PC A20 Developer Diary Discussions

A17. is that still relevant?

Ill take a look, thank you!
Yes, it is still relevant. I believe the post itself was updated with things that were added since. The question is whether rwgmixer.xml, the file that tells what prefabs to put in random gen, is updated with modlets before generating a world. I think there was a change to make it so in alpha 19, but I honestly can't tell for sure. 

 
Yes, it is still relevant. I believe the post itself was updated with things that were added since. The question is whether rwgmixer.xml, the file that tells what prefabs to put in random gen, is updated with modlets before generating a world. I think there was a change to make it so in alpha 19, but I honestly can't tell for sure. 
sounds perfect thanks.

This is what my original post was about though. a tick box in the prefab editor that would make these changes for you

and just start using the prefab you made :D

 
sounds perfect thanks.

This is what my original post was about though. a tick box in the prefab editor that would make these changes for you

and just start using the prefab you made :D
Yes, I'm not dismissing the suggestion. We'll have to wait and see how the new alpha 20 random gen works. So far there's been very little information about it.

 
Someone from TFP should talk to the writers of Black Summer 2.

At least one of them is a fan boy IMO.  "Proof" is the first scene after the "Four Months Later" screen! 

Maybe they could do some plot work/Story line for you guys?

 
Related to our INT build conversations

If you are not a puritan to INT builds and only believe that they can only use equipment they can perk into, I have found a stun baton / knife combo is very devastating, especially against tough or feral zombies.  Hit the zombie with your stun baton until you stun lock them, then switch to knife and power attack to get the bleed affects.  Then back to stun baton to keep locking them up.  Since I do a lot of backtracking and stamina recovery while using the stun baton, the bleed affects (along with the initial power attack damage) by the knife helps to take the zombie down faster. - Doesn't have to be perked into to get bleed affects.

You can also use the club if you want to (to try and knock them down), but since the stun baton stun locks them, that is my crowd control weapon.  Also, since I already take a knife for harvesting animals I come across, I am not using up a second inventory slot purely for a melee weapon.

 
Oh, absolutely. There are lots of good combinations available. My position was always about making sure the power allocation for the Baton and Turrets was within a reasonable margin of other options, which was why i was focused on the idea on-perk INT builds. If you want to go hard into direct combat while also being specced into INT, you absolutely are going to go off-perk with weapons, but INT’s weapons are designed for indirect combat and i just want to be certain they are as powerful at their specialization as other perks weapons are at theirs.

 
Morloc said:
Well, it'd only be "less than .01% chance to see someone in a football uniform or cheerleading outfit" if you literally only saw one person.

We know from past discussions that the math is a bit more complicated if we look at multiple instances of some percentage chance, but here we're drawing from a finite pool (your chances of rolling a cheerleader increase a bit each time you fail to roll one).

To the point of my argument though...it's more shallow than that since I'm mostly only having fun with the math and the surprising revelation that there are a lot of friggan cheerleaders in the US!

Having "weird" zombies is a tradition in zombie films as it drives home the horror of say...juxtaposing a woman in a wedding dress with her new zombie-status or the clergy zombie (cheerleaders outnumber them by 8:1, though they'd be much more likely to be seen wearing their work-clothing). There are way fewer MC-style bikers out there than cheerleaders too. Should we be worried?  ;)

Surely having a Nurse, Cheerleader, Cowboy, Stripper and Biker, Construction Worker was too much specialization, but consider keeping one or two such odd zombie of the basic types. This suggestion is mostly for fun rather than hardcore immersion or maximizing the mileage from texture use.

In the most general sense I like almost everything you're doing with the game (except for that reduction of slots thing, my only real "concern").

