PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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Maybe pulling that into a common map for heat production. Any active element adds to that "heat byte". On the other hand its constant cooling down over time, triggering the screamer only when it goes over the threshold level.
It was my understanding that this is basically how it should work right now.

 
Just simplify it. The ai beeing predictable is their greatest weakness since that means we can find their pathing magic, and construct something to work around it. Less fancy calculations could also mean reduced amount of cpu cycles used, improving performance.
Atop of that, i think most players will be happier if the zombies just act like brainless creatures that just try to bash their way into their bases, instead of reading and watching endless videos describing the fine tricks needed for a successful base. The reason i think that, is that just about every youtuber and streamer that build their bases stick with the "box surrounded by spikes", both pros and beginners alike.

Besides, a tower base with iron bars for shooting down is still one of the best allround base designs, and will continue to be so no matter how fancy the AI becomes.
I think a mix of different AI within the same zombie type will be the best compromise (if feasible). In your fingers base test video it seems most if not all the zombies (granted all of the same type. Stack of 25) all Congo lined where you wanted them to go.

 
Congratulations TFP! a18 just beated a17 in number of players at a given point . Current record being hold by a16.4 with around 33k players.

2 YEARS unbeated record. I predict tomorrow Sunday for the record smashing. I could be wrong though. Maybe next weekend? hehe.

PD: Performance is kind of bad for me still, but the landscape of any RWG map I tried is so beautiful that sometimes I wish I get teleported to that fictional place to survive on my own. And then I see the MF&%$#!' vultures and forget all about it.

 
I also haven't found a single workstation blueprint in about ~20 workstations. I wasn't even sure if they had actually been added yet! Guess I'm just unlucky, although I also play on 25% loot which I guess must change the odds. I always wondered if it was 'when there is loot, there is only 25% of it' or 'there is only a 25% chance for loot to generate in a container in the first place', and it seems to be the latter. Maybe even the former, I have NOTHING.

 
Congratulations TFP! a18 just beated a17 in number of players at a given point . Current record being hold by a16.4 with around 33k players.2 YEARS unbeated record. I predict tomorrow Sunday for the record smashing. I could be wrong though. Maybe next weekend? hehe.

PD: Performance is kind of bad for me still, but the landscape of any RWG map I tried is so beautiful that sometimes I wish I get teleported to that fictional place to survive on my own. And then I see the MF&%$#!' vultures and forget all about it.
EDITED: I read you post incorrectly....here are some numbers for the record. :) 21k players at the moment, not to shabby at all.

charts.png


 
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A HeatMapFrequency of 60 will never be reached. That value cannot be greater than 25. They will make no heat.That system needs an overhaul, since it is old and the programmer who wrote most of it left the company almost 2 years ago.
I understand what you are saying faatal, and I appreciate the details very very much. But it fixes the issue enough for me at this time.It's the same as the candles... and the candles are generating heat (or not) just fine.
Also, if it is the case that a HeatMapFrequency of 60 will never be reached, then the following are broken and not generating heat:

Forge, campfire, chemistry station, cement mixer, workbench, candle wall light.

TESTING:

Placed a forge, started it up, heat went to 3% instantly.

It's been 20 real time minutes so far. Heat has not gone up.

EDIT:

It's been 30 minutes. Heat map still does not go up for forges, and probably most things.

EDIT:

It's been 40 minutes. Heat map still does not go up for forges, and probably most things.

But don't worry... a single torch will be enough heat to make up for all stations. Done testing this stuff.

 
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I've been hearing about Outer worlds, seems interesting. May need to check it out after I build my new rig. I think for my next build I'm going to incorporate that base with yours, I like the look of it and can see some ideas. It's about time I build something pretty lol.
Yeah I'm decking out Special K's base design now slowly, but need a lot more time to get it to where I'm happy with it.

 
Thank you! People making me think I'm going insane. I don't really care if it does or doesn't either... but if it doesn't those torches need to be toned down a ton... or it means a single torch by itself brings a screamer once every hour and 40 minutes.
More xp. I don't even see the problem unless you are day 2 with nightmare runners on all. We'll fix it and all, but I think that is why we're seeing screamers show up to POIS even the torches in them are filling up the heat map meter.

 
More xp. I don't even see the problem unless you are day 2 with nightmare runners on all. We'll fix it and all, but I think that is why we're seeing screamers show up to POIS even the torches in them are filling up the heat map meter.
The problem is all the new players posting about it and not understanding why the game isn't doing as described by veteran players, but giving them screamers on their first day.

