They can and do link to different height neighbor nodes. Height is used in cost calculations. Go up enough and it is considered a jump and given a higher cost based on jump height. You got that in? Well done! (no sarcasm intended) :-) I'm curious if it only allows for jumping or also allows for direct pathing over vertical and inverted surfaces? Link to comment Share on other sites More sharing options...
archergod Posted January 5, 2019 Share Posted January 5, 2019 Uh...It’s done when it’s done? And Roland is back from vacation in full... Link to comment Share on other sites More sharing options...
lug Posted January 5, 2019 Share Posted January 5, 2019 house old bungalow 11 those level designers deserve a raise Link to comment Share on other sites More sharing options...
Thecolours Posted January 5, 2019 Share Posted January 5, 2019 Do they ever release patches on the weekends? Link to comment Share on other sites More sharing options...
Gareee Posted January 5, 2019 Share Posted January 5, 2019 I honestly cant recall. The testers work all the time, I think, and it's not much work to submit to steam to publish the update if it's ready. Link to comment Share on other sites More sharing options...
FileMachete Posted January 5, 2019 Share Posted January 5, 2019 Somebodys working. There's now an "alpha17.0" 'branch' that was added ~15 minutes ago. (and visible in steam client) But I would _guess_ that there will shortly be a post saying that if peeps want to stay w b240-aka-A17.0 then they can/should opt in to this new "alpha17.0". ***just me guessing*** And this doesn't mean a17.1experimental is going to drop today or even this weekend Link to comment Share on other sites More sharing options...
JamesKirk Posted January 5, 2019 Share Posted January 5, 2019 Why is Steel ammo slower and degrades the weapon? in real life we buy steel ammo and polymer ammo and its fine. I believe I can also get a higher power load in a Steel casing vs. brass. my rifles do not seem affected in any way. at the very least it should have greater muzzle velocity/energy then the brass. (yes I live in Texas and yes I shoot a lot every week) It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue Link to comment Share on other sites More sharing options...
The Gronk Posted January 5, 2019 Share Posted January 5, 2019 It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue Apologies for the pedantry but it's Star Trek. You know you have the Enterprise designation slightly wrong? Link to comment Share on other sites More sharing options...
JaxTeller718 Posted January 5, 2019 Share Posted January 5, 2019 Do they ever release patches on the weekends? Oh yes. Just recently one was released during Experimental I believe. Link to comment Share on other sites More sharing options...
Laz Man Posted January 5, 2019 Share Posted January 5, 2019 I already made two changes this week that will vary zombie behavior in the ramp loop case. Excellent! Bring on the challenge. Link to comment Share on other sites More sharing options...
Laz Man Posted January 5, 2019 Share Posted January 5, 2019 Pretty cool base! And good to hear ther will be variants of the zombies behavior. But I must ask. Is the goal for you to make the zombies "unstoppable" by defence. Meaning that the only way to stop the zombies for the player to "physical"? I in no way mean that this version of the zombies are good. Just wondering since there are a lot of players voicing their opinions on wanting to play more passive. Letting the defence defend them instead of players defending the defence. That's a great question. I would hope the model would be a balance of both active and passive with it getting easier in the late game but at the expense of resources (gas, turrent ammo, etc.) Link to comment Share on other sites More sharing options...
FileMachete Posted January 5, 2019 Share Posted January 5, 2019 Why is Steel ammo slower and degrades the weapon? in real life we buy steel ammo and polymer ammo and its fine. I believe I can also get a higher power load in a Steel casing vs. brass. my rifles do not seem affected in any way. at the very least it should have greater muzzle velocity/energy then the brass. (yes I live in Texas and yes I shoot a lot every week) It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue For what it's worth; I'm a bit bored, heh If interested you could check out ammoman.com for some info on steel cased ammunition. Upper left click on the .308/762x51, then on the right you can choose 'steel casing'. They don't have full ballistic tables but usually have muzzle velocity. Be sure to compare the same bullet weights. Couple I checked were basically identical. I've never seen a solid steel bullet(projectile). I suppose they're possible(?). What I've heard some folks refer to as 'steel bullets' are actually steel jacketed bullets, with a lead core (and possibly a steel penetrator in the middle). The steel jackets are relatively thin so able to deform into the barrels lands & grooves (needed to keep the propellent gases behind the bullet & spin the bullet for stability). A lot of US military 'ball' ammunition uses copper washed steel jacketed, lead core, bullets. Majority of the 'No-Lead' bullets (to reduce lead contamination) are solid copper, though some are brass. Link to comment Share on other sites More sharing options...
Lonestarcanuck Posted January 5, 2019 Share Posted January 5, 2019 It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue I think not. the Casing is steel but the Bullet tip is still made with LEAD. Link to comment Share on other sites More sharing options...
faatal Posted January 5, 2019 Share Posted January 5, 2019 Pretty cool base! And good to hear ther will be variants of the zombies behavior. But I must ask. Is the goal for you to make the zombies "unstoppable" by defence. Meaning that the only way to stop the zombies for the player to "physical"? I in no way mean that this version of the zombies are good. Just wondering since there are a lot of players voicing their opinions on wanting to play more passive. Letting the defence defend them instead of players defending the defence. That is a design decision, so not sure how that would land. Is end game goal that my mega base of best materials should passively stop all zombies while I take a nap? You can already do that with enough concrete and traps, but where is the line for how difficult that should be to create? In A16 it always felt too easy to get to that point. In A17 it is harder. More settings may be the solution to allow people to tweak that line how they want. Link to comment Share on other sites More sharing options...
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