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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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TFP long loong looong time player here just wanted to chime in.

 

Finally played some real time in 17.1 and it is very good.

 

Positives:

 

Zombies jog on normal nights walk during the day and Sprint during blood moons.

 

This makes for a great middle ground when playing with my wife.

 

Guns! And steel ammo.

Finally I am shooting zombies with the guns I find. Before ammo was so rare it was late game before I actually allowed myself to use guns for regular zombies.

 

 

The pois are great, I was a bit worried about the "dungeon" aspect being cheesey but you guys did it well.

 

 

 

Agree, a17 has a lot of good stuff. The new more ammo balance make for more fun. For me, POI's are the best addition to a17. Hats off TFP POI team.

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FEATURE request:

 

Automatic Door Close - having the ability to add auto close after XXX seconds or a time like ever 15s or at 0600/1200/1800/2300 for example would be a really nice feature.

 

you already have timers so maybe we have to rig a timer/battery/parts to a door to make them. (Engineering perk)

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After some time with A17.1, install A16 back. Some main reason for that is because vehicles.They destroy blocks..In my base,garage is under and jeep destroys ramp that I build to go in garage..That is only reason.Maybe that will be fixed in 17.2 or the modlet will come for this.

I love this game and thanks developers and everyone for effort to update and maintan game all this years.

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After some time with A17.1, install A16 back. Some main reason for that is because vehicles.They destroy blocks..In my base,garage is under and jeep destroys ramp that I build to go in garage..That is only reason.Maybe that will be fixed in 17.2 or the modlet will come for this.

I love this game and thanks developers and everyone for effort to update and maintan game all this years.

 

get my modlet

https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection

make the ramb with undestroyable blocks

 

No a16 needed

 

Or make a garage with a trench and drawbridges

CAE98CA166CBB9759144BF1B99C46E574E65CA92

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<snip>

 

Hitman: here is a story about an assassin, which you must follow to reach the end. The more you play like a proper assassin, the better you will do.

 

7D2D: here is a world with (mostly) understandable rules, and also zombies. Go have fun. Do not do things which are not fun for you. There is no end, except in death.

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brain : I need a 4x4

self consiousness : you will need more than one because you are reckless even in creative mode

finger: click

brain : wtf

Oh! so that's what happened!? Thanks. lol

 

What a luck that i am immune to such things

brain : Porn

self consiousness : Porn

finger: click

brain : w̶t̶ f

 

 

tumblr_inline_o85kktUCWl1tj0sf6_500.gif

 

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Back jumping zombies

 

 

 

I just saw one of the craziest things in the game.

 

 

It was at night and I was on my bicycle coming up behind a zombie in which I was fully intending to ram him. Suddenly, it jumps up and backwards. I ride under him going full speed. The timing was perfect.

 

It was so funny that I forgot all about ramming him and went on my way. lol

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The upgrade functionality you speak of would just swap out the tent, for another prefab, in that same spot (simplified obv)

 

Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game. And it's not trivial to handle, either - how would you make it moddable? How would you deal with RWG pre-generating everything now? How could you effectively hide the swapping from the player? Etc.

 

It's a lot more complicated than just resetting the containers in a prefab/POI when you start a quest, since that already happened (more or less) whenever loot respawned; the functionality was already in the game.

 

TFP would have to program in (and balance, and support...) entirely new functionality - and they have shown no indication that it's even something they're interested in doing.

 

I supposes a modder with a lot of SDX experience could give it a go, but I really doubt they would be able to do it in any reasonable time frame, since they'd essentially have to gut and re-program vast swaths of the vanilla game code.

 

I'm certainly not saying it shouldn't be done, I think it would be really cool, I'm just not expecting it to ever be possible in this game.

 

(Also - haven't played with the wandering traders yet, the only A16 mod that had them was one I didn't care for, but they do sound pretty neat.)

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Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game....

Sure it is (more or less)

 

Disable SI

Replace POI bounding box wide all blocks (swapping pois need to have the same Bounding box measures)

Enable SI

 

You can do that manually. All it needs is a simple 3 lines long script. (Maybe a bit more for the finetuning, but the core are only that 3 lines)

 

If you want to hide that, just spawn some clouds together with Toolssounds

 

Or much simpler, swap it on reload sector

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Sure it is (more or less)

 

Disable SI

Replace POI bounding box wide all blocks (swapping pois need to have the same Bounding box measures)

Enable SI

 

You can do that manually. All it needs is a simple 3 lines long script. (Maybe a bit more for the finetuning, but the core are only that 3 lines)

 

If you want to hide that, just spawn some clouds together with Toolssounds

 

Or much simpler, swap it on reload sector

 

That's interesting, I haven't tried replacing POIs so I don't know how it works. This can happen at runtime - that is, while the game is still running, without having to restart?

