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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Well it shouldn't sound like its hollow. THe sound doesnt bother me but their point is valid.
Isn't armor hollow though?

EDIT: I'm going to watch some youtube videos of what it sounds like to hit metal armor. I honestly have no clue because I've never hit a piece of worn metal armor in real life. I'm also going to check out a library of sounds to see.

 
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Not if you are wearing it. Take an aluminum cup and flick it with your finger and then fill it with sand and flick it again. The sounds aren't even very similar.
oh snap, good point! That makes a lot more sense. *strokes beard while thinking* :)

 
Roland is right. Everything in the game is a placeholder until this game goes beta. You can’t expect something newly created to be already worthy being included in beta. Get these things in the game and worry about the ‘cosmetics’ later when there is time.

 
MadmoleI liked watching the Blood Moon video, listening to the narration and watcing the action

made me think of these two questions.

The first is about door colliders. Since animation has a tendancy to clip anyway because of kinetic extension of body

parts and the doors downgrade visually into lower blocks as they are destroyed. Can the collider be reshaped excluding the

holes on the downgraded blocks? Similar to the way you have wood frames and bars now. This would allow two way attack

through downgraded materials.

The second question is about your statement for FPS dips when you had an excessive amount of dead on screen.

When a zombie is killed can it be downgraded into a lesser LOD version, without bones and a basic rectangular collider? This would reduce the excessive unused tris, and lower calc and render.

Although it would only be applied for 30 to 60 seconds until the body is removed. In game 30 seconds can be a

lifetime/deathtime depending on what's happening.
The ragdolls are the problem not the doors, we'll need to work on the ragdolls/code.
We probably need a dead body manager that sets a max dead body count and starts cleaning up the older ones when you hit the limit.

 
Not if you are wearing it. Take an aluminum cup and flick it with your finger and then fill it with sand and flick it again. The sounds aren't even very similar.
Well again I disagree. just listened to a few vids showing what it sounds like to move around in, strike, run in metal armor. it sounds hollow af.

to each his own i guess.

 
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While you are talking here about the privilege of unloading loot from inventory to chests, I want to have time to ask my question in the subject.
What do you think about adding a search bar to the character’s inventory and drawer inventory. It would be very convenient to enter the beginning of the name of the premet, and it would be highlighted.
A convenience feature but not needed if you click the sort button and manage your stuff a bit better. I mean its literally right in front of your face :)

 
The sound would make sense if the player would be inside a metal barrel/box, if hes wearing armor then it should sound more like a hit to a metal plate that is fully solid. Also if the zombie hits non-armor it should be flesh/cloth based
Only armored zombies play the metal hit sound.

 
Well again I disagree. just listened to a few vids showing what it sounds like to move around in, strike, run in metal armor. it sounds hollow af.
to each his own i guess.
Get roland to do this in his garage...lol

 
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Well again I disagree. just listened to a few vids showing what it sounds like to move around in, strike, run in metal armor. it sounds hollow af.
to each his own i guess.
At any rate TFP wants to make special armor hit sounds, not share with the generic "Impact metal" sound, but we don't have override tech for that area of the engine yet.

 
At any rate TFP wants to make special armor hit sounds, not share with the generic "Impact metal" sound, but we don't have override tech for that area of the engine yet.
Yeah I would think most people would assume that more sounds will be added later down the line. I cannot imagine sound being a high priority to get done in alpha stage.

 
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Just brainstorming for "simple ways to implement" the locking/favouriting:
How about "simply" splitting the backpack into two sections. Click a split button, you get a vertical bar splitting it into two. You can drag the bar to select the split line. Both sides would have their own store-all, store-dupes buttons.
There's many games that have this function. You open up the item and as simple as you would click on the Modify button there's a Favorite/lock button. Once on it won't move with the auto dump or auto sort. Also, keep you from scrapping, selling, or dropping it. (There's a story about a bow I keep hearing about???)

You can still move it around your inventory, tool belt, and even into storage.

 
Get roland to do this in his garage...lol

LOL the second video is one of the videos i just listened to before making my comment metal armor sounds hollow.

EDIT: Allow me to put on my tin foil hat. I think youtube knows we were going to search for armor sounds and gave us the same videos.....hmmmm smells like a conspiracy to me.

*calls alex jones* yep confirmed. youtube knows all about us. lol :)

 
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Pille insisted. T-1000 mode of moderation enacted.

Be good.
trying...to..be.....good

Terminator-Smile.gif


 
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