PC Alpha 19 Dev Diary

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 I can only deduce from Fataals info that damage is calculated at the server (good 😉) and the animation to show at the client (standing up versus lying down)
If clients "own" Actors, it might very well be that the server delegates calculation costs (pathfinding being probably the most costly) to clients that have them in their local area. This allows for a lot larger client numbers (and zombies for that matter) in the end.

 
Disturbing lack of social distancing in those videos...

And where are the masks !?!

Oh wait, 7D2D is about what happens when the virus wins..

 
can we get XML to explore for modding during the weekend?

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note: I also miss LBD so much. Rick answered about it during a previous stream, very unlikely to come back. Maybe we can get a few modding improvements in the future so we can add it like before 😁

 
Everyone who wants the return of LBD needs to start making thousands of stone axes so it gets picked up by the analytics.

Send a message.

I'll make a dozen for the cause...

 
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can we get XML to explore for modding during the weekend?

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note: I also miss LBD so much. Rick answered about it during a previous stream, very unlikely to come back. Maybe we can get a few modding improvements in the future so we can add it like before 😁
Just having a game use data definitions in XML does not equal quality modding support. 7D2D is so far behind the curve of other games for modding support. 

Where is the XML system that allows just <TAG><ELEMENT><ATTRIBUTE> overrides instead of a WHOLE xml file replacement?

Just the choice of XML alone is suspect.

Where is the Steam workshop support for modding?

For modding done right, look at something like RimWorld. 

Let's not talk about the current state of 7D2D XML, lets talk about the strategic direction of TRUE modding support as a part of the base game.

--Disclaimer: I have not followed all the details of A19, if true modding support WAS added with a19: KUDOS!

 
This is not their final interaction of modding support, and honestly it makes total sense. Game is in alpha, and it far exceeds any expectations I could have about it.

I mentioned more because I like LBD and because I'm a nuisance around that matter. Go find a game that offers more than this in an alpha state.

 
This is not their final interaction of modding support, and honestly it makes total sense. Game is in alpha, and it far exceeds any expectations I could have about it.

I mentioned more because I like LBD and because I'm a nuisance around that matter. Go find a game that offers more than this in an alpha state.
ok but this has been a 7+ YEAR alpha... most games are 1-2 years alpha...

 
--Disclaimer: I have not followed all the details of A19, if true modding support WAS added with a19: KUDOS!
The Pimps do have true modding support as a goal for the game, but at this time they are still making a lot of major code changes and such that make mods frequently outdated. They are making steps toward the mod support but the level of support you are suggesting is not a priority currently in the face of the other work they are doing.

Once we get to the BETA stages of the game, I expect that is when modding will really take off. After all, there is already a large community of modders with lots of practice and knowledge of the game and clear ideas on what they want to do. :)

 
Ok, 7D2D did add better modding support with a17. In particular, the XPATH system does allow overrides instead of whole XML pushes. 

I did some modding with a16 and have not kept up to date. 

Still, hope 7D2D is not done adding more modding support. The XPATH system is a good start. 

Growth areas for modding support:

1. Steam Workshop

2. Versioning dependacies enforecement

3. Selection of mods "in game main menu" not before the .exe is launched

    --Think of the way Rimworld and other games do this: If played selects a mod in game, these games force a reload of the .exe

4. Some sort of per mod / modlet logging structure without requiring writing .dll 

 
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frag, steam workshop in on the list. I don't know about the others but we need patience. Its improving fast and it already offers a lot.
Also its not good to compare with any other game. I have no idea how Rimworld is but either way those are different games, with different challenges and probably different goals.
No one lied about that, no one said these features were in the game.

Lets enjoy 7d for now, specially with a great update right around the corner 😎

 
ok but this has been a 7+ YEAR alpha... most games are 1-2 years alpha...
All the Early Access games I own have spent a lot longer than that in Early Access. I'd rather devs not rush the final release of an EA title and withhold release until they are satisfied. No good comes from pushing out an EA title too soon. I've also gotten way more for my money from EA titles with multiple years of alpha releases because they frequently alter game play enough that they are worth replaying.

 
That's semantics. You have a different ideas of the fixes that should have been applied so you call them changes instead of fixes. Good, you know how to use a thesaurus 😉, but it still means they did try multiple times to fix it.

Your fix would still have resulted in people cranking out stone axes (until they found a fire axe), just by far not that many. But then they would have built lots of fire axes (until they found a steel fire axe). Now I'm sure you have a fix in mind to fix this some more and after lots of iteration we might arrive at something you might have arrived at as lead designer. But would TFP have liked that as well?
No, it addresses the actual stated problem, that being "people were just spamming stone axes to get points".  It's not semantics, it's exact.  If the problem is "people were just spamming stone axes to get points", then that would be what is needed to fix. 

They did not.  They removed the entire system instead. 

Not semantics.  Find a dictionary.  It'll be right next to that unused thesaurus in your library.

 
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