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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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I dont why there isnt a 'Wisdom' or even 'Luck' attribute, hell, even an attribute tab called 'Misc' could be used to add perks that dont belong in the original attribute perk lists and to add or mod in even more. A place to keep track of learned recipes like how paint textures were. BTW, when the hell do we get the ability to add more paint textures like has been requested forever now.

 

My eyes are not getting any better I still want the green/red reticles (crosshairs), green for off-the-hip shooting and RED for aimed

 

Mainly because we didn't have enough perks to fill out another tree. INT was on the chopping block entirely (delayed until a18), and I had fight to get it in. (and do 99% of all the work myself). We might add more attributes later but we're pretty happy with the 5 we have. I do think master chef needs moved to fortitude, because all healing options are under INT right now.

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@Faatal, @MM, @Roland, @Gazz

any chance of removing the biome from rubble ground? It is a very annoying biome, it is practically 70% of the whole map, you can not do anything productive in it, it was great when they removed it, some way of removing it again please!

 

A future RWG *SHOULD* support sliders to say what percentage of what biomes you want. I'm looking forward to an all snow map.

 

The wasteland will be improved though. It was never removed though as far as I know.

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Hey, so I just logged into our game and my characters water won't go up? I drank 9 bottles and the water % won't improve but it does go down and I got dehydrated but drinking doesn't shift it. I basically can't play because it kills me and I can't drink. Is that a known bug? any way of fixing it? I saw there was a mini-patch maybe something was changed?

 

You have to suicide to fix that, sorry.

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Every fps counts.

 

No sorry, its not even 1% on a potato. Its a self illumination texture is all, if it were so expensive the burnt forest would be lagging because there are self illuminating textures everywhere in that biome. The big expense which we removed were the particle emitters the A16 radiated zombies had. Self illumination is dirt cheap. The real expenses are draw calls in the thousands, chunk building, colliders are slow to copy (I'm optimizing all shape collision now), character controllers, and pathing.

 

You can test it though, spawn 100 zombies and with and without self illum and see. Make sure test conditions are identical.

 

The downside would be nobody would know if a zombie is radiated because they run and from above in a horde fight you couldn't tell the radiated from non radiated.

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No sorry, its not even 1% on a potato. Its a self illumination texture is all, if it were so expensive the burnt forest would be lagging because there are self illuminating textures everywhere in that biome. The big expense which we removed were the particle emitters the A16 radiated zombies had. Self illumination is dirt cheap. The real expenses are draw calls in the thousands, chunk building, colliders are slow to copy (I'm optimizing all shape collision now), character controllers, and pathing.

 

You can test it though, spawn 100 zombies and with and without self illum and see. Make sure test conditions are identical.

 

The downside would be nobody would know if a zombie is radiated because they run and from above in a horde fight you couldn't tell the radiated from non radiated.

 

You could distinguish them with what he proposed about making them with the same line effect as the burning zombies have, with green lines coursing through their entire body. But I guess since it's so cheap there's no point (although it would look better, IMO). You could have explained this from the beginning, though, rather than dismissing Guppy's suggestion and work the way you did.

Edited by Drithyl (see edit history)
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A future RWG *SHOULD* support sliders to say what percentage of what biomes you want. I'm looking forward to an all snow map.

 

The wasteland will be improved though. It was never removed though as far as I know.

 

All water maps for Water World play through, after sunken POI's come.

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Hey, I would love to see a feature added where you can use an item in the inventory or toolbar by pressing Shift + Right Click. Similar to transferring items but, you know, with the other mouse button. Empyrion uses that setup and I love it, and have become so use to it that I keep doing that in 7DTD and keep wondering why it's not a thing already. QOL +100. Seriously........

 

Hey man, great idea ;) I want this feature too. Would take half as long to do something done so often that will give more time for other things. One click instead of two. Also cause workflow

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No sorry, its not even 1% on a potato. Its a self illumination texture is all, if it were so expensive the burnt forest would be lagging because there are self illuminating textures everywhere in that biome. The big expense which we removed were the particle emitters the A16 radiated zombies had. Self illumination is dirt cheap. The real expenses are draw calls in the thousands, chunk building, colliders are slow to copy (I'm optimizing all shape collision now), character controllers, and pathing.

 

You can test it though, spawn 100 zombies and with and without self illum and see. Make sure test conditions are identical.

 

The downside would be nobody would know if a zombie is radiated because they run and from above in a horde fight you couldn't tell the radiated from non radiated.

 

...the upside is later Horde Nights wouldn't feel like a Scooby Doo game. I'm not sold on the emission having a minimal impact, but you're the dev; getting identical conditions is tough, I tried... when you respawn in, the mouse is center-line and you can't spawn entities from that far to compare, then time changes so quickly you can see shadows from trees move, then zombies head off in different directions... it's not an exact science, and I'm not a geologist, I don't do "guesswork science". =)

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Hey, so I just logged into our game and my characters water won't go up? I drank 9 bottles and the water % won't improve but it does go down and I got dehydrated but drinking doesn't shift it. I basically can't play because it kills me and I can't drink. Is that a known bug? any way of fixing it? I saw there was a mini-patch maybe something was changed?

 

This happen to my food, when I update to 17.1 and start my 17.0 game, but when you restart server it will fix it.

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Also there's a huge bug with it.. sometimes leaving the 4x4, you are stuck bare handed, and cannot scroll the toolbelt to equip something.

 

If you relog, your whole toolbelt (all the items on it) is deleted. Sometimes, you can even be stuck and not able to move.. and again will need to relog to fix this, and lose your toolbelt as well.

 

I have a task for that. It can happen on any vehicle.

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Different problem. They are not at the end of the path, but are failing to jump on the pole and then fall. The b9 destroy area changes would probably trigger for that path for the dumber zombies. Landing on the pole (but they would probably still fall off) or not allowing poles as paths would fix it.

 

If you made it so that poles don't count as paths, what would happen if you surrounded your base with a pole-path?

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If you made it so that poles don't count as paths, what would happen if you surrounded your base with a pole-path?

 

There are many Blocks you can use to make a zombie fall.

Maybe it would be easyer to add a random offset to every zombie he try to move along. So that not all zombies run in the middle of a block and try to move randomly along a bit offset path. This would make such traps more unforeseeable

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If you made it so that poles don't count as paths, what would happen if you surrounded your base with a pole-path?

 

By not counting, I mean invisible, so if you set them on the ground, the ground would be pathed and they would walk through the poles and try to destroy them, jump them or slip around them.

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There are many Blocks you can use to make a zombie fall.

Maybe it would be easyer to add a random offset to every zombie he try to move along. So that not all zombies run in the middle of a block and try to move randomly along a bit offset path. This would make such traps more unforeseeable

 

Path smoothing already uses random variation and distance checks use thresholds, so zombies are rarely moving exactly along a block center line. Hard offsets would tend to break other movement like down corridors and make falls more unpredictable to the AI. I wish my b9 changes got in, because it addresses these type of paths with more random AI behavior. I will continue to add variations as I see people exploit the AI with specific techniques.

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If they cant see the poles and they move around them i can place my complete base on them

 

Except destroy area is not a path. It is a block scan, which will see the poles, but I could see it having problems hitting them, so give it a try. I don't sit around for hours making weird block bases to test. There are probably dozens of ways to mess with the AI, but I let the testers and players do that, while I fix all the problems I do know about. ;)

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