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%

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This is probably the craziest day 7 horde I have ever encountered. Plans foiled, multiple breaches... I'm going to need some serious back-up plans. Or maybe I will have to head back to the drawing board. So much time and resources wasted...
https://www.youtube.com/watch?v=-LwYK8EoSMY&feature=youtu.be

This will also be my last post on the A18 dev diary. Until the next alpha, folks!
Nooooo.... :) Well it could be a long time till A19 drops so till next time, take care brotha!

 
This is probably the craziest day 7 horde I have ever encountered. Plans foiled, multiple breaches... I'm going to need some serious back-up plans. Or maybe I will have to head back to the drawing board. So much time and resources wasted...
https://www.youtube.com/watch?v=-LwYK8EoSMY&feature=youtu.be

This will also be my last post on the A18 dev diary. Until the next alpha, folks!
Shame bout the breach, bit odd they went straight for your walls. Anyways thanks for sharing IceFire seed, on day 11 having a blast, think this is gonna be my long play map, come back visit soon!

 
You know what I'd like to see in 7d2d, as a person very focused on random map generation? A "foundation" layer on prefabs, that gets repeated on every air block, if any, below the bottom layer. Maybe have the foundation be a prefab reference on a prefab's property file. So it could point to, say, a prefab consisting of 1 layer of concrete and nothing else, so if there's a dip in the terrain, that dip gets filled with concrete. Or it could be something like the wood pillars used on Navezgane's water-side prefabs, which would work nicely on mountain sides.

While I do like my cities flat, I'd prefer the wilderness prefab terrain "smoothed". It would make for some nice mountain-side prefabs, it could make cities hug hills and mountains more closely, account for missed spots in the terrain flattening algorithm, and even serve as a way of introducing water-side or fully water-locked prefabs, by adding another property indicating whether water can overlap or enclose them.

 
You know what I'd like to see in 7d2d, as a person very focused on random map generation? A "foundation" layer on prefabs, that gets repeated on every air block, if any, below the bottom layer. Maybe have the foundation be a prefab reference on a prefab's property file. So it could point to, say, a prefab consisting of 1 layer of concrete and nothing else, so if there's a dip in the terrain, that dip gets filled with concrete. Or it could be something like the wood pillars used on Navezgane's water-side prefabs, which would work nicely on mountain sides.
While I do like my cities flat, I'd prefer the wilderness prefab terrain "smoothed". It would make for some nice mountain-side prefabs, it could make cities hug hills and mountains more closely, account for missed spots in the terrain flattening algorithm, and even serve as a way of introducing water-side or fully water-locked prefabs, by adding another property indicating whether water can overlap or enclose them.
I would actually like to have dynamic voxels, defined at the POIs base, that take up dirt or air depending on them being under ground or above (given the base terrain). This way POIs could fit more smoothly into sloped terrain, removing the need to flatten the terrain around a POI to ensure a smooth transition.

-&gt; It would make for smoother and natural integration of random POIs into the terrain, and better looking random worlds.

This system could be targeted at POIs like huts and cottages, that are more likely in rough terrain.

 
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I would actually like to have dynamic voxels, defined at the POIs base, that take up dirt or air depending on them being under ground or above (given the base terrain). This way POIs could fit more smoothly into sloped terrain, removing the need to flatten the terrain around a POI to ensure a smooth transition.
-&gt; It would make for smoother and natural integration of random POIs into the terrain, and better looking random worlds.

This system could be targeted at POIs like huts and cottages, that are more likely in rough terrain.
As far as I know the terrainFillerAdaptive does exactly that. The small ore POIs in biomes use it and any sticking outside of the ground are never dirt but just vanish so must be air. The prefab itself seems to stick out if loaded in the editor.

 
As far as I know the terrainFillerAdaptive does exactly that. The small ore POIs in biomes use it and any sticking outside of the ground are never dirt but just vanish so must be air. The prefab itself seems to stick out if loaded in the editor.
If that funtionality is in already, thats great.

But the vanilla prefabs would still need an update to use it then.

Most of them have just a 1-block high square floor layer, that needs to be placed on flat terrain to work without hanging over or sinking in.

But it should be an easy job for the POI designer to adjust smaller POIs to that. (POIs that dont need any type of "garden" or parking lt around them, like those huts.)

 
If that funtionality is in already, thats great.But the vanilla prefabs would still need an update to use it then.

Most of them have just a 1-block high square floor layer, that needs to be placed on flat terrain to work without hanging over or sinking in.

But it should be an easy job for the POI designer to adjust smaller POIs to that. (POIs that dont need any type of "garden" or parking lt around them, like those huts.)
Agree, as far as I am concerned all prefabs should have a few layers of that stuff and even some foundation of wood of concrete blocks just sunken away in the dirt, why would any building just be build on dirt alone? The concrete terrain is also very good for that.

 
I have a question.

are we done with experimental patches?

i host a few servers and run stable and experimental

what is the patch for experimental now?

last was 18.1 B6

and now we only have 18.1 B8 stable.

I no longer see the experimental patch option for 7 days to die anywhere, only stable.

I still have servers running the last experimental. how are we supposed to update to the correct patch?

is this now a forced stable patch for everyone?

It is confusing.

Any help or advice would be good.

 
I have a question.
are we done with experimental patches?

i host a few servers and run stable and experimental

what is the patch for experimental now?

last was 18.1 B6

and now we only have 18.1 B8 stable.

I no longer see the experimental patch option for 7 days to die anywhere, only stable.

I still have servers running the last experimental. how are we supposed to update to the correct patch?

is this now a forced stable patch for everyone?

