PC Alpha 20 Dev Diary

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Using Experimental 20.1

Is there a alternative way to get around broken Quest's when a player crashes during a shared quest ? Its happened twice now and its like the quest doesn't know what to do next when a player crashers out. i.e. Last night friend crashed (again)  it showed a marker to the last zombie for instance but there isn't one at the marker..

 
Using Experimental 20.1

Is there a alternative way to get around broken Quest's when a player crashes during a shared quest ? Its happened twice now and its like the quest doesn't know what to do next when a player crashers out. i.e. Last night friend crashed (again)  it showed a marker to the last zombie for instance but there isn't one at the marker..
Happened to me too ! the marker shows but the Zd is nowhere to be seen, I thought it was because a big horde came and filled the entity cap before it spawned or because it did spawn and run off and fell off the world, but it could very well be because a crash or network issue. There's no work around either. Current console commands can give you the same quest by pure chance, but there's a big chance that it's a NO TRADER one. It's a very annoying issue. Gazz's fault for sure.

 
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Friday I started on bandits. I made the entity/sound xml and prefab. He runs around in the A pose saying mean bandit stuff, since we already have a bunch of sounds for it. None of the bandit meshes are skinned yet, but our new animator is working on it.


Sounds rad. 

Have you guys worked anymore on the new armor sets, and if so, have you worked out some of the set bonuses so that it does not become a clothes swapping simulator?

 
Thanks for the clarification. Regarding the turrets... I was using a sledge turret during a BM night, and it worked ok, until it was half in the night, and it fell down "one floor" in my base. I have A20.1 latest, but still using a map generated with A20 b238.
Turrets falling was probably the delayed collider mesh baking. Turrets were very sensitive to their sphere cast hitting below what they were sitting on.

Fixed turrets falling through blocks (Start cast higher, delay fall, move linearly, use current pos for entity pos and recheck hit every frame during move).

 
Wonder how the AI for bandits will be handled. Adding a more intelligent enemy to this kind of game really hasn't ever been done before.

 
Thanks for the clarification. Regarding the turrets... I was using a sledge turret during a BM night, and it worked ok, until it was half in the night, and it fell down "one floor" in my base. I have A20.1 latest, but still using a map generated with A20 b238.
Same for me, map generated in A20 b238 but updated to 20.1.  I've tried to even start carrying 3 robotics and 1 sledge for BM.  Well before the end of the night they all have fallen and are inside the last player built block resting on soil.  Don't seem to fall farther than the soil though.

Did try recreating something similar in a A20.1 generated map and couldn't really reproduce, seemed to be a bit more... sturdy but not really sure why that would be the case.  May get tired with my A20 map and just start fresh to see if it is actually better.

 
Wonder how the AI for bandits will be handled. Adding a more intelligent enemy to this kind of game really hasn't ever been done before.
Mmm... that's not entirely true.  When they initially included bandits in the files they were pretty fun and used *very* basic AI, this was back in a15 I think?

...and of course now there is an M-word where you can hire them, assign them duties, and they heal themselves, use weapons, inventory control, "attack, run, loot, follow, backup to optimized weapon range", etc...

All using custom entities, not the weird looking UMA ones from back in the day.

So I'm really looking forward to official bandits to see what they offer.  Madmole once described a scene where a vehicle comes tearing at you and bandits jump out and attack, that sounds amazeballs.

 
Same for me, map generated in A20 b238 but updated to 20.1.  I've tried to even start carrying 3 robotics and 1 sledge for BM.  Well before the end of the night they all have fallen and are inside the last player built block resting on soil.  Don't seem to fall farther than the soil though.

Did try recreating something similar in a A20.1 generated map and couldn't really reproduce, seemed to be a bit more... sturdy but not really sure why that would be the case.  May get tired with my A20 map and just start fresh to see if it is actually better.
It had nothing to do with the map or blocks. It was raycasts failing briefly from mesh colliders updating, so the turret would see "ground" father below and rapidly move to it. The more a mesh was being updated by say damage, the more often it happened. This fix will be in our next experimental.

 
Mmm... that's not entirely true.  When they initially included bandits in the files they were pretty fun and used *very* basic AI, this was back in a15 I think?

...and of course now there is an M-word where you can hire them, assign them duties, and they heal themselves, use weapons, inventory control, "attack, run, loot, follow, backup to optimized weapon range", etc...

All using custom entities, not the weird looking UMA ones from back in the day.

So I'm really looking forward to official bandits to see what they offer.  Madmole once described a scene where a vehicle comes tearing at you and bandits jump out and attack, that sounds amazeballs.
if they implement this (moment of silence trying to mentally connect with the devs from a great distance to control their thoughts and actions) so bandits can enter/drive/get out of vehicles, then I propose they *also* make it so bandits will steal your vehicles (and can break the vehicle lock, given time). give you reason to lock them up and use the garage doors, and just general "chaos" as well.  I mean, if they all get out of a vehicle and you defeat/outflank them... you get a free vehicle so I guess at least one has to remain in there to drive away quickly, or "disable it" or blow it up if you start shooting at him... so have them have an affinity to either steal yours of destroy yours.  No more parking that gyro on the ground... gotta drive into garages of POI's and secure/close them up!

 
It had nothing to do with the map or blocks. It was raycasts failing briefly from mesh colliders updating, so the turret would see "ground" father below and rapidly move to it. The more a mesh was being updated by say damage, the more often it happened. This fix will be in our next experimental.
Do you know of an ETA on the next release that will have this fix? I play a group of 3-5 players on my dedicated server and every horde night our turrets fall through the floor.

 
Do you know of an ETA on the next release that will have this fix? I play a group of 3-5 players on my dedicated server and every horde night our turrets fall through the floor.
Maybe a few weeks.

if they implement this (moment of silence trying to mentally connect with the devs from a great distance to control their thoughts and actions) so bandits can enter/drive/get out of vehicles, then I propose they *also* make it so bandits will steal your vehicles (and can break the vehicle lock, given time). give you reason to lock them up and use the garage doors, and just general "chaos" as well.  I mean, if they all get out of a vehicle and you defeat/outflank them... you get a free vehicle so I guess at least one has to remain in there to drive away quickly, or "disable it" or blow it up if you start shooting at him... so have them have an affinity to either steal yours of destroy yours.  No more parking that gyro on the ground... gotta drive into garages of POI's and secure/close them up!
Bandits in vehicles is near the bottom of my list of what they need to do. You know what happens to the bottom of game dev lists? They generally get cut, but it could happen.

 
Why can the gravedigger and ironbreaker mods be used on a stun baton but burning shaft and barbed wire mods cannot?

 
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