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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Waaaah, they posted work-in-progress. How dare they do that? We want to be kept in the dark after all, right? :cocksure:
Small difference between:

"hey look at what we are working on! Don't get hyped it is just a try!"

and

"New bridges!!! *PARTEY* WOOO Who else is excited?"

*obvious overdramatication is obvious*

Yes obviously all is work in progress. But this sounded more like it is already finished. Could have been clearer.

No hate. No "omg you suck MM!" just... could have been made clearer that it is just a maybe.

No need for you to get all sarcastic :D

 
In the name of Odin, I demand A18!
Joking aside, you're planning to get A18 out before September?
WHY would you even ask? I thought we were all told to stop asking lol

if you read the first page(or even at the top of this page) it clearly states SOMETIME IN 2019!!!

:) :) :smile-new:

 
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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 think there was some debate about it being too expensive and some other possible issues. Right now patches of water are missing making ugly square chunks on some lakes (distant terrain shows the proper water) so we need to fix that showstopper before thinking about getting bridges shippable.

What I show might not always make it into the game. Just like stuff that was in the game that got removed, like sharp sticks.

 
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 need to prototype and find out what angle of object doesn't collide. Obviously 22.5 is too steep.

 
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. :)
Its possible to fix, but again, another thing that doesn't move us closer towards gold.

 
With posts like this one, people might think that such feature is ready..
8PjN9WU.jpg
Or cut because of the 400,000 polygon bridge sections. The FPS and quality control gods have spoken, drop it.

 
I need to prototype and find out what angle of object doesn't collide. Obviously 22.5 is too steep.
Wedge tips are what I use for my vehicle ramps. Wedge tip &gt; full wedge &gt; plate, usually helps out with the vehicle if making a ramp.

 
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.
You couldn't spec deep early game before. If your not 1-2 shotting most weak sauce zeds by level 20 now you didn't spend your points wisely. There are much less zeds in POIs too, so I think it balances out right. I don't go asking for features willy nilly, it was a snooze fest without the speed boost with no level gates. Overall it feels so much more realistic too, zombies in dead rising kind of lunged when you got close, this was a way of doing something similar that helps them never really walk the same anim in sync like before.

 
Even the navezgane bridges would be fine, and better than nothing. One of my fondest Navezgane memories was trying to find bridges to cross to get back to our base on horde night. With a vehicle, bridges and rivers really add a lot of realism because you need them. (Of course that was before we could just pick them up.)

Maybe a pond/bridge poi could be added to the rwg as a stopgap before rivers and bridges can make a triumphant comeback.

Its funny how old features and gameplay like bridges, rivers and caves change the game so much.

...and sharp sticks. ;)

 
Last time i heard, they stated 5 weeks out from last week of june I believe. Probably another stupid question, but I am assuming for Dedicated servers via steam we just need to run the update command and delete our old game save world?

Never got the server to work properly but want to try again for A18 :tickled_pink:
Yes you will have to wipe.

 
Wedge tips are what I use for my vehicle ramps. Wedge tip &gt; full wedge &gt; plate, usually helps out with the vehicle if making a ramp.
We tried those and they took damage. Too steep.

 
Even the navezgane bridges would be fine, and better than nothing. One of my fondest Navezgane memories was trying to find bridges to cross to get back to our base on horde night. With a vehicle, bridges and rivers really add a lot of realism because you need them. (Of course that was before we could just pick them up.)
Maybe a pond/bridge poi could be added to the rwg as a stopgap before rivers and bridges can make a triumphant comeback.

Its funny how old features and gameplay like bridges, rivers and caves change the game so much.

...and sharp sticks. ;)
Players can build their own damn bridges. We're just barely getting water in again, it was broken for a month. Anyhow, once water is final and every other must fix RWG bug is fixed, we can revisit bridges, but to me its something that can be punted for another alpha, the goal was to get a sweet RWG with no bugs out, something basic but very pretty. Can always add layers to that after the base is working.

 
the goal was to get a sweet RWG with no bugs out, something basic but very pretty.
Thats great to hear. One of u TFP guys should try out nitrogen in the tools section. Its generates awesome worlds and has cool options to adjust things like how many cities, mountains, towns, biome adjustments etc.

 
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We tried those and they took damage. Too steep.
On this topic, are there any plans to add a tool to make smoothing slopes of natural terrain a little easier? (That's block density, right?) I really enjoy windy dirt roads leading up to my base, but it is extremely tedious to hoe the dirt down to get a slope that doesn't take damage from vehicles and makes for smooth driving.

I asked this a few pages back, but I think I was drowned out in the noise of the latest controversy: I am excited about the new block selection feature and planning out mod let's for a18. Will players be able to add existing and/or modded blocks to existing groups? And will we be able to define our own groups?

 
On this topic, are there any plans to add a tool to make smoothing slopes of natural terrain a little easier? (That's block density, right?) I really enjoy windy dirt roads leading up to my base, but it is extremely tedious to hoe the dirt down to get a slope that doesn't take damage from vehicles and makes for smooth driving.
I asked this a few pages back, but I think I was drowned out in the noise of the latest controversy: I am excited about the new block selection feature and planning out mod let's for a18. Will players be able to add existing and/or modded blocks to existing groups? And will we be able to define our own groups?
No but maybe down the road. Yes you can add whatever blocks you want create your own helpers via modding.

 
Hey Madmole, regarding "New Dynamic Music System (DMS)", can it be modded, like having a folder in the game to put our own music in? I know this is about music and not biome sounds, but I ask because I want to put the old biome sounds to play as music, kinda miss them, and a folder to mod the menu theme too? Is it possible? Sorry if this was already asked.

 
I don't know if we're at feature freeze already, but if not, could you slip in the next sprint something about Localization for the modlets?

(Even a quick win, like a simple append without dedupe.)

 
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