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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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... but... why? :f Like.... seriously why?

 

This is just a guess but they probably changed it because the word Shiv is slang for a stabbing weapon made in prison by inmates and doesn't translate well into other languages.

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This is just a guess but they probably changed it because the word Shiv is slang for a stabbing weapon made in prison by inmates and doesn't translate well into other languages.

 

Right idea but I'd say wrong logic.

 

I'd lay an awful lot of money that any culture that has prisons has a slang term for an inmates improvised weapon.

 

Without the setting of a prison a shiv is just a knife. Although the new RWG is pretty small It's not quite small enough to be defined as a prison, not by the Geneva convention at least.

 

https://youtu.be/RyYOgXLenI8?t=367

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Right idea but I'd say wrong logic.

I'd lay an awful lot of money that any culture that has prisons has a slang term for an inmates improvised weapon.

 

https://www.dict.cc/englisch-deutsch/shiv.html

 

Dict translation =

* Blade

* sharp or pointed item

 

In german you would say "improvised Knive"

 

You want my Bank data or do you prefer to send me a suitcase filled with an awful lot of money ?

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If higher level guns would be flat stronger, it would simply make lower tier guns worthless once the higher level guns show up. (leading to piles of non-usable lower level guns)

The current system of flat damage stats over the various levels, but the ability to add more mods and have lower maintainance costs is the better choice.

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Some quest POI's don't look like much from the outside, I have been missing some good fun!

 

I am so sorry I didn't do tier 4 quests until today! Now that I set BM horde to come every 2 weeks (+up to 7 days) I had a lot more exploring time and have been doing between 1-2 quests a day.

 

 

Cant wait to see some tier 5 POI I thought were nothing special from the outside. Woot! and well done TFP!

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Some quest POI's don't look like much from the outside, I have been missing some good fun!

 

I am so sorry I didn't do tier 4 quests until today! Now that I set BM horde to come every 2 weeks (+up to 7 days) I had a lot more exploring time and have been doing between 1-2 quests a day.

 

 

Cant wait to see some tier 5 POI I thought were nothing special from the outside. Woot! and well done TFP!

 

Tier 5 Quests are good, I love water work for questing, but problem is if you get Radiated zombine that hit bug you are read then. Plus my map was so bad that all question came 4-5KM from where I setup, and if I change my location then trader is 4-5 km, from where I have concentrated towns. So, whatever :) I now focus on construction only after reaching level 115, there is not much left until bugs are solved.

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Tier 5 Quests are good, I love water work for questing, but problem is if you get Radiated zombine that hit bug you are read then. Plus my map was so bad that all question came 4-5KM from where I setup, and if I change my location then trader is 4-5 km, from where I have concentrated towns. So, whatever :) I now focus on construction only after reaching level 115, there is not much left until bugs are solved.

 

I've hit the water works without a quest and it is a bit scary. No bugs with POI's for me yet, but if I go fast with a motorcycle in a city and drive like maniac long enough "unpredictable" yet funny things can happen. :)

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When exploring a dungeon I ran out of bandages, so looking in my inventory I found old cash and I thought perfect the dollars are made of cotton, I make bandages with them

 

I've seen that when scrapping old cash what I get is paper

 

My wife who was watching my screen started to laugh and told me those dollars that you got are fake, you have been scammed XD

 

It was a funny moment.

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If higher level guns would be flat stronger, it would simply make lower tier guns worthless once the higher level guns show up. (leading to piles of non-usable lower level guns)

The current system of flat damage stats over the various levels, but the ability to add more mods and have lower maintainance costs is the better choice.

 

Lower tier guns already are worthless once you've obtained a higher tier due to the mod slots. And the repair costs even out regardless of the tier. Also, there shouldn't be piles of guns anywhere, scrap them or sell them. Otherwise they are still useless lol.

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@Faatal:

 

First, thanks to whomever exposed hand positions in vehicles.xml. Would you mind also exposing feet, and possibly knee position as well? Right now some lower custom vehicles give the "Flintstone" effect, as seen in the photo below, and some more narrower vehicles have the PC bleed into the vehicle, and there's not a lot I can do about it without moving feet/knees around.

 

Please consider this, thanks!

 

tmp-Veh-Problems.png

 

- - - Updated - - -

 

...also, any tips you could give that would prevent the vehicle from shaking on the ground while sitting still would be great.

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Oh, and if you happen to be in a particularly giving mood, you know how pressing F activates the children in origin/headlights? Could you add origin/action0 and origin/action1, so that way we can add some custom animations? I'm playing with a forklift and being able to raise (action0) and lower (action1) the lift would be awesome without having to hijack the headlight (which of course only raises it).

 

Thanks for your consideration!

