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
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So with tallow removed does this mean candles can be crafted in a different way?
yup... 2 simple ingredients and can craft them on your character. :)

after you kill something for fat that is...

 
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@Modmale
Any progress on bridges in RWG? This would be amazing if you could pull it off, no biggie though if there are more important things to do.
Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!



I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.
So was the above just a mockup that hasn't actually been implemented? :(

Oh well, guess you'll just have to add ziplines to get across instead...

 
Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!
Yup me too. Always wanted to make a base on a bridge, reminds me of the fallout 3. I can wait though.

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Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!



So was the above just a mockup that hasn't actually been implemented? :(

Oh well, guess you'll just have to add ziplines to get across instead...
I wouldn't say it is just a mock-up. If you augment the current terrain gen to produce more water (by a lot), it will send object references, that are trying to place rwg bridges section tiles. The tiles them selves aren't really available to be placed (hence the object references) in 17.4, The map will end up building just fine, without the bridges.

Anyhow, they were working on it at some point, is all I am saying. If it ends up getting into A18? &lt;shrug&gt; hope so.

If it isn't, I hope they at least make it ,so it bypasses the need to try and place them, so the object references stop. It tends to eat up ram, when initially generating worlds, because its trying to place them.

 
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So I do have a question, when building a ramp up to the base, will it be looked into for driving vehicles up? Everytime i try my truck damages the blocks instead of simply driving up? is this intended?

 
Sharing containers would require a more authoritive networking solution so probably not.
Not 100% sure about the campfire. Probably get rid of the grill and do some heat exchange for faster cooking or something.
Its possible, even with a bad internet connection using Transactions and Record Locking requiring all clients to respond every time anyone clicks on any item in a chest.

Of course, to make it better than it currently is, the server would need a large number of clients with chests that are being constantly accessed by many people.

It just sounds like someone wants the dup bug back. :)

 
I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.
With posts like this one, people might think that such feature is ready..

8PjN9WU.jpg


 
So I do have a question, when building a ramp up to the base, will it be looked into for driving vehicles up? Everytime i try my truck damages the blocks instead of simply driving up? is this intended?
I am glad someone mention this. It happens to bridges that are on navezgane and after a while you can no longer drive up them because they have been destroyed by the vehicles going up and down it

 
I am glad someone mention this. It happens to bridges that are on navezgane and after a while you can no longer drive up them because they have been destroyed by the vehicles going up and down it
That's why I reinforced the bridges at Navezgane.

This does not only apply to bridges or ramps. The entrance to my base is at ground level but at the transition from the grass to the concrete blocks there is a small gap into which the vehicles always drive. That's why I put iron sheets there to make the transition smoother.

 
It is A* on a grid of linked nodes, but grids don't work how you think.
There is one grid for each player (grids will merge if players are close to each other) and extra temp grids in certain AI spawning cases. Grids are aligned to the blocks of the world, each grid node is 1x1m and does block testing to determine the block type and what blocks are around it, so it can't be rotated or it would not match the blocks. Once a grid is created, it does not change until the player moves about 10m or a block inside the grid changes, which causes an edge or partial update. Paths are then created from the grid the path in going through, so a thousand zombies could all make a path without the grid changing.

AI tend to follow the same path, because certain paths are generally going to be cheapest. The main variation is dumber AI will tend to not follow longer paths and just destroy blocks. There should be more tweaks to how it works later, but probably not A18.
I don't know how far we can take this conversation without looking at some actual code but here goes nothing. :)

Correct me if I'm wrong, but I think ZombieHorde is just trying to find an optimization for when multiple zombies are pathing to you because it's usually when the lag kicks in. (Think horde night.)

His idea being that currently, it looks like every zombie calculates its own path.

So when a few zombies are on the grid, it's cost effective, but when more zombies are, it's not. (Or so it seems.)

Then, is there a way to pool resources when zombie count increases?

Like delegating the path calculation to the grid, where it maps all accessible blocks from the player with some kind of flood fill algorithm.

Then zombies could be "dumber" and just go the next adjacent accessible block between them and you or destroy if none exists. (Or something along these lines.)

The other thing is that zombies currently look like they're approaching you using a stairs zigzag pattern.

It would feel more "immersive/realistic/nice/whatever" if zombies actually walked in a straight line towards you.

 
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Its possible, even with a bad internet connection using Transactions and Record Locking requiring all clients to respond every time anyone clicks on any item in a chest.
Of course, to make it better than it currently is, the server would need a large number of clients with chests that are being constantly accessed by many people.

It just sounds like someone wants the dup bug back. :)
Dupe bug? Nah... I'd say the motivation is that everyone that's played coop with shared resources knows the pain of

FOR ♥♥♥♥S SAKE STEVE HOW LONG DOES IT TAKE TO PUT YOUR ♥♥♥♥ AWAY CAN YOU GIVE ME ONE ♥♥♥♥ING SECOND TO GRAB THE ♥♥♥♥ING WRENCH OUT OF THERE.
;)

 
Since weapon mods in 17A allow installation of sniper scopes on all weapons, the Marksman rifle lost its main feature and although the Dead Eye appeared, in my opinion, the rifle lost its relevance.
Are there any plans to upgrade existing rifles or add new ones?

For example, Ruger Deerfield Carbine 44 Magnum, Beretta C × 4 for 9 mm or .50 cal rifles?

I've actually found that now that it has the optional scope it works very well as a semi-auto combat rifle, stick an extended mag and red dot sight on and its a good weapon.

 
In this scenario that point works, because the discussion is about a feature which makes the game harder, but also more fun.
I dont mind the fun gameplay that comes with a cool melee change. But this melee change will make the game harder on default difficulty. I think alpha 17s default difficulty was spot on. This is my problem.

 
After sitting here with a confused face for 5 minutes..."Anyone that thinks it's too hard can just turn up the difficulty"

Who would say, "it's too hard, let me make it harder?"
Good point lol. It's been fixed

 
Hey all,

I have been stalking for a while now and have been crazy busy with school. I just wanted to say I am crazy excited about A18 and all the changes. Thank you TFP for all the continued hard work! It is awesome to watch the game get closer and closer to gold. I got this game on a friends advice a month after it came out and have loved it ever since! Have a great day everything and thank you for all that you do!

 
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