PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Are you referring to the time between noon and noon or the actual daylight itself ? I saw no errors with setting the daylength to 120 minutes. It needs 120 minutes then.

Code:
&lt;property name="DayNightLength" value="60" /&gt; &lt;!-- real time minutes per in game day: 60 minutes --&gt;
&lt;property name="DayLightLength" value="18" /&gt; &lt;!-- in game hours the sun shines per day: 18 hours day light per in game day --&gt;
ah deutsch , wir haben das gestoppt und sind zu obrigem Ergebniss gekommen der tag soll 2 Stunden dauern ist aber nach 66 Minuten vorbei.

 
I got on this AM and seen people saying the performance patch is gonna be today so i went to the store and got some good dinner and drinks, started cleaning the house and getting my desk and gaming area all set up for a 12 hour session. I'm making Bacon & Eggs for dinner, hashbrowns & pancakes too. I'm pumped to play in full screen & not 640x480 res lol and got this weekend off. Release the kraken, all i have is dishes to do and i want a reason to not have to do them.

 
Me too. Where are they written?
I believe he is referring to his comments regarding crafting:

Wants to make crafting more viable

Stretching out the loot you find so you're not swimming in shinys'

T6 crafting

Random stats on crafted items

I think that's the gist of it.

 
Okay did not know that. Thanks a lot man, again!
Great to see you respond so quickly to questions on here.
Np. I try.

Today I dug up an old AMD HD 5770 1GB and have now replaced my GTX 960 as the potato card next to my RTX 2070. Still need to install AMD drivers, but hopefully it works and I can track down the white terrain flickering.

 
Every tree i believe has 3 weps except INT, maybe just had a small hand held gun type, hell, make it simple like a flamethrower eventually? all chemical/mechanical based weaponry
I feel like that is where it is lacking is a legit gun in the INT tree that doesnt give whip lash when firing from the hip
Well, if you REALLY want to do the INT build right:

You need to have a La-ser... a La-ser with an attachable shark mod.

 
When it happens to me I hear the sound of like hitting rock (?) on the edge of the road and the terrain. Or when the road has a bump (some sharp and not high elevation). Like the terrain 'looks' smooth but actually isn't.
A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".

Seems like a good bandaid until the cause is found.

 
So many games do inventory "wrong". =) But yes, essentials, things you wan to keep in your pack, always go in the bottom right, since everything new is always dropped in the upper left. Much easier to keep track of things that way.
Not necessarily. Try enabling this alpha 18 experimental feature with one of these two modlets:

* https://github.com/JaxTeller718/JaxModletsA18/tree/master/JaxTeller718_BackpackStashAll

* https://7daystodie.com/forums/showthread.php?127758-Backpack-Buttons-A18!-(Stash-All-Stash-Stack-Stash-Stack-Smart)

 
A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".
Seems like a good bandaid until the cause is found.
Faatal -- side note -- I assume you are aware of the problems zombies seem to be having with going down stairs? As in, they seem to prefer to dig instead of using stairs that are close by? I assume it is just a glitch in the patching that they don't see the stairs correctly, so you will be able to fix it fairly quickly? I hope?

 
This is my first time posting, but i couldn't help but congratulate you guys on a fantastic EXP with A18. I have been playing this game since roughly A15, and it has never felt this good to play it (could be the new PC).

Last night was a bit of a heart breaker; started a seed, played to horde night. Planning to build a base from scratch we took over a RV POI, filled in the hole in the middle and started a small base off the ground in the ruined corner. reinforced the floors and corners (we bought a cement mixer). Felt pretty good about life.

Well, as the horde night began we felt pretty safe, killing Z's with ease through metal bars. At about 2 AM (horde still ripping zombies out) my partner leaps from the building, without much of an explanation... About 30 seconds later I find out why. The Z's had destroyed all walls and our base collapsed, destroying all chests, workstations, everything... We ran around the field until 4 AM finished the rest of the Z's off. Safe to say that seed is pretty much dead, but still having an absolute blast.

 
Yes it seems random but could be a specific thing, like hitting something breakable, or unity collision is failing. Like the hatch teleport, getting smashed between colliders in unity can cause something to get propelled. Maybe running something over that has collision the collider didn't get built in time, it turns on after the bike penetrated it, which propels the bike to the sky.
But it can happen when you are flying in a gyrocopter too, so I don't think "running something over" applies. I've reported on the bug track it happening while I was flying, and, to top it off, the motorcycle parked back at my base was also thrown up at the very same time. Log and video were made available.

