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Thread: Developer Discussions: Alpha 17

  1. #48961
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by The Gronk View Post
    Honest answer? 6-12 months for closed beta. I'm just finishing off a procedural building generator for adobe housing so I don't end up with repetitive meshes.

    Don't worry, my balls are big enough to handle a little teasing :-)
    Dont forget to yank out your entire core system and redo it a few years in. I hear thats the road to a truly successful launch

  2. #48962
    Colony Founder Prisma501's Avatar
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    Balls to small to dare EA though Kinda funny that the critique comes from that side on an EA (yeps) title

    Big enough though (cant be the balls) to know now allready its gonna be a "perfect" game in 6-12 months.

    "Laughing the balls out of my trousers here".

    Related to Zehmatt by any chance?

    Cheers

  3. #48963
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by Prisma501 View Post
    Balls to small to dare EA though Kinda funny that the critique comes from that side on an EA (yeps) title

    Big enough though (cant be the balls) to know now allready its gonna be a "perfect" game in 6-12 months.

    "Laughing the balls out of my trousers here".

    Related to Zehmatt by any chance?

    Cheers
    Do you think EA is an integral part of developing a successful game?

    Boy do I have news for you. EA destroys more game ideas than it creates JUST because of pressure to please a thousand different people. Look no further than this one.

    I miss the good old days of playing a developers vision and not the vision of a bunch of armchair devs.

  4. #48964
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by Prisma501 View Post
    <snipped for space>
    You may have noticed by now that I sometimes fail to play well with others. It's not the release schedule that worries me, it's having to be "nice" and "inoffensive" all of the frickin' time. I really don't think I could do it :-)

  5. #48965
    Colony Founder Prisma501's Avatar
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    Nope. I think its a choice. With implications. Which doesnt open the doors for other "devs" to treat it like non EA and act like they have the solition for all , hiding behind some closed non existing beta in 6-12 months. Which of course is gonna be "perfect"

    Allergic.

    Cheers

  6. #48966
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by Prisma501 View Post
    Nope. I think its a choice. With implications. Which doesnt open the doors for other "devs" to treat it like non EA and act like they have the solition for all , hiding behind some closed non existing beta in 6-12 months. Which of course is gonna be "perfect"

    Allergic.

    Cheers
    Perfect is a subjective concept in this case. If it's perfect to one person it has succeeded, in at least one instance, of achieving perfection.

    Addendum: The terrain engine alone took 1.5 years to build but now I have one trillion square kilometres of wrappable terrain to play with. You think I just started this today?
    Last edited by The Gronk; 01-14-2019 at 02:55 PM.

  7. #48967
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by The Gronk View Post
    You may have noticed by now that I sometimes fail to play well with others. It's not the release schedule that worries me, it's having to be "nice" and "inoffensive" all of the frickin' time. I really don't think I could do it :-)
    so basically, when the time comes and you are being harassed by others... just remember "careful who you step on going up the ladder.... you will meet again coming back down"

  8. #48968
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by unholyjoe View Post
    so basically, when the time comes and you are being harassed by others... just remember "careful who you step on going up the ladder.... you will meet again coming back down"
    For public relations I need a PR person. There are plans to hire such staff but it's not necessary just yet.

    Inter-personal skills I can handle as long as I'm talking to a grown-up... not necessarily always the case in a work environment. I've met people over fifty who have the mindset of schoolchild.

    I've already out-sourced mesh building because it just bores the ever-living hell out of me.

  9. #48969
    Community Moderator Red Eagle LXIX's Avatar
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    Ok, my one issue with A17.
    CharacterFrameWindow had playerstats added to it (even though the existing PlayerStatsWindow controller could have been used to display stats as subtab without all that code being added to the CharacterFrameWindow controller) (in fact my HUD modlet demonstrates that).

    PlayerStatsWindow controller is thus depreciated (fine).

    However, CharacterFrameWindow display of stats in real-time is LOCKED behind a button press because by default it starts with the Character Preview tab and there is no way to tell it start with Stats; thus making it mostly unsuitable for HUD usage.
    Code:
            if ((this.currentTab != Tabs.Character) && (Time.time > this.updateTime))
            {
                this.updateTime = Time.time + 0.25f;
                base.RefreshBindings(this.isDirty);
            }
    As PlayerStatsWindow controller continues to break (and possibly gets removed) many HUD mods will become impossible without code/SDX patches.

    Currently there are some data elements that just cannot be retrieved and others that can only be displayed on the HUD after button presses.
    Here's a test I did of 3 controllers trying to get accurate food and water details. Looking closely at this shot you can even see a bug in the HUDStatBar controller when Water is the Stat (BarContent Fill 0 = Health not water even though Water Specified - Food has been completely disabled in HUDStatBar)

    Spoiler: 
    To break it down as to which values can be found where (with alternatives when possible):
    Current Value without Overeat:
    • PlayerStatsWindow controller
      • Food: Yes, {playerfood}
      • Water: Yes, {playerwater}


    Current Value With Overeat and Display of Max:
    • CharacterFrameWindow controller - after button press:
      • Food: Yes, {playermodifiedcurrentfood}/{playerfoodmax}
      • Water: Yes, {playermodifiedcurrentwater}/{playerwatermax}