You got one guy who can place a combination of over 30 stations who will never see a screamer compared to another guy who gets a screamer every 25 minutes because he placed 4 torches.

 
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EDITED: I read you post incorrectly....here are some numbers for the record. :) 21k players at the moment, not to shabby at all.
charts.png
Yep, last I looked 7d2d was in top 15 on steam. Happy for TFPs. About to contribute to that in a few minutes. Going to record my day 21 horde. My horde based has successfully entered the electrical age. Bring it Fun Pimps!!!!!!!

Will record my glory (or demise) to share with you all. I modestly increased max alive setting from 8 to 10 because of my confidence lol....hopefully that new setting was added correctly and its not 100 max alive in the back end.....😂

 
Also, if it is the case that a HeatMapFrequency of 60 will never be reached, then the following are broken and not generating heat:Forge, campfire, chemistry station, cement mixer, workbench, candle wall light.

TESTING:

Placed a forge, started it up, heat went to 3% instantly.

It's been 20 real time minutes so far. Heat has not gone up.

EDIT:

It's been 30 minutes. Heat map still does not go up for forges, and probably most things.

EDIT:

It's been 40 minutes. Heat map still does not go up for forges, and probably most things.

But don't worry... a single torch will be enough heat to make up for all stations. Done testing this stuff.
My whole life has been a lie. I think a lot of us were assuming these things DID work. Now I am wondering just how long those things were just there doing nothing.

 
My whole life has been a lie. I think a lot of us were assuming these things DID work. Now I am wondering just how long those things were just there doing nothing.
It was probably working at some point and broke at some point. At least there are some easy workarounds.

 
Congratulations TFP! a18 just beated a17 in number of players at a given point . Current record being hold by a16.4 with around 33k players.2 YEARS unbeated record. I predict tomorrow Sunday for the record smashing. I could be wrong though. Maybe next weekend? hehe.

PD: Performance is kind of bad for me still, but the landscape of any RWG map I tried is so beautiful that sometimes I wish I get teleported to that fictional place to survive on my own. And then I see the MF&%$#!' vultures and forget all about it.
That would be awesome, but A16's was after a huge summer sale I think. Maybe after the Halloween sale we can crush it, but hopefully tomorrow :)

 
The problem is all the new players posting about it and not understanding why the game isn't doing as described by veteran players, but giving them screamers on their first day.
You got one guy who can place a combination of over 30 stations who will never see a screamer compared to another guy who gets a screamer every 25 minutes because he placed 4 torches.
We'll fix it.

 
Regarding screamers...My base is next to a POI that has 2 burning barrels outside. I see screamers all day long. Can I assume that non player placed fire plays into their spawning?

 
Yeah I'm decking out Special K's base design now slowly, but need a lot more time to get it to where I'm happy with it.
I saw your other horde base in one of your recent playthroughs (was the sniper tree), I liked that too. It took a while to watch it because I didn't want to be spoiled of much with A18, I had a feeling a lot was going to change/be added lol. I got an idea now, about to have a couple of drinks and run horde nights for an hour or so and see if I die or not. Grats on the amount of players, I just looked at steampowered's charts, still in the top 20 atm!

You know, I may actually use creative mode to practice building come to think of it. I get too distracted by things in the game sometimes.

 
Also, if it is the case that a HeatMapFrequency of 60 will never be reached, then the following are broken and not generating heat:Forge, campfire, chemistry station, cement mixer, workbench, candle wall light.
After cleaning up and logging AI chunk events and digging through the code, campfires and forges are using TileEntityWorkstation code to emit heat, which does not have the byte overflow problem, so they work with HeatMapWorldFrequency values above 25.

The current heat value shown using F8 key does not update unless a new event happens, so it will look stuck at a value, but since events are time stamped it works fine. Toggle a campfire or forge on and off and you will see the heat value update, which expires old events.

The problem I see, is BlockTorchHeatMap uses random tick to update, which is once per minute realtime, which does not match world time, so depending on how fast the world time passes (minutes per day) it can be too high or too low heat. Playing on 90 or 120 minutes days would have heat expire slower.

Changes:

Fixed BlockTorchHeatMap heat inaccuracy by scaling heat by world time speed.

Changed TorchHeatMap blocks to be seconds for HeatMapFrequency.

 
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