Wait for me! I will go with you =)Game is still great, but it could be better, is the argument imo. But all of that is old news; a18 sounds like it's back to being great.
...and yes, I'll accept the burden and responsibility of early access to it so I can Spread the Word. I'll get my bike out and go door to door in a white shirt and tie. =)
Sensors have a reputation for causing lags in the game. Personally I only use the trip wire and that doesn't cause any problems.However, I'll concede that there are reasons for other approaches. The power draw could be cranked up to be high at all times, which would incentivize players to build more sophisticated systems with sensors.
This sounds good but are you using the top number keys or the numbers pad?[Key 1] rotate +X[Key 2] rotate -X
[Key 3] rotate +Y
[Key 4] rotate -Y
[Key 5] rotate +Z
[Key 6] rotate -Z
This would also handle 45° rotations.
Have you seen how amazing performance is atm?What's causing AI Survivors to be pushed back so much? First Alpha 17, now not in Alpha 18.
Can someone explain to me what the "z" rotation would do? It's a 2d representation of a 3d block. You can rotate left-right, right-left, top-bottom, bottom-top. That's it isn't it?This sounds good but are you using the top number keys or the numbers pad?
If your using the numbers pad on the right side of of a Qwerty keyboard, then maybe doing this might be better.
4 = x Left
6 = x Right
8 = Y Up
2 = Y Down
For Z you could be using 1 with 7
or 1 with the 3
or even 1 and the 9 key on the numbers pad.
It just seems more natural to do it that way rather than to have to remember a string of numbers.
This might get me to actually do quests, once A18 releases.I put it in already, books are now a potential quest reward.
Praise Jesus! Its SO much more immersive and realistic to be able to guess damage seeing blood on spikes instead of them always all being bloody. If I recall the unbloodied model was still even in a17. Who makes something new and then mucks it up?We might be able to only show blood on damaged spikes.
Yes, my concern as well.+1 for the block shape menu! While everyone is second guessing keybinds, I'm just over here wondering if they've added controller support for it?
As a Cro-Magnon I am with them.Y'all are still using game consoles?! That is like sooo archaic.![]()
Sure, whatever keys you want. I was just illustrating how 6 keys, whichever ones they are, are enough to handle all the rotations.This sounds good but are you using the top number keys or the numbers pad?
If your using the numbers pad on the right side of of a Qwerty keyboard, then maybe doing this might be better.
4 = x Left
6 = x Right
8 = Y Up
2 = Y Down
For Z you could be using 1 with 7
or 1 with the 3
or even 1 and the 9 key on the numbers pad.
It just seems more natural to do it that way rather than to have to remember a string of numbers.
The most intuitive way of thinking of rotation in three axes, I find, is to think of it like an airplane that can yaw, pitch, or roll. Of course, you have to strike a balance between being intuitive and convenient, and not using too many keys.Can someone explain to me what the "z" rotation would do? It's a 2d representation of a 3d block. You can rotate left-right, right-left, top-bottom, bottom-top. That's it isn't it?
Pretty easy, just drop an image effect on the camera.@madmole or faatal
How hard would it be to implement something like this for a "drug/status" effect? This is achieved using Nvidia Freestyle in case you're wondering.
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Big Version: https://ibb.co/album/c7LkYv
Actually if you want the z you should really use the whole number pad. There would be 4 of what we are calling "z". They would be the equivalent of a combination of the others. So the z-rotations would be equivalent to these: Right-up, Right-down, Left-Up, and Left-Down.Sure, whatever keys you want. I was just illustrating how 6 keys, whichever ones they are, are enough to handle all the rotations.
The most intuitive way of thinking of rotation in three axes, I find, is to think of it like an airplane that can yaw, pitch, or roll. Of course, you have to strike a balance between being intuitive and convenient, and not using too many keys.
Honestly, forget the 4 or 6 key layout. The real solution is familiar to anyone that’s done 3D modeling. TFP have already implemented a UI manipulator to translate or scale a selection in the prefab editor (hold G or shift-G, then grab and drag the manipulator in the direction you want). They might as well expand that to cover rotation too, even if rotation only applies to single blocks.
God forbid you ever say something positive.A week ago it was mixed, then suddenly tons of positive reviews? Looks like someone is using bots to spam positive reviews to me.