PC Alpha 20 Dev Diary

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null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

null reference error at A19.5 The instance of this reference does not exist.

 
null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

null reference error at Roland.exe The instance of this reference does not exist. Unable to process unknown entity.

 
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Hi, @faatal, a while ago you talked about how you worked on improving chunk generation. 

Is that change going to be in 19.5 and, regardless of the answer, how much of an improvement is it in terms of performance?

Thanks in advance.

 
So I've looked through the XML's for gamestage groups in A19 and it seems that feral soldiers never spawn during horde nights... It begins with regular soldiers and then jumps right to radiated after a while. Will this be looked at for A20, as an "inconsistency" of sorts.

 
Any talk of exposing blood moon feralocityness to xml, maybe via a buff, for expanded possibilities? 

I can think of a bajillion uses, even for vanilla gameplay... 
What would we expose? If they target you or not? Not would not be very useful, since they would just stay off in the distance.

 
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What would we expose? If they target you or not? Not would not be very useful, since they would just stay off in the distance.
A blood moon feral buff would/could be used for quests, for specific zeds (hunters), for rage chances, could be turned off for M word stuff; a bajillion different things.  Specific biomes, light conditions, radiation conditions, certain sleepers...

 
Thats some quality stuff.

Have you ever considered granting 10% more XP for the kills during night since its more challenging. I think that move would possibly encourage players to stay throughout the Horde Night. Also some reward to be collected at Trader for surviving a Blood Moon by making some kills could be a thing.

Could You add possibly an option for additional Severe Death Punishment in addition to current XP punishment in server options. Some guys on the forum wanted to see some changes and I believe this would be a middle ground for everyone.

 
@faatal Hello I have taken you as a never-reachable idol, and here are my first humble steps into coding:

If A19.5 is still being released about late April

then a first experimental release is overdue

endif

...am I doing it right? *pokerface*
Any dates are just guesses and talk of releasing anything generally means an experimental with stable following some weeks later.

Hi, @faatal, a while ago you talked about how you worked on improving chunk generation. 

Is that change going to be in 19.5 and, regardless of the answer, how much of an improvement is it in terms of performance?

Thanks in advance.
I moved about 2 dozen commits to 19.5. Optimizations to a large system are generally many commits. Some of those commits do have to do with chunks.

Most optimizations have to do with improving minimum FPS and my before and after graphs do show less minimums, but I have no specific numbers.

 
A blood moon feral buff would/could be used for quests, for specific zeds (hunters), for rage chances, could be turned off for M word stuff; a bajillion different things.  Specific biomes, light conditions, radiation conditions, certain sleepers...
Except there is no buff to expose, since blood moons don't use buffs for anything. Adding new buffs based on new rules is new code.

 
Except there is no buff to expose, since blood moons don't use buffs for anything. Adding new buffs based on new rules is new code.
I suppose that any code except for a code that is maybe uncommented out, is new code, but then that becomes a philosophical argument of what is new, new to you, new to us, etc...

... At any rate, my question is whether or not you guys have given any consideration to exposing the code for blood moon behavior to XML, particularly via buffs? :)

 
Do you have any plans on fixing the SMG and marskman rifle animations so that the bolt and magazines move with the hands during reload? Currently the models are static and seem like work in progress. 

 
It looks rly good  well i  wonder how much it will give light and if it will be craftable
1st and foremost - anything can change but...

currently they are tagged "Creative" for level designers use.

as for craftable, atm they are not player craftable because they are only for level designers. sorry

the amount of light they give off is essentially up to the level designer to set (keeping performance hit in mind), if you look in the editor and check a poi light you can see the min-max settings.

i myself sorta hope we get something close to this in a player craftable fashion.. i like how they look and if i was building a base on long term i would use them.

 
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1st and foremost - anything can change but...

currently they are tagged "Creative" for level designers use.

as for craftable, atm they are not player craftable because they are only for level designers. sorry

the amount of light they give off is essentially up to the level designer to set (keeping performance hit in mind), if you look in the editor and check a poi light you can see the min-max settings.
Thx for info , well , did you know if  street light will be only connected with  POI or they will be  on asphalt road too?

 
Any dates are just guesses and talk of releasing anything generally means an experimental with stable following some weeks later.
as a pro coder it must be very enjoyable when you can type something totally unspecific without having a console immediately spamming you with error messages, hm?

Roland, your turn again 😄

 
I suppose that any code except for a code that is maybe uncommented out, is new code, but then that becomes a philosophical argument of what is new, new to you, new to us, etc...

... At any rate, my question is whether or not you guys have given any consideration to exposing the code for blood moon behavior to XML, particularly via buffs? :)
Expose typically means take something that is there and give you access to it. To do what you describe sounds like adding features, which we don't plan on doing for blood moons. Once we go gold and improve mod support, then that could change.

 
Are there any plans for a20/21 to be able to make the “fog” color of a biome (or the world) modifiable in the xml (either in biomes.xml or weather.xml). Currently You can change the fog color/density via the console, but you can only mod the fog density in the xml.

it would be nice to be able to mod biomes to have green/yellow/orange/red/black fogs.  Right now xml moddable fog is “realistic” white/grey.

 
Are there any plans for a20/21 to be able to make the “fog” color of a biome (or the world) modifiable in the xml (either in biomes.xml or weather.xml). Currently You can change the fog color/density via the console, but you can only mod the fog density in the xml.

it would be nice to be able to mod biomes to have green/yellow/orange/red/black fogs.  Right now xml moddable fog is “realistic” white/grey.
No plans.

 
@faatal, Which do you prefer: Unity or Unreal Engine 4? And if you could influence the choice of the engine for 7 Days To Die, which one would you prefer to work on? And why? Sorry to ask too much, but please give a detailed answer. Thank you in advance.

 
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