View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #11926
    Beloved Curmudgeon DaVegaNL's Avatar
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    Quote Originally Posted by Trankitas View Post
    Give me five.
    *hands over five pieces of rock*

    Remember, talk to them often.

  2. #11927
    Survivor agrastiOs's Avatar
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    Quote Originally Posted by Roland View Post
    People wouldn’t see it as a bonus. They would complain that the bodies disappear so quickly and demand a long enough timer so that all the bodies of killed zombies could be harvested.
    I would like if the corpse timer could be increased for higher end machines. I want to see lots of corpses after the BM night.

  3. #11928
    Reconstructionist Trankitas's Avatar
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    Quote Originally Posted by DaVegaNL View Post
    *hands over five pieces of rock*

    Remember, talk to them often.
    *Returns rocks to the owner*

    I'm not ready...not yet.

  4. #11929
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by SG1-09 View Post
    Thank you for replying so quickly

    I get it.

    About the last reply, I don't know if i'm the only one doing that again but it's my bad habit of hitting bodies from previous alphas, somehow a spring cleanup.

    As the corpses disappear after few seconds i don't consider it an endless zombie harvesting but a kind of bonus. In retrospect, bones and nitrate can already be found in reasonable quantities. So you're totally right.
    As much we like to harvest stuff, I think it turned into an OCD bad game loop. What we have now is better, then OCD guys don't need to harvest all corpses now and finding bones is a bit more rewarding to get them from an animal kill.

  5. #11930
    Super Moderator Roland's Avatar
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    Quote Originally Posted by agrastiOs View Post
    I would like if the corpse timer could be increased for higher end machines. I want to see lots of corpses after the BM night.
    I believe they can on the options screen called entityclasses.xml

  6. #11931
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by agrastiOs View Post
    I would like if the corpse timer could be increased for higher end machines. I want to see lots of corpses after the BM night.
    A server object is a server object, so we can't discriminate, it goes away at the same time for everyone. If you play solo set it in xml to whatever you want.

  7. #11932
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Roland View Post
    I believe they can on the options screen called entityclasses.xml
    Lol, yes the slider goes as high as you can type.

  8. #11933
    Survivor agrastiOs's Avatar
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    Quote Originally Posted by madmole View Post
    A server object is a server object, so we can't discriminate, it goes away at the same time for everyone. If you play solo set it in xml to whatever you want.
    Maybe the default value could be increased a little bit? Or would that really hurt the performance?


    Also Roland, you should really add Overhauled RWG to the OP, it's one of the main points of the upcoming Alpha and it's not even mentioned there.

    (Also removed tallows and new first person animations)
    Last edited by agrastiOs; 4 Weeks Ago at 09:39 PM.

  9. #11934
    Inventor Odetta's Avatar
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    @Modmale

    Any progress on bridges in RWG? This would be amazing if you could pull it off, no biggie though if there are more important things to do.

  10. #11935
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    Quote Originally Posted by madmole View Post
    As much we like to harvest stuff, I think it turned into an OCD bad game loop. What we have now is better, then OCD guys don't need to harvest all corpses now and finding bones is a bit more rewarding to get them from an animal kill.
    I always play with the absolute best path I can think of to be the best character I can be always doubling POIS and going for the most resources and the most perks and the best defense with the best mobility etc.....


    I was surprised when the no-loot zombies were shown back in early a17 ( I think I saw it for the first time in the video when MM got killed by a boar thinking it was a rock lul. ) I thought to miself: bones? what are we going to do without bones? And then I played it.

    It was a humongous relief ( 1-2 days of a16 were spent on looting and repairing). Now in a17 we can spend the time just looting and eating cake while we repair (not usually as much repair if you do active defending at horde night and an ergonomic base) AND doing whatever we like not being forced to get all the zd corpses. It felt nice and cool. As will feel the new block shape system. LBD,Spam crafting and Zd corpses were, in my opinion, the BEST removals in this game hands down.

