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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Don't think you will see any major pathing changes in A18. Just some tweaks and bug fixes.
Don't know if you would be the one to ask - but in A18, is it possible for XML to hook into the AI again?

This worked in A16 (allowing modders to create NPCs) but was broken in A17, I assume because the AI classes had changed. Did anyone hook up the new AI classes/methods yet?

 
I was watching the Live stream Alpha-18: http://multitwitch.tv/fubar_prime/kumquat_tv/Hated7dtd/

I noticed that the person playing Hated's avatar at times looked as if he was holding his torch as if he was going to throw a spear. I am not sure why but he could switch in and out of that animation

- - - Updated - - -

No damage from a thrown rock
Thanks Roland.

- - - Updated - - -

I also noticed that the three players seemed to not be in timesink with each other.

Looked as if Prime's avatar was ahead of everyone else.

 
I also noticed that the three players seemed to not be in timesink with each other.

Looked as if Prime's avatar was ahead of everyone else.
They probably just have different stream delays set up with Twitch.

 
I have been following this thread very silently.

It's nice that you are doing this twitch thing. But I am pretty sure that I am not the only one here, who doen't want to get spoiled. I want to be surprised by all the new features. I want to explore them first hand. I want to make mistakes and learn from them on my own, without somebody telling me what I should do in what way.

That said, I am still very hyped for A18. I just don't want to be a twitch number that tells you how many people are interested.

By the way... the 3 Smileys - I don't think they stand for anything. They do however remind me of the three seashells in Demolition Man

 
Don't know if you would be the one to ask - but in A18, is it possible for XML to hook into the AI again?
This worked in A16 (allowing modders to create NPCs) but was broken in A17, I assume because the AI classes had changed. Did anyone hook up the new AI classes/methods yet?
I am the one in charge of AI these days. A lot of AI code has changed, but AI is still setup through XML as it was before I started working on it. There is still AITask-x and AITarget-x properties.

 
I have been following this thread very silently.
It's nice that you are doing this twitch thing. But I am pretty sure that I am not the only one here, who doen't want to get spoiled. I want to be surprised by all the new features. I want to explore them first hand. I want to make mistakes and learn from them on my own, without somebody telling me what I should do in what way.

That said, I am still very hyped for A18. I just don't want to be a twitch number that tells you how many people are interested.

By the way... the 3 Smileys - I don't think they stand for anything. They do however remind me of the three seashells in Demolition Man

Understandable. I hate spoilers. Would rather figure stuff out myself until I get stuck, then help is nice to have.

 
They probably just have different stream delays set up with Twitch.
They definitely did. I went through the three of them to figure out which one Madmole's voice came through first. One of them was off by a second or two.

 
Yep that's how it was done (and works in a17, and would have probably worked in a16... sleepers were a thing then, too, right? I'm old, I forget stuff).
Yah, it should, except for being able to blend the POI surface into sloping terrain - instead of leaving a square that you can see on the map. That became possible in A18.

 
I have been following this thread very silently.
It's nice that you are doing this twitch thing. But I am pretty sure that I am not the only one here, who doen't want to get spoiled. I want to be surprised by all the new features.
How is following this spoiler-heavy thread not spoiling your surprise?

 
Yah, it should, except for being able to blend the POI surface into sloping terrain - instead of leaving a square that you can see on the map. That became possible in A18.
Oooh. I'm familiar with that square from my underground dungeons in medieval mod. Yes, this means I can have NON obvious pitfalls using terrain block traps into a dungeon below...

 
I am the one in charge of AI these days. A lot of AI code has changed, but AI is still setup through XML as it was before I started working on it. There is still AITask-x and AITarget-x properties.
You're the captain now.

I'm super nosy, what's your resume look like? Just curious.

 
So my take on the stream: A18 seems waaaay more polished and fleshed out than a17, which is good.

Ore deposits (especially the borg ship lead deposit) is really toooooo gamey. At laest sink them into the ground (had two independent people suggest that in conversations, and it sounds like a good idea) halfway, or cover them up with grass, something to make them not stick out like a giant red quest marker.

...but if that's my ONLY complaint based on what I saw? Damn good job pimps. Damn good.

 
So my take on the stream: A18 seems waaaay more polished and fleshed out than a17, which is good.
Ore deposits (especially the borg ship lead deposit) is really toooooo gamey. At laest sink them into the ground (had two independent people suggest that in conversations, and it sounds like a good idea) halfway, or cover them up with grass, something to make them not stick out like a giant red quest marker.

...but if that's my ONLY complaint based on what I saw? Damn good job pimps. Damn good.
Got to agree here, it is looking really solid. Just need to get those MF bugs dealt with and then it's a full grown Kraken.

 
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