DUST2DEATH Posted February 14, 2019 Share Posted February 14, 2019 What started this was people complaining that large maps are more important than a working game. No one ever said that. Link to comment Share on other sites More sharing options...
sillls Posted February 14, 2019 Share Posted February 14, 2019 I'm still having issues with vehicles. While these issues didn't show up when riding the bicycle. They seem more present when riding the mini bike and the motorcycle. Things like the game crashing or jumping to random locations on the map and getting stuck on the motorcycle, sometimes still moving on it's own. These seem to happen when riding for several minutes. The bicycle moves faster when you press the shift key but this also works with both the mini bike and the motorcycle. I am not sure if that makes it worse or not. Has anyone else noticed this? Link to comment Share on other sites More sharing options...
Roland Posted February 15, 2019 Author Share Posted February 15, 2019 Updated the Developer Diary with the last few days of dev posts. Link to comment Share on other sites More sharing options...
The Gronk Posted February 15, 2019 Share Posted February 15, 2019 I don't feel like smoothing algorithm is required though. If you copy the gradient data of the higher octaves, doesn't the small-scale detail get preserved? EDIT: Alternatively you could interpolate each octave at a time, starting with the lowest and going up. That would be a hell of a big job for a questionable feature. There's more than a single perlin noise algorithm at play for any given point on the map. You're not only mixing the octaves of however many perlin noise there are, you'd also have to mix the octaves of however many multi-fractals, billows, and possibly voronoi that you're using. This must also take into account any operators performed while mixing the original algorithms. This also assumes that both server owners are running exactly the same mix of noise algorithms. Link to comment Share on other sites More sharing options...
Dimpy Posted February 15, 2019 Share Posted February 15, 2019 That would be a hell of a big job for a questionable feature. There's more than a single perlin noise algorithm at play for any given point on the map. You're not only mixing the octaves of however many perlin noise there are, you'd also have to mix the octaves of however many multi-fractals, billows, and possibly voronoi that you're using. This must also take into account any operators performed while mixing the original algorithms. Yeah. You're still probably right about it not being worth the effort. Getting it right could allow for some useful features such as smooth map wrapping(toroid-shaped space), and the ability for players to "redraw" parts of the map while keeping it looking natural. Link to comment Share on other sites More sharing options...
The Gronk Posted February 15, 2019 Share Posted February 15, 2019 Yeah. You're still probably right about it not being worth the effort. Getting it right could allow for some useful features such as smooth map wrapping(toroid-shaped space), and the ability for players to "redraw" parts of the map while keeping it looking natural. Wrappable terrain is surprisingly easy, I'm curious why more games don't do it. There are some things that are a bit more difficult with wrappable terrain but lining up the noise algorithms is pretty damn low on that list. Link to comment Share on other sites More sharing options...
Dimpy Posted February 15, 2019 Share Posted February 15, 2019 Ever try spherical or hyperbolic geometry? Link to comment Share on other sites More sharing options...
The Gronk Posted February 15, 2019 Share Posted February 15, 2019 Ever try spherical or hyperbolic geometry? Spherical? Yes. Hyperbolic? Never had the need :-) Procedurally generated terrain has been a fascination of mine for decades now. Seeing what TFP were doing with a voxel engine was what got me interested in 7dtd in the first place. It's probably why I'm so critical of TFP, I just know they can do better than this. Link to comment Share on other sites More sharing options...
stasis78 Posted February 15, 2019 Share Posted February 15, 2019 Updated the Developer Diary with the last few days of dev posts. Can’t the posts just auto copy there from devs? I am complaining I know but it’s impossible to read this thread and always see MM or Gazz Link to comment Share on other sites More sharing options...
bgriffin1217 Posted February 15, 2019 Share Posted February 15, 2019 Is there a way to set the respawn delay on buildings. I'd like to have outposts but I don't want to have zombies respawn there in 5 days or however long it is. Link to comment Share on other sites More sharing options...