    Now, I have doubts about brass with 5+ players..... and day length. Playing with 60 min days feels pushy now, imagine with a21 . When more content is in, a longer night with longer days by default would be awesome. I mean, you wouldn't want to be talking to a wasteland merchant on day 7 and be rekt while the poor merchant tells you about his kidnapped cannibal daughter right? Some tier 5 quests with full double exploring and wrenching take up to 5 days to do. Crazy, right?.

  11. #11936
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Odetta View Post
    @Modmale

    Any progress on bridges in RWG? This would be amazing if you could pull it off, no biggie though if there are more important things to do.
    I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.

  12. #11937
    Fun Pimps Staff faatal's Avatar
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    Quote Originally Posted by ZombieHorde View Post
    Hi Faatal. Loving your work so far and really enjoy reading about the updates you are doing (regardless of whether I understand them or not).

    I just wanted to comment and ask: currently the 'grid' the zombies follow to get to you (using A* pathfinding, if I'm not mistaken?) is very obvious as quite often the zombies don't hone directly in on you, but in a path heading towards the side of you and then turn. The grid doesn't seem to change, either, as I've noticed most zombies doing the same thing. Am I right that it's simply orientated North/South?

    The grid has to be drawn each time the pathfinding calculation starts, right? So is there any relatively simple way to rotate the grid so it is aligned parallel to you and the zombie? This should normally reduce the amount of squares within the calculation as well, so I'd think it would be more CPU efficient to do it this way.

    And if multiple zombies, instead of calculating a grid for each of them, if there is a group of zombies they can follow the same grid or the grid align somewhere between them.

    Better still, if the event is happening outside and the grid does a quick scan for objects, most of the time there would be only about 10 or so. So does the grid even need to be calculated in those situations? Just make a path either directly to you or, if the zombie does happen to be the other side of an object, the direct line can be one voxel to either side and then straight to you.

    Sounds pretty cheap on calculations to me, but I'm definitely no expert.

    Any merit to my train of thought?
    It is A* on a grid of linked nodes, but grids don't work how you think.

    There is one grid for each player (grids will merge if players are close to each other) and extra temp grids in certain AI spawning cases. Grids are aligned to the blocks of the world, each grid node is 1x1m and does block testing to determine the block type and what blocks are around it, so it can't be rotated or it would not match the blocks. Once a grid is created, it does not change until the player moves about 10m or a block inside the grid changes, which causes an edge or partial update. Paths are then created from the grid the path in going through, so a thousand zombies could all make a path without the grid changing.

    AI tend to follow the same path, because certain paths are generally going to be cheapest. The main variation is dumber AI will tend to not follow longer paths and just destroy blocks. There should be more tweaks to how it works later, but probably not A18.

  13. #11938
    Refugee SG1-09's Avatar
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    Quote Originally Posted by Roland View Post
    People wouldn’t see it as a bonus. They would complain that the bodies disappear so quickly and demand a long enough timer so that all the bodies of killed zombies could be harvested.
    hmmmm... Indeed this is a new kind of problems.

    Quote Originally Posted by madmole View Post
    As much we like to harvest stuff, I think it turned into an OCD bad game loop. What we have now is better, then OCD guys don't need to harvest all corpses now and finding bones is a bit more rewarding to get them from an animal kill.
    By harvesting and catching every loot that comes to us, we want more than we have. In the end we never use everything. We store again and again like squirrels.

  14. #11939
    Inventor Odetta's Avatar
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    Quote Originally Posted by madmole View Post
    I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.
    Good plan

  15. #11940
    Super Moderator Roland's Avatar
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    Quote Originally Posted by agrastiOs View Post
    Maybe the default value could be increased a little bit? Or would that really hurt the performance?


    Also Roland, you should really add Overhauled RWG to the OP, it's one of the main points of the upcoming Alpha and it's not even mentioned there.

    (Also removed tallows and new first person animations)
    Updated the OP but you should know that the OP is not the patch notes. Every little change like removal of tallow doesn't need to be mentioned. The full patch notes will be released a day or two before experimental if the pattern continues and people can read the minutia of this or that which were added or removed.

    Plus things are in flux. TFP removed something that I'm hoping they return-- and they might. So, there's no mention of that thing's removal and there may never need to be.

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