 

My guess was that the game had to update the map itself, and that the map isn't reloaded unless you restart the game (restart the server in MP, or you quit/restart in SP).

 

I'll take a look in the modding section, and maybe play around with the editor a bit. If that is already possible to do, e.g. in creative mode, then maybe it's not as difficult as I thought - from a technical perspective at least.

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Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game. And it's not trivial to handle, either - how would you make it moddable? How would you deal with RWG pre-generating everything now? How could you effectively hide the swapping from the player? Etc.

 

It's a lot more complicated than just resetting the containers in a prefab/POI when you start a quest, since that already happened (more or less) whenever loot respawned; the functionality was already in the game.

 

TFP would have to program in (and balance, and support...) entirely new functionality - and they have shown no indication that it's even something they're interested in doing.

 

I supposes a modder with a lot of SDX experience could give it a go, but I really doubt they would be able to do it in any reasonable time frame, since they'd essentially have to gut and re-program vast swaths of the vanilla game code.

 

I'm certainly not saying it shouldn't be done, I think it would be really cool, I'm just not expecting it to ever be possible in this game.

 

(Also - haven't played with the wandering traders yet, the only A16 mod that had them was one I didn't care for, but they do sound pretty neat.)

 

That's completely doable and has been for a few alphas; several API mods support it, Hal supported it...

 

Just need the coordinates, and voila, import a new prefab.

 

It is also what the quest thingie does.

 

- - - Updated - - -

 

That's interesting, I haven't tried replacing POIs so I don't know how it works. This can happen at runtime - that is, while the game is still running, without having to restart?

 

My guess was that the game had to update the map itself, and that the map isn't reloaded unless you restart the game (restart the server in MP, or you quit/restart in SP).

 

I'll take a look in the modding section, and maybe play around with the editor a bit. If that is already possible to do, e.g. in creative mode, then maybe it's not as difficult as I thought - from a technical perspective at least.

 

Naw, works just like you placing a block... Updates the chunk which is always checking to see if anything new has occurred.

 

Would need a chunk observer active to make it happen on an unvisisted chunk, kind of like how the treasure chests work.

 

Also, check this out

 

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That's completely doable and has been for a few alphas; several API mods support it, Hal supported it...

 

Just need the coordinates, and voila, import a new prefab.

 

It is also what the quest thingie does.

 

- - - Updated - - -

 

 

 

Naw, works just like you placing a block... Updates the chunk which is always checking to see if anything new has occurred.

 

Would need a chunk observer active to make it happen on an unvisisted chunk, kind of like how the treasure chests work.

 

Also, check this out

 

 

Wow - I stand corrected.

 

Also, I'd forgotten about the fact that quest POIs also reset any building/modifications that the player did, not just the containers. Swapping out the POI for the default one would explain that.

 

So, I guess it is possible without adding a couple thousand lines of code. That's good news.

 

I mean, obviously, there would still have to be a lot of technical issues to work out (how should rwgmixer.xml handle it? what can you expose in the XML to make it moddable? would it kill performance? would it bloat save files?), and obviously player perception and balancing issues. But it does seem doable at least.

 

It also could be expanded beyond traders. Say, for instance, that we finally see NPCs in the game. During later game stages, the perception could be that the world is being repopulated, so instead of an empty house POI, you could have that same POI except "rebuilt" and spawning in an NPC colony that made it their home.

 

...Still not holding my breath for TFP to implement it though. :)

 

EDIT: Also have to give props to Stompy's "multi block machines" in that video. That looks rad.

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Finaly its simple

 

Controlled by a quest you need the variable "MyPoi" (what means the quest is linked to a existing poi)

(Should be not that hard, works at pois in the currents quests too)

And then as gamereward "Markforswap" Value = "name of new poi"

or different said Trader 1a will become Trader 1b (what btw change the trader NPC1a (lets say MM) to trader NPC1b (again MM but with other quests/stuff) )

 

Only difference would be that the POI(aka Traderoutpost) dont swap in front of the player and instead when nobody is near

 

Do the same with 2-3 Farms, Factorys, Mines on the map and you can simulate the restart of a society

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This update ain't gonna be small. RWG + trader balance is my guess.

 

If done well, it could be their best release ever. So many things are currently 70-95% done. Some things just need balance or an encompassing options menu.

 

Bandits should use some of the current zombie AI and zombie AI could go back to an A17/A16 hybrid.

 

A LOT of good suggestions have been given about Traders, their quests and economy systems. Hopefully they use some ideas.

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