    Percentage without Overeat:
    • PlayerStatsWindow controller:
      • Food: Amost, {playerfoodfill}, close but needs to be multiplied by 100 (up to 0.999)
      • Water: Yes, using {playerwaterfill}, this is why it is broken for a fill in 17.1 (up to 99.9%)
    • HUDStatBar controller:
      • Food: Almost, Stamina {statmodifiedmax}, close but needs to be multiplied by 100 (up to 0.999)
      • Water: Yes, {statcurrent}, close but actually one point low (up to 99%)


    Percentage with overeat:
    • Not possible


    Bar Fills:
    • PlayerStatsWindow controller:
      • Food: Yes, {playerfoodfill}
      • Water: No
    • HUDStatBar controller:
      • Food: Yes, using Stamina {statmodifiedmax}
      • Water: Yes, {statfill}

    If XUI could be updated to have full access to buff CVARs this would not be an issue. This would not be an issue as these values are all available to buffs and thus buff CVARs already. Buff CVARs can already be mathematically modified and even new ones created. Thus having buff CVARs as fully integrated into XUI usage would allow a wide breadth of new functionality, not just simple bars. Example: buff Compass gets set when you hold item compass and marks a CVAR called hasCompass as true, then compass window gets set as visible={@hasCompass}. Then a buff could change visibility of a window.

    For now I've worked around it by starting with PlayerStatsWindow values, gave a button (little character next to bars on bottom) that toggles modes (PlayerStatsWindow current values without overmax, no display of max, CharacterFrameWindow current values with overmax and display of max, and percentage).
    However, as HUDStatbar and PlayerStatsWindow become more depreciated for those values, the only valid accessibility to those values will be either through buff CVARs, and CharacterFrameWindow controller (which has updating locked behind the button press).
    Last edited by Red Eagle LXIX; 01-14-2019 at 03:46 PM.

  10. #48970
    Scavenger BigMikJ's Avatar
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    Quote Originally Posted by AtomicUs5000 View Post
    I do like the idea behind the sleeper volumes and how they are used to spawn zombies at their spawn locations. It makes POI building a lot of fun and not very difficult. However, I am thinking that perhaps they need to add single-use spawners in POIs. Once activated, the spawner destroys itself and can never be used again for the duration of the game. Either that, or add an extra xml attribute to the spawner that represents whether or not the spawner is recycled. Then, replace many of the sleeper spawns with these.
    Agree as well. If I clear out a house and board it up, there should never be another zed spawning back in unless something got through from the outside and its clearly visible.

  11. #48971
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by JaxTeller718 View Post
    Dont forget to yank out your entire core system and redo it a few years in. I hear thats the road to a truly successful launch
    You would be surprised how fast systems change during development. There is an application we launched and the core system was already outdated 1 year after its release.

  12. #48972
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    I really have to say thank you because the game is amazing!

    Faatal, MM, Gazz, I have a death wish, or two. I think diseases of zombie damage should occur more often. It will put the player in a situation that he has to decide if it's really necessary to engage in a fight. That could be an option on game menu such as the zombie stances (run, not run etc.). The game is a survival game so choices like that increase this aspect.
    Other thing I want in the game is more ways to deal with zombies without destroying them. Sometimes, I want to explore or scavenge but I do not want to level up (fast).

    If you can immobilize zombies (with a shocking weapon or tying them with a rope) or delude them (using clothes soaked with zombie blood) that would give another flavor to the game and will really please people who have a play style more focused on construction, for example.
    I really appreciate the news on regulating the gain amount of XP on menu. I do not like to rush (in my opinion we should not gain more than 1 level per day!) so an alteration like that will be really good for me!

    Keep with the good work, guys!

  13. #48973
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by HungryZombie View Post
    I'm pretty sure that games that use the steam workshop can be manually modded as well. I'm only assuming this because I've seen game in steam workshop also have mods on Nexus mods you can download so it is an assumption on my part.
    If the game does not specifically access the workshop API to determine the state of mods then you can definitely bypass the delivery system of the Steam workshop and "simply" write the data into the right places yourself.

    For online games you may not want one guy playing "his" mod on your server when everyone else is playing the mod that the server is running...

    Since the original suggestion was that servers should distribute the actual mod content (graphics, sound...) to clients this is a completely different topic.

  14. #48974
    Reconstructionist
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    Quote Originally Posted by Gazz View Post
    If the game does not specifically access the workshop API to determine the state of mods then you can definitely bypass the delivery system of the Steam workshop and "simply" write the data into the right places yourself.

    For online games you may not want one guy playing "his" mod on your server when everyone else is playing the mod that the server is running...

    Since the original suggestion was that servers should distribute the actual mod content (graphics, sound...) to clients this is a completely different topic.
    Ah ok, makes sense.

  15. #48975
    Leader Royal Deluxe's Avatar
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    Quote Originally Posted by Jamie87 View Post
    Any one no why its so slow moving up and down ladders now
    Same reason why hay has no longer a 100% falldamage reduction. They hate builders
    Last edited by Royal Deluxe; 01-14-2019 at 05:24 PM.

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