PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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About the rotation and key bindings...

It would already be great if shift-LMB iterated the orientations list backwards. I think there's no need to go Blender and bind X, Y and Z to choose rotation axis...es? Axes? Whatever. Just ctrl-LMB to iterate through X, Y, Z would do the trick.

That way, instead of clicking 23 times for your perfect orientation, missing it by one frustrating overclick, starting over and clicking LMB 23 times more (and again missing it by one), even in second-to-worst case scenario you would click ctrl-LMB twice to get your correct axis, LMB 4 times to miss your angle by one, and shift LMB to get it back to where it was.

So... 71 clicks reduced to just 7, with ctrl and shift. How would this sound? I think we might see a drastic drop in rage quit statistics.

 
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. =)
Wait for me! I will go with you =)

 
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.
Sensors have a reputation for causing lags in the game. Personally I only use the trip wire and that doesn't cause any problems.

If you generally expect high load on the system it is better to split the load. Just use more generator banks.

 
[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.
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.

 
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What's causing AI Survivors to be pushed back so much? First Alpha 17, now not in Alpha 18.
Have you seen how amazing performance is atm?

Between A15 and A17 one of my friends completely lost ability to play the game due to zero optimization of any kind.

Given, he still has a very low end PC, but with everything on minimum he managed before, now its just impossible for him and its not like I can't feel bad performance at times on my 980ti.

Game atm is such a resource hog that its pretty much impossible to add anything that isn't a zombie or plain animal.

 
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.
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?

 
Z rotation in the case you described would be rotating vertically from left to right and right to left as opposed to rotating vertically front to back and back to front. It’s not necessary as you can get to any position with just the horizontal and one vertical but it would get you to the position you want faster at times.

That or it punches you through to the Upside Down.... (sorry, season three)

 
so with alpha 18 coming out will the minimum requirements for pcs to run this game be higher than what was needed for alpha 17? like what kind of min specs are we looking at for maybe 30fps?

I'm not worried for myself just the humans who have low end pcs who will be complaining about the game not running good. personally I'm fine with 30 fps since that what my old pc was capable of with this game and feel anyone with a low end pc shouldn't complain if a game gets 30 fps otherwise they should upgrade their pc if they want better fps.

 
We might be able to only show blood on damaged spikes.
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?

(Well, other than Orc cosplayers...)

 
+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?

 
Y'all are still using game consoles?! That is like sooo archaic. ;)
As a Cro-Magnon I am with them.

Btw I used Xbox One and Logitec F710 controllers and I am the worst a human being can be, at aiming. I really miss playing from the coach ,and admire these guys for that.

 
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.
Sure, whatever keys you want. I was just illustrating how 6 keys, whichever ones they are, are enough to handle all the rotations.

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?
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.

 
@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.

Screenshot-12.png
Screenshot-13.png
Screenshot-14.png


Big Version: https://ibb.co/album/c7LkYv
Pretty easy, just drop an image effect on the camera.

 
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.
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.

 
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