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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We've been hoping to get it out, but RWG had some bugs crop up that needed to be fixed. Now the good news, or amazing news is that Robert was able to use the GPU to do some of the work generating terrain and reduced it from 30 minutes to 1 minute (for the terrain and biome info) on an 8k map. If it takes much longer you'll probably see a 17.3 drop without RWG changes with that delayed until 17.4+.
We're experimenting with procedural splat maps so that might solve some A18 rwg issues we were going to deal with.
30 minutes? Eww! One minute? Niiiiiiice. I'm wondering if this means 32k maps will become a possibility? Or at least 16k?

Totally stoked to playtest 17.3. Loving all the new teases.

3Ot2EUx.jpg

 
Faulty items now hold one mod, and legendary hold 6.
Sir, you are saving lives here. Lives and brain cells.

I know you guys are not planning any more big things to add but for would it be feasible to add an option to call a Supply drop on demand?

Idea: A craftable item/bench that player can trigger an airdrop by consuming a lot of power and materials.

Implementation: it can be a workbench like a forge that "smelts" materials like plastics electronics, mechanical components and once you have certain amount of each, lets you craft a trigger-able item to call a plane.

This device instead of using burnable materials would be powered by a generator and consume a lot of power, draining generator fast.

One can take the forge, enable electricity cost to power it, substitute materials smelted into high end ones, remove all old recipes and add 1 recipe for calling a plane drop. Lastly, change the graphic of the forge to something resembling an antenna?

"Farming Supply Drops"

 
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Sir, you are saving lives here. Lives and brain cells.
I know you guys are not planning any more big things to add but for would it be feasible to add an option to call a Supply drop on demand?

Idea: A craftable item/bench that player can trigger an airdrop by consuming a lot of power and materials.

Implementation: it can be a workbench like a forge that "smelts" materials like plastics electronics, mechanical components and once you have certain amount of each, lets you craft a trigger-able item to call a plane.

This device instead of using burnable materials would be powered by a generator and consume a lot of power, draining generator fast.

One can take the forge, enable electricity cost to power it, substitute materials smelted into high end ones, remove all old recipes and add 1 recipe for calling a plane drop. Lastly, change the graphic of the forge to something resembling an antenna?

"Farming Supply Drops"
Rust has smoke grenades that signal air drops. Always a frightening moment wondering if other players will come to fight you for it. I'd never make something like the craftable though.

 
Its kinda driving me crazy that a lvl 1 item can't hold any mods and a lvl 6 item can hold 5. Can it be changed so a lvl 1 item holds 1 mod and a lvl 6 item holds 6 mods? I think that makes more sense to me.
Or change level 1 to level 0 and go up from there :)

 
We've been hoping to get it out, but RWG had some bugs crop up that needed to be fixed. Now the good news, or amazing news is that Robert was able to use the GPU to do some of the work generating terrain and reduced it from 30 minutes to 1 minute (for the terrain and biome info) on an 8k map. If it takes much longer you'll probably see a 17.3 drop without RWG changes with that delayed until 17.4+.
We're experimenting with procedural splat maps so that might solve some A18 rwg issues we were going to deal with.
Okay, that's quite impressive and the best news I've heard on the RWG front for a while. :-)

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Flat roads would mean a flat world for the most part, no thanks.
Wouldn't the same also apply to flat rivers?

 
We've been hoping to get it out, but RWG had some bugs crop up that needed to be fixed. Now the good news, or amazing news is that Robert was able to use the GPU to do some of the work generating terrain and reduced it from 30 minutes to 1 minute (for the terrain and biome info) on an 8k map. If it takes much longer you'll probably see a 17.3 drop without RWG changes with that delayed until 17.4+.
We're experimenting with procedural splat maps so that might solve some A18 rwg issues we were going to deal with.
Go boys, sounds better everytime.

 
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Just tossing my 10 cents. Maybe I can learn enough coding to mod it in myself.
You`d better start learning how to, the Matrix will have you, and you will always be called at least nerd ;)

 
Its kinda driving me crazy that a lvl 1 item can't hold any mods and a lvl 6 item can hold 5. Can it be changed so a lvl 1 item holds 1 mod and a lvl 6 item holds 6 mods? I think that makes more sense to me.
I for one would like to see a change to this where instead of saying that level 1 can have 1 slot and so on, I would rather all guns have a basic amount of “easy” to understand mods where maybe the silencer and extended mag could be the basics for instance.

Then more advanced mods like springs and triggers could be gated by books/perks that you need to study to understand the mechanics behind it and then unlock more slots.

I would also like to see specific slots locked to specific mods, like the tools for workstations. So that all scopes and sights lock to one slot, barrels and silencers to one and so on.

 
We've been hoping to get it out, but RWG had some bugs crop up that needed to be fixed. Now the good news, or amazing news is that Robert was able to use the GPU to do some of the work generating terrain and reduced it from 30 minutes to 1 minute (for the terrain and biome info) on an 8k map. If it takes much longer you'll probably see a 17.3 drop without RWG changes with that delayed until 17.4+.
We're experimenting with procedural splat maps so that might solve some A18 rwg issues we were going to deal with.
Holy crap, thats some serious optimisation! I hope you recognised his accomplishement in some fashion.

 
I am not a "Flat Earther" I meant roads that did not have massive drop offs or breaks or roads that end in a rock/hill/cliff (Wile E. Coyote style)
You mean you don't like the spaghetti roads? Nothing like taking a nice country drive and then careening over the edge as the road suddenly takes a vertical 90 degree drop, or a smashing your face into the pavement as the road juts up at a 60 degree angle in 3 different directions. :)

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Level 1 is such trash it can't be improved.
Wish we could still combine items to repair or make them better. might make it a little harder to code but like 4 lvl 1 pistols could make a level 2, and 4 level 2 could make a 3 or something like that.

 
I am not a "Flat Earther" I meant roads that did not have massive drop offs or breaks or roads that end in a rock/hill/cliff (Wile E. Coyote style)
Oh I'm pretty sure that will be fixed.

 
MadMole, Roland, Pimps: just want to say thanks for this thread and for engaging with the players. Not all devs do this and it's bloody wonderful. Cheers. And Roland, you're alright, man: you run a tight ship. Much respect.

 
I am not a "Flat Earther" I meant roads that did not have massive drop offs or breaks or roads that end in a rock/hill/cliff (Wile E. Coyote style)
I might be in a minority, but I like the broken roads with drop-offs and things. They go well with the ruined buildings, making it seem like there's been seismic activity as part of the apocalypse.

 
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