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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This was discussed like 3 or 4 weeks ago. It was clarified wires are remaining in as of now.
There is a mod to remove them if folks want it. I like using it if I'm just being creative, but prefer the wires in a normal game.

 
It's 1/3 of max, not current health, right? In theory, wouldn't you be able to have a very deep pit with ledges at intervals where they take "full" damage each fall? Can't test it right now and I always forgot to get around to it when the nerf was released.
They basically take 50% fall damage capped at 33% of max health, so multiple falls can work.

 
I saw a test in A16. Unsure if it’s the same... but a couple zombies had to fall quite a distance before that max capped damage could be achieved. I believe zombie bears were one of them. I imagine for A18, demolishers would be nearly impossible to kill with only fall damage... but who knows.

Do spiders even take fall damage?

 
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I imagine for A18, demolishers would be nearly impossible to kill with only fall damage... but who knows.
50% fall damage (of current health!) makes sure that ALL zombies are nearly impossible to kill with only fall damage. They all will need a further gentle push to meet their maker

 
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ok, back to long cylindrical objects that explode...

Dynamite. snowdog, out of the gutter, we need breathing space.

I think they bounce a bit too much. yes when tossed they do bounce a little, but if you watch MM's video, he night as well be tossing tennis balls. buy an m80 firecracker, they are comparable in density and material. trust me they dont bounce like that. try a road flare. they are lighter and not as dense. they do bounce a bit more than dynamite, and even they dont bounce that much.
Dynamite was using a too big and yet too small box collider. Today I made some changes:

Added dynamite collision cylinders and made spark light bigger and dimmer.

Reduced dynamite, grenade, molotov and pipebomb size and increased or added stickiness.

Decreased molotov buff radius by .3m.

Fixed SDTD-10657 Pinned grenades just sit next to other ones exploding (added Item tag to grenades, molotov and timed charge).

 
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MM,
Has RWG creation times been greatly reduced for 18?

Asking because thought I would generate a new map to play on 17 for the next few weeks and it is now going on 2+ hours and still not done. :)

I have 2700+ hours playing this game. I mainly lurk and read here.

Thanks,

Chris
Hard to guess with all the changes and I have not done any A17 comparisons. There is definitely room for improvement, but functionality and bug fixing has been higher priority. I can make an 8k map in about 25 mins, but it would depend on your computer speed.

 
More like jack the GS 100-200 above yours and you know you are going to get some amazing loot, but be ready for a glowing sea of radiated badasses. Also be on the time crunch because your hazmat suit would either degrade or leak some radiation in no matter how good it is, putting a finite time pressure on you to get in and out before you die of radiation poisoning.
So swapping out your normal armor for a radiation suit isn't bad enough with the up to a plus 200 GS??

That whole area will be for people who no longer care how many times they die. Die 50-100 times (who cares) and come out with stuff that makes the normal game broken...

Needs a rethink.

 
Has there been any server optimisations for horde night? AVG server FPS is usually around 35, but can drop to 5 on a horde night. Also, will the maps still be loaded into RAM?
A lot of stuff has changed, like AI uses a completely different character controller and a variety of things have been optimized, so we shall see.

 
An oversight perhaps?
No, I didn't miss it. :D

Although, doing it right will take until late game, unless a whole server's worth of people work together.

!!! ... a whole server. I bet we'll see Kage848 and his team try it.

 
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I’m almost gone to please my channel community with this information! =) Can you list some of the most nasty mistakes that still need to be fixed?
Oh no! We are back to 12, but 2 of those are basically done.

There is a thrown spear crash bug, but that should be fixed in the morning.

Navezgane maps try to download.

4 RWG problems.

A loot container bug.

2 sound tasks.

2 design (xml) problems.

 
Oh no! We are back to 12, but 2 of those are basically done.
There is a thrown spear crash bug, but that should be fixed in the morning.

Navezgane maps try to download.

4 RWG problems.

A loot container bug.

2 sound tasks.

2 design (xml) problems.
So, major stuff for me is 4 RWG and Maps try to download. Rest are not programming bugs and I am guessing will fix in day or two. So you might have working version early next week that give room for proper fixation and packaging.. So 4th October seems very much possible. YAY!!!

 
50% fall damage (of current health!) makes sure that ALL zombies are nearly impossible to kill with only fall damage. They all will need a further gentle push to meet their maker
No. 50% of the damage calculated by the fall. Say a player fell 20m and takes 80 damage, but that same fall would do 40 damage to a zombie. Then the damage is clamped to 33% + 2 of their max health, which is the actual limiting factor.

 
By the way, how exactly does the game check to see if you're 'indoors' for temperature purposes? Does it simply check for a block above/below you, or are walls required, or...??

 
I'm just saying that only 10% use electricity, because 90% quit in an hour and 1% of those 10% would know what to do with AND gates and such, so we can't priorize 1% stuff over bandits and going gold.
Umm, that's 0.1% stuff. ;)

Let's just say it's not very many.

And yes, making it a super complicated system is a waste of time in the grand scheme of things.

I wish. In the grand scheme of things, buckle your seat belt and prepare for landing.
This kinda landing?

 
So, major stuff for me is 4 RWG and Maps try to download. Rest are not programming bugs and I am guessing will fix in day or two. So you might have working version early next week that give room for proper fixation and packaging.. So 4th October seems very much possible. YAY!!!
Already went up to 14, so no one really knows how many we will end up fixing before it ships.

 
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