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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Ooff, a T5 quest? no thank you. I like those POIs, very thoughtfully designed mind you - I love them - but damn do they take foreeever to clear out. Honestly the loot at the end isn't even remotely worth it lmao. Just for the funs and exploring. Def something to do with a team, but forget that solo lol. Once is more than enough.
Yeah, just cleared the Shotgun Messiah HQ and the loot was meh.

 
Pistols and SMG's are under the same category in A18, so yes, pistols covers SMG's. (:
no, it does not

&lt;effect_group&gt;

&lt;passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,4,4" tags="perkGunslinger"/&gt;

&lt;passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="gunPistol"/&gt;

&lt;/effect_group&gt;

Please do not spread false rumors like that. - Gazz

 
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I'm on a Radeon HD 6970M with 2 GB VRAM. Would "looks fine" mean there's a fix for the grid of flickering jagged white lines on terrain?

4C09364F30ABD3C75F724B8E88630B64A9A79665
I was using a patched terrain shader that turns off layer scaling, which fixes the random triangle edge noise in grass and other common places. It does not fix the edge noise between rock and snow, but that is a smaller percent of the terrain. Spent a few hours disabling a lot of shader code and it refuses to go away, except when I make the terrain a single color.

 
@TFP @Alloc
I spoke with Blue Fang Solutions and we have found that the shutdown command does not work like it use to. in the past we could issue a shutdown command and the process would terminate and hosting companies like BFS could restart the process.

this is not happening for all the A18 EXP who host at BFS. They also filed a bug.
We have a Skype group chat with them going. There are 2 tickets open for shutdown errors, so it could be one or both of those causing a problem.

 
I'm not sure if this trick would work here, but it might.
Height maps are usually gray tone, and they might be able to pull the darkness range from images even if they are color. (I used it creating Poser content to save memory) I combined the diffuse and height maps into one image, and used the for both color and height and used node math for the height to determine what its range was even though to the eye the tectures looked normal but with some baked in shadows.

Specifically for snow and desert that might be easy because there isn't much color variance.

Its worth a shot because if it works you are cutting the video ram in half for those ground textures that are always on half the screen when outdoors.

I think I just added the height layer in a upper layer in photoshop over the color layer and then used one of the darkening layer options at a percent, but its been 10 years since I did that trick.
I'd prefer we did not hack on Micro Splat any more than necessary. The size of the texture is not an issue, since there is maybe one of them since it is a tiled pattern. I'm not looking to change art workflow, since another programmer implemented this system. If we have to clear some texture slots to make it run faster for some GPUs, then so be it.

 
We have a Skype group chat with them going. There are 2 tickets open for shutdown errors, so it could be one or both of those causing a problem.
This is a known issue with the first release of the Bad Company Manager mod. A new version was released a few days ago by Stompy. Not sure if there are any other causes, but... this was at least one of them.

 
we need chinese pls我们需要中文

我們需要中文

we need Chinese

中国语が必要

우리 중국어 필요

Нам нужно на китайском языке

Necesitamos chino

ونحن بحاجة إلى صيني

Vajame Hiina

Treba nam Kineski

Нуждаем се от китайски

ما نیاز به چینی

Potrzebujemy chiński

Vi har brug for en kinesisk

Wir brauchen einen Chinesen

Tarvitsemme kiinalainen

Nous avons besoin chinois

We moeten een Chinees

Nou bezwen yon Chinwa:烦乱:Can you speak Chinese? You haven't published Chinese in years. We Chinese gamers are disappointed. I hope you can write Chinese as soon as possible.
My language (Russian) was not added either, but I'm not upset, I’m used to playing English since 2015. And it is very convenient. We have people who made Russifiers, but I don’t use them. I like to play in English.

 
Random question.
I know this has probably been thought about.

But for higher levels, say insane.

Would it ever be possible to not just give the zombies more HP to make them harder? Example their behavior, movement etc.

I do enjoy when the zombies hit harder and the increase in gamestage faster, I just hate the "bullet sponge" effect.

The way I've been combating this, is still playing on nomad or warrior, but going into the config and increasing the GS bonus from 1.7 for warrior to 2.5 to match insane. Works out nicely. I was just thinking of different ways to make insane harder without just making the zombies hit harder and take more hits. Maybe they can jump an extra block, default job during the day. IDK just ideas I guess.

Or....maybe default just have headshots do slightly more damage to really reward the headshots for insane? And leave bodyshots the way it is now. That's the other way I helped when using insane. Just use a mod to increase the headshot damage.

I know there's other stuff to worry about just spit ballin' :)
When we get to a point where we can have more zombies in the world, I would like to see more of them for harder diff levels and less jacking up health.

 
I'm getting this AI "bug" a lot; some of the zombies just gathering in a corner and mingling there harmlessly when I'm standing in a corner. Does anyone else experience this? :p It's rather odd...

5TqqzY2.jpg
Could be an odd block there that they targeted for destroy area, but break blocks can't target, so they just get stuck there.

 
Just want to say, I've been keeping up with the alphas (just started the latest), and TFP are definitely on the right track. If you haven't updated yet, you should. It's night and day at this point.

TFP don't get enough love in this forum, and I think they deserve it now. A18, once it's out of alpha, will be epic.

 
Any chance we can have the simple handtools and weapons craftable to T6, while mechanical stuff like guns, chainsaws and augers beeing loot only?

 
i hate to gush but....

i am loving the new and improved pois. they are sooo distracting. on a mission, wait - whats that one? half an hour later - what was i doing?

oh thats right -looting!

the thrill of getting that schematic you want is awesome. normally i do int, but have got to agility lvl 10 for all the gunslinger perks - and just found the workbench schematic so can finally have a go at making some decent pistols. have not found a single working workstation either!!!

then went to sell the dud pistols and woohoo a lvl 6 magnum at the traders. took all my cash and 2 extra quick quests and got it for 14 400. now i am broke.

 
When we get to a point where we can have more zombies in the world, I would like to see more of them for harder diff levels and less jacking up health.
Cool, thanks for replying.

I love the increase gamestage. Makes it challenging for me when I have that bonus st 2.5 Was at gamestage 185 for day 21 horde.

that was no joke lol

 
Manually adding that missing 0 in the rwgmixer (the remnant_business_1 bug) shouldn't cause any problems, right?
No it will fix the problem lol. I did it

- - - Updated - - -

Just want to say the roads have reverted to horrible states again. Jagged goes on funny angles to edges of cliffs and follows cliffs down (alright if ya bonny and Clyde lol) will get screenies next time I am in

 
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