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%

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I watched a streamer awhile back...Kage848, I believe, that was testing the silencer to see if it woke up zombies...I don't recall what the outcome was and can't remember what video it was. When I get home today I'll cheat it in (I never find any) but if someone has knowledge on this please let me know if the silencer works correctly. Thanks...
Silencers work, not as good as a bow obviously, but quite well enough. But always remember to turn of your headlamp from the night before, this is probably the main reason stealth attempts fail on occasion (at least I forget that often and don't notice it).

 
the last one reminds me of me playing fallout new vegas I was killing some feral ghoul roamers and the glowing ones healed them I was so pissed
ahhh it was changed from the og version what happened?
i thought was posting it on the pimp dream but then i noted that i was on here so i moved it there

im kind of a idiot lol

 
@Madmole
here is an example i through together real fast of just the most basic of design. I like creating much more complicated ones.

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I've only enabled power on the vault class doors, I don't think those would look good in a powered hatch bridge setup like the ones you are using. Maybe next alpha we can make some dedicated powered foot bridge pieces.

 
Hey...I'm a streamer. I was streaming this afternoon in fact. I swear the world grew hills that didn't exist on the way out and thought I was going to roll the 4x4 and blow up on the way back to base.
....how do I make sure I'm in on the "...to Streamers"?
You have to have 5k subs and apply.

 
Do you actually know which chemicals allow you to recycle/refurbish rubber and if it even is possible? I don't. Sometimes ignorance really is bliss.
Rename it to "Chemicals" and only real chemists will blink an eye.
Technically TFP are right. Acetone is a very weak acid and would work (eventually) in Devulcanizing the rubber so you could (somehow) form it into a tire shape and vulcanize it again.

My brother who is a chemical engineer said he would make tires from wood before he tried it. :)

 
I've only enabled power on the vault class doors, I don't think those would look good in a powered hatch bridge setup like the ones you are using. Maybe next alpha we can make some dedicated powered foot bridge pieces.
makes sense that the Vault doors can be opened with power.

iron maybe buts its a stretch

wood doesn't make sense because its wood.. its weaker then a wall of toothpicks

 
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@faatal, is it possible to make sure that zombies do not see the player through the dense foliage of young pines?Now in 17 Alpha it turns out unfairly, when I go into the foliage of young pines, I can’t see zombies, but they see me perfectly.
They can't see you through the trees. They can hear you though. Whatever turned them into zombies made their hands much tougher than normal, gave some of them super-human abilities, and made their hearing a lot more sensitive than normal.

 
They can't see you through the trees. They can hear you though. Whatever turned them into zombies made their hands much tougher than normal, gave some of them super-human abilities, and made their hearing a lot more sensitive than normal.
there on that good stuff

 
Not sure if it is really a bug, When you enter quest, the POI is kinda remove and re laid, so it doesn't know status of previous item in it's area and hence it get new layout and new grass. I guess we can live with that small thing. Please don't make it MFs lol
The game had no issues for grass growing back before...so yeah the game can do it.

EDIT: unless I'm remembering wrong but I could swear grass always respawned when the poi reset.

Also I think the no grass is fine for release for exp-branch but not the stable version IMO. Could you imagine an online server that has been running lets say for a month. You would have hundreds of random POI that have 0 grass.

1. it looks really stupid

2. its immersion breaking

 
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@unholyjoe:
is there any changes to the zombies/zombie behavior???
Fataal does the ai coding, and yes, there are several changes to it. He has detailed them in past posts.

Signed Unholy Gareee ;)

 
A little question :
Is there any plans to have an option to remove traders from the map ? To be honest, I'd rather not have the opportunity to buy books and mods from the merchants.

Or - damn it's 2 questions - is it possible to change the stock of the merchants in xml (never took the time to have a look) ?

(sorry for my accent)
Probably not since the game balance and whole planned storyline includes them. You can remove them in xml, or you could just, um.. not visit them. But that also means no quests at all.

 
The game had no issues for grass growing back before...so yeah the game can do it.
EDIT: unless I'm remembering wrong but I could swear grass always respawned when the poi reset.
That is what I said, when quest marker get activated, it recreate POI, and hence the grass change/removed and looks odd to eye, but it is not something serious.

 
That is what I said, when quest marker get activated, it recreate POI, and hence the grass change/removed and looks odd to eye, but it is not something serious.
thought you said game doesn't know how to thus game cannot spawn new grass. I read your post wrong. My apologies *thumbs up*

 
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