Xlxfearlessxlx Posted February 15, 2019 Share Posted February 15, 2019 "A55hole" has tons of POIs in a large and nearly perfect circle of cities. Also seed "999555999" looks good with a mix of biomes and a decent amount of towns on the northern and western sides of the map in the snow and grassy biomes Link to comment Share on other sites More sharing options...
beerfly Posted February 15, 2019 Share Posted February 15, 2019 I never said it wasn’t getting better. I know it is. What started this was people complaining that large maps are more important than a working game. Haven't mind you when said it. Larger maps are cool and all, but first ppl should let the guys finish whats needed, indeed Link to comment Share on other sites More sharing options...
Roland Posted February 15, 2019 Author Share Posted February 15, 2019 Can’t the posts just auto copy there from devs? I am complaining I know but it’s impossible to read this thread and always see MM or Gazz I’m not sure what you mean by autocopy vs me copying them in and how that would make a difference. If you want more context then simply click on the redirect arrows in the quotes that a dev included in his response and you’ll go to the original thread and can read what all was said. Otherwise just stay up to date by reading all the threads. Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted February 15, 2019 Share Posted February 15, 2019 I suppose they could code it in, by would they? Someone already made something similar: http://7d2d.rocks/madmole.php Link to comment Share on other sites More sharing options...
Gazz Posted February 15, 2019 Share Posted February 15, 2019 I wish AOE buffs worked correctly on blocks; right now you have to hijack a vanilla AOE buff like Campfire warming in order to have something like a rad-removal-zone. I'm using an item in hand on a mod, but then THAT means a person has to be holding it... and can't fight. =) You can run an AOE buff on a worn item. See the ring of fire dev item. I don't think there's currently a "good" way to have blocks emitting AOE buffs. Potential performance issue, too, if overused / spawned randomly. I am seriously wondering why they bother to change it in first place from a16, when they didn't finish it. They should keep that code. in A16 lot of mods already remove some biome and adjust them through editing they can do that and keep it until they rewrite it. they make a mess of RGW. It had to change in order to work with the quest system and related features. It's not about "keeping that code" at all. In a procedural generation system, even small changes can have massive effects... Kinyaa clones are super expensive so very little time was spent on RWG but the upcoming A17 RWG is looking to be .50cal JHP mind-blowing. Link to comment Share on other sites More sharing options...
OzHawkeye Posted February 15, 2019 Share Posted February 15, 2019 Kinyaa clones are super expensive so very little time was spent on RWG but the upcoming A17 RWG is looking to be .50cal JHP mind-blowing. Looking forward to that very much. Also, if TFP wants to launch a Kickstarter to clone Kinyaa, I'd be happy to kick in a few bucks too. Link to comment Share on other sites More sharing options...
Gazz Posted February 15, 2019 Share Posted February 15, 2019 Our RWG has always been "programmer art". That's not even a diss. All based on rules and noise functions and while that can definitely be serviceable it's almost impossible to make it look pretty or beyond. Now if you combine programmer art with art art you get... better results. Also, working with an artist means that the created systems and tools are way more... human-compatible. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Share Posted February 15, 2019 Also, working with an artist means that the created systems and tools are way more... human-compatible. Yeaa A17.3 Looks great Link to comment Share on other sites More sharing options...
Gazz Posted February 15, 2019 Share Posted February 15, 2019 That moment when you layer noise functions... Link to comment Share on other sites More sharing options...
