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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I vaguely remember someone saying the behemoth had various clipping and movement problems because of its size. However, since we now have vehicles like the 4x4 and other large moving items like the drawbridge they might revisit it.
Vehicles don't have to path. AI does. Pathing works on 1m widths.

 
What makes him think driving on crops is safe?
It wasn't meant to be safe, it's meant to stop me slamming into something unyielding if I fubar a landing.

I'd rather lose a couple of potatoes than a gyrocopter. I mean, c'mon, who'd destroy their own gyro? :-)

 
Today I took a look at the bug: "zombies wont attack hatches nor climb ladders if covered with a hatch".

It turns out that pathing did not make downward connections on ladders, so they could not path down the typical 1m mineshaft with a ladder down it, so they would get over your head and dig. That is fixed and when covered by an obstacle like a hatch, they will go to it and dig.

On the climbing ladders side, they now check if blocked above and target that block, so hatches get attacked.

Changes:

Fixed SDTD-10733 zombies wont attack hatches nor climb ladders if covered with a hatch (fixed ladder path connections down and connections go fully to the top. changed digging to trigger on blocked down paths. added blocked up check when climbing).

Added pathing will cross 1m ladder gaps.

 
Today I took a look at the bug: "zombies wont attack hatches nor climb ladders if covered with a hatch".
It turns out that pathing did not make downward connections on ladders, so they could not path down the typical 1m mineshaft with a ladder down it, so they would get over your head and dig. That is fixed and when covered by an obstacle like a hatch, they will go to it and dig.

On the climbing ladders side, they now check if blocked above and target that block, so hatches get attacked.

Changes:

Fixed SDTD-10733 zombies wont attack hatches nor climb ladders if covered with a hatch (fixed ladder path connections down and connections go fully to the top. changed digging to trigger on blocked down paths. added blocked up check when climbing).

Added pathing will cross 1m ladder gaps.
Well that's a big one that's been pestering us for quite some time. Excellent!

 
Please fix seam. is bad.
Rq7RYQc.png
That seam is fixed, not sure why its messed up on his build, that block is supposed to use local uvs not global.

 
It wasn't meant to be safe, it's meant to stop me slamming into something unyielding if I fubar a landing.
I'd rather lose a couple of potatoes than a gyrocopter. I mean, c'mon, who'd destroy their own gyro? :-)
Its impossible to blow up a gyro, for now, unless you nose dive when its less than 20% health at full speed.

 
Today I took a look at the bug: "zombies wont attack hatches nor climb ladders if covered with a hatch".
It turns out that pathing did not make downward connections on ladders, so they could not path down the typical 1m mineshaft with a ladder down it, so they would get over your head and dig. That is fixed and when covered by an obstacle like a hatch, they will go to it and dig.

On the climbing ladders side, they now check if blocked above and target that block, so hatches get attacked.

Changes:

Fixed SDTD-10733 zombies wont attack hatches nor climb ladders if covered with a hatch (fixed ladder path connections down and connections go fully to the top. changed digging to trigger on blocked down paths. added blocked up check when climbing).

Added pathing will cross 1m ladder gaps.
This will be a huge game changer, zeds using ladders, breaking hatches means more problems and less terrain cheese.

 
Today I took a look at the bug: "zombies wont attack hatches nor climb ladders if covered with a hatch".
It turns out that pathing did not make downward connections on ladders, so they could not path down the typical 1m mineshaft with a ladder down it, so they would get over your head and dig. That is fixed and when covered by an obstacle like a hatch, they will go to it and dig.

On the climbing ladders side, they now check if blocked above and target that block, so hatches get attacked.

Changes:

Fixed SDTD-10733 zombies wont attack hatches nor climb ladders if covered with a hatch (fixed ladder path connections down and connections go fully to the top. changed digging to trigger on blocked down paths. added blocked up check when climbing).

Added pathing will cross 1m ladder gaps.
Great to hear, well done! :)

 
also means more irate players over the fact the zombies are now a tad bit smarter lol. ;)
For each one of their posts, I will be that much more happy. I'm really excited about this one. This fix could have been a whole alpha on its own, and I would have been satisfied with it.

 
So I filmed some looting. DIdn't feel like talking/commentary so its just raw footage to watch. A very cool POI with a very nice library! Then I toured a couple of remodeled trailers you guys will like them a lot too. Will post link when its uploaded.

 
Thanks for the Bug fix update! For those (like me) checking every couple hours to see what new developments are coming, Bug fix details are exciting....

Damn, I'm such a geek.

- - - Updated - - -

So I filmed some looting. DIdn't feel like talking/commentary so its just raw footage to watch. A very cool POI with a very nice library! Then I toured a couple of remodeled trailers you guys will like them a lot too. Will post link when its uploaded.
Excellent! Can't wait to watch.

 
So I filmed some looting. DIdn't feel like talking/commentary so its just raw footage to watch. A very cool POI with a very nice library! Then I toured a couple of remodeled trailers you guys will like them a lot too. Will post link when its uploaded.
I cannot wait! :D Did you die? No, no, don't answer that, I want to see for myself! :p

 
You can paint the dirt to be whatever and use a sea of farm boxes, and your "path" blocks be whatever texture you paint them, or use wood blocks for paths, etc. The only divet is where its adjacent to terrain and that can be solved with a wall or plate.
I am glad you bring paint up.

Will there be more paints and textures available in A18?

The choices now are very limited.

 
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