SittingDuck
New member
thats awesome also for haters.
They have only to write stuff like "I hate B3" "N2 sucks so much"
thats awesome also for haters.
Don't worry. It's easy to fix the FOV in the game .dll files or use the console commandIt was possible to set correct FOV via consolecommand in A17 so it was playable, I'm worried if that function is removed cause that would make in unplayable for me![]()
"FOV has not changed from how it is in A17. Locked as in can’t be changed via normal menu options but can still be edited via xml or changed via console command."Don't worry. It's easy to fix the FOV in the game .dll files or use the console command![]()
Lol. I thought it was a chick, too. Glad to know this isn't the only generation that's mixing up our genders. Only difference is now we're doing it on purpose.LOL, thats a dude, one of the best singers in the 80's hair bands. Sabastian Bach.
Can the head do this when you look at it?A bandit that throws zombie heads out of a sack that stick to you and bite lol.
Oh thank you for the clarification. That picture got me really worried! But I have to ask, never heard about it being able to fix in xml? where would that be done? that would be awesome to set on my server!FOV has not changed from how it is in A17. Locked as in can’t be changed via normal menu options but can still be edited via xml or changed via console command.
The locked FOV is the true reason for the new player barfing sounds....![]()
What you describe is what the zombies do already in A18. If you watched his latest video you saw it and he talked about it here in this very thread.I think, to avoid predicatable behaviour we actually need more than one AI Pathing logic. Like, so zombie follow the available path, going through tunnel etc, like they do now. But 20% of them just see you and come straight line to you, if any obstacle they hit it mindlessly and break it, and then start coming again. If you are on top then they hit near by pillars or dig ground. 5%-10% of zombie use both in a mix, that if they are 20 blocks away they go through available path, but when on 5 or less block away they rush straight line. This mix will make things more interesting and reduce load of AI path calculation on CPU as all are not finding complex path.
7dtd paris edition. could be funfor French speakers, the translation of the patch-notes is available here:http://forum.canardpc.com/threads/79050-7-Days-to-Die-quand-Mike-Craft-rencontre-Daisy-!?p=12537833&viewfull=1#post12537833
Um..............you may want to think long and hard about that post... You're really floating the line of showing some truly offensive discrimination there. Some topics just do not belong on a forum such as this.It truly is a sad world we live in right now.(Legit. People saying that there are more than two genders, people thinking it's acceptable to be with people that are the same gender as them, etc. etc.) Why did we get rid of asylums again?
I'm pretty sure bows don't benefit from the perk that allows bullet penetration.Does this mean that hitboxes are improved in A18?Currently, if you try to shoot through the corner of the door, most of the time, the hitbox of the rim of the door blocks it. (And can lead to some oddities, such as arrows floating in mid-air.
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Deleted it (Edit: I was only being sarcastic in that post; deleted it in case somebody didn't get the sarcasm, should have thought about that beforehand)Um..............you may want to think long and hard about that post... You're really floating the line of showing some truly offensive discrimination there. Some topics just do not belong on a forum such as this.
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I'm pretty sure bows don't benefit from the perk that allows bullet penetration.
(and @madmole, @Roland)Nightmare speed will be slightly faster than it was before. I'm not changing that until we have a valid reason after feedback with the rage mechanic. Nightmare rage is about as fast as the player, but it depends on the walk type, since animation root motion is what drives AI movement on the ground.
To save time, just say : "N1"(and @madmole, @Roland)
I get that you will only be releasing the experimental version now, patches will follow soon after and it would be good to wait for feedback in general etc etc, but:
Especially since that huge player sprint speed increase in A17, the "memory" nerf, and with the nearly endless stamina that regenerates with no delay while being used, it was always possible to escape from zombies. For years have I (and some others) been asking for multiple speed settings, so that there is one setting in which the player is not able to do that. In A17 we got 4 different settings at last, alas, even the highest did not make it possible for the zombies to reach you, due to the root motion issue.
Since zombies rage randomly only when you hit them and the point is whether the player is able to escape or not without hitting them, I don't see how raging is relevant. Shouldn't be there at least one setting in which the player can't escape from zombies in their base speed?
I won't go on babbling about how important it is to have at least one setting that allows zombies to be faster in their base speed, forcing you to fortify (rather than doing it "just for fun") and not having the ability to just run for the remainder of the night/whatever, but guys, please, give it some thought.
nah, just imagine the Eiffel tower and an approaching zombie horde from the crazies. talk about tower defenseJust turn tourist traps into zombie traps ^^.
Internet already made it real...nah, just imagine the Eiffel tower and an approaching zombie horde from the crazies. talk about tower defense
*writes this down on list of prefab build ideas for A18*Internet already made it real...![]()
Can't say for sure if this is how or not but is what I read......Oh thank you for the clarification. That picture got me really worried! But I have to ask, never heard about it being able to fix in xml? where would that be done? that would be awesome to set on my server!