 
Small bug report: I've been mining a 2x2 tunnel at bedrock layer underneath my base area for a while now. (Just a strip mine.) However, every time I mine down there, this visual glitch occurs every so often. It's not serious, just a little confusing of what you have mined and haven't mined. It happens when I'm mining stone, but it can be easily fixed by mining another block next to it or by placing a frame down over the "gap".

b9oxinE.jpg


 
A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".
Seems like a good bandaid until the cause is found.
Will that bunny hop work on the gyrocopter too? :)

 
so tonight I will do day 49 horde with a hopefully 140+ game stage. really hoping for a demolisher.

I did start an intelligence/perception play through to get a feel for it and wow..night and day difference. going full intelligence at the start has me feeling really weak as far as doing some damage to the zombies but the trade off is getting crafting stations very easily. so I guess I need to quit complaining lol

 
@faatal please do u know if they are working on the increased CPU usage (server side), or it its expected due to the new features?

I imagine its not ur work, but I'm going crazy as no one gives a word on my topic/comments

 
Small bug report: I've been mining a 2x2 tunnel at bedrock layer underneath my base area for a while now. (Just a strip mine.) However, every time I mine down there, this visual glitch occurs every so often. It's not serious, just a little confusing of what you have mined and haven't mined. It happens when I'm mining stone, but it can be easily fixed by mining another block next to it or by placing a frame down over the "gap".
b9oxinE.jpg
I also have this all the time when mining.

 
Making the turrets work so that they are just as powerful and just as convenient as an AK would make the two attributes progress to something that would feel almost exactly the same. I think it is great that they work differently and feel differently and play differently. If that means YOU will NEVER choose to go the route of intelligence because you like the most convenient and most powerful choice (even if it is the same choice) every time you play....well, I can live with that.
I'll happily play a time or two with the convenient and deadly AK47 and then the next time or two with the convoluted and interesting turret set up. It means my playthroughs will be different and challenging in a variety of ways instead of having the gun I'm holding looking like a turret but playing out exactly like as if it was an AK47.
I don't mind difference in power and convenience. +/- 15% is pretty standard for gaming both electronic and not and was established long ago with the Jedi Curve/Mana Curve from Magic the Gathering and a touch more than that is acceptable. I'm more than happy to play something cool that underperforms a little. But there is a big difference between "this is 20% less good" and "this is 50% less good AND requires you to jump through more hoops".

Back in the old Dark Age of Camelot days I played Bone Army Bone Dancer back when the go to spec was Suppression Spec. I consistently play off meta stuff and I enjoy the underdog challenge. They later buffed Bone Army and it became the new meta spec and it took away alot of the mystique for me. When I played League of Legends I was a Karma main up until they reworked her and killed the fun of that character for me. She was definitely not competitive at the top end, but for the average player playing in Platinum and dipping into Diamond on good days (and into gold on bad days lol) she was more than competitive enough.

I'm not a meta player BUT neither do I ignore the numbers either. Rather I view it as a personal challenge to make "weaker" builds work and then if those builds really do suffer and lag behind I examine why. When I say something is underpowered, it's because I've put it through the wringer and it's definitively weaker by quite a large amount. Turrets can get the job done, they can survive on nomad leaning on increasing amount of trap presence to make up for their shortfalls, but without a doubt they are significantly weaker than other options of similar investment by an order of magnitude.

Also, TBH I think your comparison of "gun I'm holding looks like a turret but performs like an AK" is highly a highly disingenuous misrepresentation of what I've said. What I've suggested for the turret is to remove SOME of it's hipfire penalty and open up mods while reducing recoil to levels that don't induce sickness. This would still leave it with poor damage, worse hip fire accuracy, no aimed fired, very short ranged damage falloff, etc when compared to the AK or indeed any firearm in the game. But it would be usable in complement to the 2 placed turrets and collectively their DPS in select situations could compete with other firearms. Meanwhile in some situations they would do far worse. It still wouldn't even be parity, I'm not asking for parity. I'm asking for them to be good enough to be within the ball park of other weapons. So I'll ask you be a bit more careful not to misrepresent what I've said, which can be reviewed in black and white. I know that it was prolly an honest mistake, this thread moves fast and the context is already buried. So I am reiterating my statements in correction of the misinterpretation.

 
Is this an A18 issue or has this visual bug been around for a while? I haven't mined at bedrock before A18, so...
I think it has been around for a long time but it seems to be a lot more frequent in A18 at the moment, probably because of all the new skins and textures.

For the Pimps, I was able to confirm it only seems to happen along the edge of the 16 meter game block (not sure what to really call it) and usually when you are digging upwards.

As noted, placing a frame or something else to cause the area to repaint closes the gap.

 
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