khzmusik Posted February 15, 2019 Share Posted February 15, 2019 Fair enough i did mean 16X16 maps, but who cares if even another 5gb is added to the game? If you think logically another 10gbs would literally mean nothing as most games releasing of considerable size are 50+ gigs. Imo id much rather have a select few “large” maps thats tested for quality and that has a sense of epicness to them and detail, then the crappy super small RWG maps thats created on the spot that we have currently have. Just my thought. Well, I'm an old fuddy-duddy who doesn't give a ♥♥♥♥ about the latest AAA games, so I have not one single game in my Steam library that is much over 10 Gb. And I like it that way. But even if you accept 100 Gb games - remember that a) a significant number of players won't even give a ♥♥♥♥, so that's disk space wasted on nothing, and b) this is really only useful until RWG is not totally ♥♥♥♥ed (and TFP said RWG is high priority so I'm hoping that's a narrow window of time). Plus, for most of the U.S. it takes about the same amount of time to download a 2.5G map as it does to generate it. (Thanks, Ajit Pai.) That's why I think providing a seed is better - near-zero disk space/download times, and in the same time it would take to download a map, it's generated. No fuss, no muss. Obviously there are more concerns from TFP, basically they'd be curating any included maps, so if they aren't at least up to Navesgane standards then tons of folks would bitch. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Share Posted February 15, 2019 i really really hate it when webpages like github want to force me using special characters in my passwords. I have a simple system i use for all my passwords. As a example (with a diferent formula) Github would be 7 for G i overtaken from github 33 as a string i add allways on this place hub again overtaken from the webpage = 7i33hub This way i can have different passwords for all my 50 Websites and other stuff i use passwords. But NOOOOOOO a very smart ♥♥♥♥♥♥♥ of programmer means i am not allowed to do that. So i set a password i am sure i forget in 2 months and i will never again be able to access my stuff Rant over ----------------------------------------------------------------- ohh sorry, thought i wrote in my mod thread. Anyway Link to comment Share on other sites More sharing options...
Menace312 Posted February 15, 2019 Share Posted February 15, 2019 I worry about the negative vibes towards RWG... So it's broken currently, yeah, but Kin has fixed it up before more than a few times... It's obvious that RWG didnt receive a lot of love after the upgrade to Unity2018, and the changes that followed. Which is more than likely because, other things required attention more urgently. I just hope the negative vibes, don't create a "thing", where working on RWG is considered a chore by the dev. The best results always comes, from a clear and happy mind. Remember that survivers Link to comment Share on other sites More sharing options...
beerfly Posted February 15, 2019 Share Posted February 15, 2019 I worry about the negative vibes towards RWG... So it's broken currently, yeah, but Kin has fixed it up before more than a few times... It's obvious that RWG didnt receive a lot of love after the upgrade to Unity2018, and the changes that followed. Which is more than likely because, other things required attention more urgently. I just hope the negative vibes, don't create a "thing", where working on RWG is considered a chore by the dev. The best results always comes, from a clear and happy mind. Remember that survivers You shouldn`t. Everything good needs time. I am sure Kin is having fun with the new art guy who works with him on RWG Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Share Posted February 15, 2019 Yep, even the best things looked awfull half finished Link to comment Share on other sites More sharing options...
archergod Posted February 15, 2019 Share Posted February 15, 2019 Kinyaa clones are super expensive so very little time was spent on RWG but the upcoming A17 RWG is looking to be .50cal JHP mind-blowing. You know when you talk like that, you raise expected multi fold... Once a smart man told me, Say less do more. But 7DTD team do exactly opposite. All good programming you did goes waste when people don't see what is expected. Visual always override the logics. - - - Updated - - - I worry about the negative vibes towards RWG... So it's broken currently, yeah, but Kin has fixed it up before more than a few times... It's obvious that RWG didnt receive a lot of love after the upgrade to Unity2018, and the changes that followed. Which is more than likely because, other things required attention more urgently. I just hope the negative vibes, don't create a "thing", where working on RWG is considered a chore by the dev. The best results always comes, from a clear and happy mind. Remember that survivers I love the game, and how it progress. But define urgently... this a17 is under production for 15-18 months or so I guess now, and it use 5 yrs of development experience before hand. Yet, it is not completed. Not saying team is not doing efforts, but urgent word lost it's meaning for "yet another alpha release" in 1+ yrs. Nothing is urgent, they are fixing things people complain most. Link to comment Share on other sites More sharing options...
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