-Morloc (endorsed by 4 million cheerleaders)
Well point is - at least in my opi0n- it doesn't matter that cheerleeder or  footplayer but about a samll number zombie variants. rly 20 is not so much , when TFP want to put 18 models of bandits - rly this looks for bandit make them more "mercenary" and "organisated" look - like bandits in stalker or  money heist movie ( you know this hispanic movie with citie of names and doc).  So people are complaining because we will lose zombies variants.  Well  nurse is logical- well zombie outbreake they send medical support like in l4d2 or days gone. Biker? well i don't life in USA but in australia there is a lot of  bikers gangs. contruction workers? Come to Poland - you will find a lot of construction workers. Right bride is stupid but can have sense like in l4d2 - there is only one bride witch because probably she was... nick gf XD. oaky stipper don't have sense this same cowboy. But change cowboy into redneck  this same shirt like lumberjack without arms , hat an jeans pants and it will suit  perfect. So okay cut "unsual" variants and will be okay. i wrote my suggestion but it can be more - metal/goth/emo girl , few zombie surviors types , zombie cop or just typical zombies in normal clothes like in l4d2. I'm complaining because there is a small number of zombie variants and TFP want to cut even this number more. Rly we don't need so much bandits- humans in zombie games are so bad enemies because... they are humans and can be in everygame. So 4 models of them could be enough . we have  12 "normal" zombie variants if we cut cheerleeder cowboy and stipper. 8 tought - well lumberjack is quiet rare maybe only in alaska it is popular -7 . 8 special but football is gone- 7 that mean . 26 zombieas and want 18 bandits types XD  in my opinion it should be - 30 normal zombie , 10 tought , and 10 special and  maybe 5-6 bandits . rly @Morloc it must be still zombie game or rage 2 with few zombie? because proportion sound like return to castle wolfenstein or uncharted 1. in zombie game zombies are most important - no bandits drones etc but zombies xd  

Right most thing what they are doing are good but  drones , new guns or this bandits variants idea are so bad - it sounds like fallout rage 2 or another stupid post apo with guys in bdsm suits and strange hairstyle. rly 7dtd should go into days gone and l4d2 way

 
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Adam the Waster said:
Sweet! glad to see they are not gone :D

is it going to be a like the burnt zombie where it will just have its own model or will it be like the way we have it now
i hope he will get his own model xd

 
Survager said:
QUESTION: can we expect that in 20 Alpha the transport will not slow down so quickly after the gas button is not pressed?

I'm currently playing Days Gone and the transport feels much more logical there. After gaining a decent speed and letting go of the gas, you can travel quite a long distance, and even more on an incline.

So the management of transport would become much more interesting, since the player would be able to control fuel consumption, and not drive with the gas button constantly pressed.

I tried to do this in xml by increasing the torque, but in this case the sound of the wheels scrolling appears when driving.
Now you can drive a little more distance with the SHIFT button held down after releasing the throttle button, but it still looks not so good.
It does annoy me how much drag there is going downhill. As for the other, I'm good. The gyrocopter can travel a long, long time without acceleration.

 
MechanicalLens said:
Can we expect the soldier zombie to be remodeled at some point in the future as well? :)  No mention about him, or about the farmer with the blue overalls.
It was remodeled, I think for alpha 19. I recall the twitter update on it. Well, I might distinctly remember it but I can't find it, but I recall it was an image on the garage of the military base compound, and also showcased the new lightning.

 
That number makes a lot more sense if you realize the bandits are split into 3 separate groups. White River/ The Duke and .......... hmm, the bad guys group. forget the name. SO it's only 6 types per group.
If you're thinking Cazadores, that's the Duke's group iirc, with the duke himself being termed "Duke Cazadore" in the teaser images they released back at the tail end of A18 during A19's developement. Noah leads the White River iirc.

 
That number makes a lot more sense if you realize the bandits are split into 3 separate groups. White River/ The Duke and .......... hmm, the bad guys group. forget the name. SO it's only 6 types per group.


If you're thinking Cazadores, that's the Duke's group iirc, with the duke himself being termed "Duke Cazadore" in the teaser images they released back at the tail end of A18 during A19's developement. Noah leads the White River iirc.
okay : 1 white rivers are traders so bandits + traders? em XD 

2. 6 is a lot- and ok 6 yeah? it can be done in typical way - this same model just diffrent cloth color so - 18 will change into 12 - 12 more space for more zombie variants xd

And guys     Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!                    this is from offical wiki = zombies . so should be focused on.. zombies so how zombie get less attention? zombies should be a core not addon

 
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