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Hmm only for the case and because guppy speaks about the topic of vehicles:

 

 

I love Maphopping.Specially since the small maps in A17

 

Means starting on one seed and then take my stuff with me to the next seed.

Sadly this is currently nearly impossible

Because of this my wish

1a: If possible change the way vehicles are saved into a own file for all vehicles of a player.

So that there is a Character savegamefile and next to it a Charactersvehicle savegame file.

1b: Allow to add 600+ Slot inventorys to vehicles. or the ability to apply Crates to a truck

 

2: Or do it completly on your own with no mods necessary.

Implement a Truck, it can drive very slow.

And use the Ui from the vending machines to store up to 600 items in the vehicle

+ (not really necessary, at least in singleplayer) the own savegame file for the vehicles of a player

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<snipped for space>

 

Can you rotate the character around the x axis, essentially lean him back in the seat a bit while moving the hips forward a touch? That might work as a temporary solution.

 

The bouncing around may be mismatched colliders touching each other, that often causes phantom-physics. Possibly even the collider on the character itself interfering with a collider on the vehicle.

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Can you rotate the character around the x axis, essentially lean him back in the seat a bit while moving the hips forward a touch? That might work as a temporary solution.

 

The bouncing around may be mismatched colliders touching each other, that often causes phantom-physics. Possibly even the collider on the character itself interfering with a collider on the vehicle.

 

We can place hands, rotate hands, place the character, rotate the character, and that's it. Nothing to change the "shape" of the character, so that I can put his feet "up".

 

Yeh I'm down to using ONE collider now, other than the wheel colliders, which in tests I've pushed out so far to make SURE they don't touch and still get the vibration thingie. I hope it's not the flintstone feet, but I really can't be sure. Other vehicle modders make the windows opaque and hide the character in the cabin, but I refuse. =)

 

...they also use skinned mesh renderers and do the joints in blender, where I use mesh renderers and do the joints in Unity.

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<snipped for space>

 

There's a few avenues of research in this forum post but many of them depend on how much of the code and settings you can actually change.

 

https://answers.unity.com/questions/967885/unity-5-wheelcollider-jittervibration.html

 

This would be my starting place...

 

https://docs.unity3d.com/ScriptReference/WheelCollider.ConfigureVehicleSubsteps.html

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@Faatal:

 

First, thanks to whomever exposed hand positions in vehicles.xml. Would you mind also exposing feet, and possibly knee position as well? Right now some lower custom vehicles give the "Flintstone" effect, as seen in the photo below, and some more narrower vehicles have the PC bleed into the vehicle, and there's not a lot I can do about it without moving feet/knees around.

 

Please consider this, thanks!

 

tmp-Veh-Problems.png

 

- - - Updated - - -

 

...also, any tips you could give that would prevent the vehicle from shaking on the ground while sitting still would be great.

 

OK, my character is having a crisis. He needs help and a chiropractor, quickly!

 

 

[ATTACH=CONFIG]27784[/ATTACH]

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If higher level guns would be flat stronger, it would simply make lower tier guns worthless once the higher level guns show up. (leading to piles of non-usable lower level guns)

The current system of flat damage stats over the various levels, but the ability to add more mods and have lower maintainance costs is the better choice.

 

A16 literally already solved this problem but then people complained about the way it was done in that version too lol

 

In fact A17 has a lot bigger pile of worthless usable lower level guns than A16 ever did.

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A16 literally already solved this problem but then people complained about the way it was done in that version too lol

In fact A17 has a lot bigger pile of worthless usable lower level guns than A16 ever did.

A16 gave you lots of gun parts that did absolutely nothing useful.

 

A17 gives you guns that go bang. You can call them useless but IMO a loaded gun is much better than 4 receivers and 1 stock.

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That's true, but my definition of "useful" by definition, is something that you use. Once you have 10+ guns, all you are going to use is the high quality one. Unless you have a big team you play with perhaps.

 

You won't use the parts right away in A16 but virtually all of them did get used eventually once you found the other parts. Whereas excess guns don't get used ever, except for scrapping or selling. Since you can no longer combine to make better firearms. If that feature made a comeback, then the excess firearms would have a use again. Or if they had other uses, like crafting turrets with them, or weaponizing your colony (one can dream lol)

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That's true, but my definition of "useful" by definition, is something that you use. Once you have 10+ guns, all you are going to use is the high quality one. Unless you have a big team you play with perhaps.

 

You won't use the parts right away in A16 but virtually all of them did get used eventually once you found the other parts. Whereas excess guns don't get used ever, except for scrapping or selling. Since you can no longer combine to make better firearms. If that feature made a comeback, then the excess firearms would have a use again.

 

Yep. I combined them in the workbench to boost the quality.

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