madmole
Fun Pimps Staff
No I have plans to see less complaints about poor performance.Do you have plans to add more zombies to the world when you hit a certain benchmark for performance?
No I have plans to see less complaints about poor performance.Do you have plans to add more zombies to the world when you hit a certain benchmark for performance?
Again, its a mod request. No sane new user would play hudless. The game is hard enough to learn as it is.I say in for an inch in for a mile. Lets lose all the displays and play 100% cinematic!
And one of the best mods there is I should tell you.Again, its a mod request. No sane new user would play hudless. The game is hard enough to learn as it is.
I'm sure it would be intense.And one of the best mods there is I should tell you.![]()
My played hours are too high....trolololololHave mercy on the old insane user ^^.
The thing is that Unity made their Character Controller work for a lot of scenarios and it has its strengths and weaknesses.What? Analytics and logging or something? Some crazy reflection stuff? Was looking at Unity to dabble in some simple 2D game development. :-/
I never look at those pop ups lol. always focus on what i am aiming at or going for lol. dont even notice it to be honest. If your so concentrating on the xp notification maybe your playing the wrong game lol. And by the looks of it. Modders have already done what you have asked why would tfp waste time on stuff modders have done when they can be doing other things like you know finishing the game etc.Are there any plans to make changes to the XP display system for zombie kills come A18 or even A17.3?
As it is now the XP gained icon and value and also the shared XP popup for zombie kills has started to take away a little from the fear for the zombies as it gives away instantly if a zombie has died and has also become a "tool" when clearing a POI. In the modding community this has also been requested removed and I've seen people play with the entire HUDRightStatBars modded out to counter it.
Could there maybe be added a toggle for the feature in the game options if you want XP gains displayed or not or maybe do a system where it gets a delayed delivery? For instance if you have not received or caused damage in the last 5s it displays?
Well this is where the mixed signals on modding come from. We have down time randomizers that now trick the player into thinking they are dead. I have changed zombie death sounds to randomly play new sounds so in effect thanks to Guppy and my changes no one knows a zombie is actually dead... except for the pop up on xp.If the death animations and death sounds and the fact that they aren't moving any more isn't enough, then I'd say we failed at creating a satisfying death sequence of the zombie for players to experience. So removing the XP wouldn't do anything, as I think its clearly obvious when a zombie dies. I mean if you stop looking at the XP popout, its actually 100% clear if a zombie is dead or not dead IMO. So your asking us to do work that would benefit noone.
Except no. Modders have NOT done it. They have to remove the ENTIRE notification system. Including gathered items etc. Every other aspect of the UI is moddable, why not this?I never look at those pop ups lol. always focus on what i am aiming at or going for lol. dont even notice it to be honest. If your so concentrating on the xp notification maybe your playing the wrong game lol. And by the looks of it. Modders have already done what you have asked why would tfp waste time on stuff modders have done when they can be doing other things like you know finishing the game etc.
@MadMole: When you add the ambient music, can you also add xml cals to it, so modders can replace or add new music?
Can you add this request to whoever is working on adding the ambient music?, or ask them to chime in here on it?I have no idea how its implemented.
I know its, possible. Every time I make a post its always out of frustration. Though, I feel that the tier levels should affect the spawning of zombies if on a quest. So, if I take a tier 1 quest as a level 93, it should spawn regular zombies and no ferals or radiated, gives an illusion of choice. Then if I decided to do a tier 3 quest then it should spawn a mix of regular, feral or radiated or maybe have it only for tier 4 and 5 quests only. For some reason, this time around I'm just out of element.Those closets are considered traps if they're what I think you're talking about. Try shooting the closet doors with arrows. I think those closet doors are crazy weak. So they should pop on an arrow or two. And you can kill the buggers standing in it.
I... Think... Hmm.
There is definitely a philosophical divide on the topic of whether it is better or worse to know when a zombie is dead dead. Some people feel that it is poor design to make the death of an enemy ambiguous while others feel it is good design.Well this is where the mixed signals on modding come from. We have down time randomizers that now trick the player into thinking they are dead. I have changed zombie death sounds to randomly play new sounds so in effect thanks to Guppy and my changes no one knows a zombie is actually dead... except for the pop up on xp.
And this is where WE divideIf we are truly going for an immersive modding experience, that XP pop up needs to modifiable at least in the xml.
- - - Updated - - -
Except no. Modders have NOT done it. They have to remove the ENTIRE notification system. Including gathered items etc. Every other aspect of the UI is moddable, why not this?
I'm glad to hear that TFP are serious about optimization and bug fixing because the sad reality is too many game studios could care less these days and my expectations are very low when it comes to that sort of thing but hey at least you have a low bar to clear hahaI can't promise, but I have a feeling you guys will see it in some regard for an A17 patch. It can occlude a lot of different things, some things occlude easily without any noticeable bugs, others take more effort to get it shippable. We're pretty optimistic though. Its death from a thousand paper cuts so it takes time going through everything and optimizing but we're picking up gains left and right as we go. Shawn has a new character controller that is significantly faster than unity's so zombies won't eat near as much CPU pretty soon.
I'd love to know this, too. I really hope it will be possible to hook into this with XML.Can you add this request to whoever is working on adding the ambient music?, or ask them to chime in here on it?
I can not lie good sir i still use the ui as a crutch. For all the bragging i do about hardcore i still have not tried a completely clear ui.And this is where WE divide. Removing that entire lower right corner abomination of distracting images sounds like the best solution. Who really needs it? Throw it all out and enjoy the benefits of ambiguous zombie deaths AND less screen clutter. Somehow we all survived without it for 12 Alphas worth of gathering and harvesting.
I replaced all the sounds in Scavengers in A16. Made more ambient type night sounds with screams and bell tolls and changed the horde night music. I would absolutely LOVE if we got THAT kind of moddability but i suspect we may not. It would be too good to be true.I'd love to know this, too. I really hope it will be possible to hook into this with XML.
Even if not totally moddable, I imagine there are a whole lot of folks on these forums who would be willing to make "sound packs" that you could use if you wanted. (On an unrelated note, I just bought another modular synth).
In any case - meant to mention it before, but the news of a dynamic music system really made me happy. It was one of the things that made Portal 2 such a good game, and anything even close to that in 7D2D will definitely add a lot.