It is confusing.

Any help or advice would be good.
Yes, no experimental currently.

 
I have actually been wanting to try a conversion of that building for Blood Moon for a long time now. Started by collapsing the ceiling of the front show room, which is all too easy, even happened by accident once, which is where I got the idea.
I removed the "ALDOS CABINETS" letters and made new letters spelling out "FREEE BRAAINS", leaving the front door wide open and putting a ramp on the inside, albeit without any cheese blocks or weird exploits, however the demolishers removed most of that first thing anyhow. We'd removed the stairs and that second story stock room was our main hangout/position for the night. We reinforced all of the walls and surrounded it with 2 layers of spikes, again the front door was clear and open. Those Demos certainly took the bait, dangit.

We forgot/didn't have time to build a birdcage either, another major oops, vultures got most of us running around in post-demo panic as a result. Although I made a panic room out of that shed on the roof, and told everyone, nobody made it up there but me. They took out the corner of the building, collapsing half the shed. I filled in the missing walls with wood bars to keep the vultures away. Lol, I was caged into a 2x3 area until dawn, all I had left were arrows. We ran out of ammo too fast as well, our prep was embarrassingly lacking that night. But it made for a very memorable experience.

We were gonna find a new building for the next horde but I was determined to make that place work. So I rebuilt it, used rebar to fill in much of what was gone, it was barely standing. But I only did so 3rd block up, filled in many missing walls with 50 pillars this time to allow visibility all around, so we could start below and then nerdpole to safety above if they breached. It helped mitigate those who did not go in the front door as intended. Anyway, it worked. I went through over 1k of 7.62, my turrets ate about the same amount in junk ammo. I also made a pit in the showroom, let them fall in, then molotovs and nades, fish in a barrel.

Next I am installing traps, finally reached INT 6 so I can make what I need now. So I am by no means done with Aldos "Freee Braains" conversion. Upgrade time...
Yeah, I used to love making my own base, but nowdays I get so much more enjoyment patching up and improving POI's. They end up looking like trashy pieces of junk, but each one sports new vulnerabilities and weaknesses that offer exciting gameplay, and once I'm bored of the trashy junk, I just move on to the next one.

- - - Updated - - -

I'm starting to think they swap over the shortcut keys on different items for laughs.
It's A for recipes for some items, but recipe is W for animal fat and glass and A becomes 'use'...hmmm suspicious.
Yes, the UI needs to be unified. It's inconsistency is enough to give anyone nightmares.

- - - Updated - - -

Trolland is that u?! What happened to Roland??
- - - Updated - - -

Brave man...., looks around quiet forum...paints 'Moles are weird looking' on walls

^ they started it

 
anyone else notice that the junk turrets seem to generate absurd amount of heat when placed?

Every time I use them in a poi I have screamers showing up, even when I only had one of them.

 

Yeah, I used to love making my own base, but nowdays I get so much more enjoyment patching up and improving POI's. They end up looking like trashy pieces of junk, but each one sports new vulnerabilities and weaknesses that offer exciting gameplay, and once I'm bored of the trashy junk, I just move on to the next one.

Converting POIs has also become my fav thing to do, rly dig the challenge of it, and it looks like it fits in, like is part of game/world. Things made from scratch often look/feel exactly like that, never quite feel like they fit in, even though I also like the challenge of it, and have made/seen some really nice designs.

A few friends and me took over the Outpost 7 mil base in the forest biome in Pregen 1. Thought it would be too much to defend at first, but now we're on day 18 and things couldn't be better. Just installed automatic doors at entrance and garage where we keep all our vehicles. We also lucked out big time and have a mine below with almost every ore in it. I maintain the vault in HQ basement as a community supply/crafting area, and up top everyone has their own building. Only a few of us are ever on at once, but this place ended working out great. Even has built in farming plots our designated chef is using, though now she's installed a ton of her own too.

Aldo's, ahem "FREEE BRAAINS" is just up the street. Got it powered up with blade traps and turrets now. We used the firehouse for first 3 BMs, there's not much left of it, lol. We're about to give this new spot a good test on the next BM, excited for it, we are far more ready this time. Just hope the night doesn't start out with half a dozen Demolishers, again. This is why I put all my turrets on switches now, last time was a huge learning experience.

 
This is probably the craziest day 7 horde I have ever encountered. Plans foiled, multiple breaches... I'm going to need some serious back-up plans. Or maybe I will have to head back to the drawing board. So much time and resources wasted...
https://www.youtube.com/watch?v=-LwYK8EoSMY&feature=youtu.be

This will also be my last post on the A18 dev diary. Until the next alpha, folks!
That was an awesome defense. When SHTF you didnt panic and improvised, bravo. If you didnt already figure it out, your tunnel entrance is too far away from zeds that approach from the rear thus the hole they dug through.

 
Day 94 Horde. one turret always seems to glitch out. And of course I fell off my base again.
You are crazy for doing horde nights at that FPS.....😂

Love the steel I-Beams and elevated garage. Are those beams tractable in vanilla?

 
Converting POIs has also become my fav thing to do, rly dig the challenge of it, and it looks like it fits in, like is part of game/world. Things made from scratch often look/feel exactly like that, never quite feel like they fit in, even though I also like the challenge of it, and have made/seen some really nice designs.
A few friends and me took over the Outpost 7 mil base in the forest biome in Pregen 1. Thought it would be too much to defend at first, but now we're on day 18 and things couldn't be better. Just installed automatic doors at entrance and garage where we keep all our vehicles. We also lucked out big time and have a mine below with almost every ore in it. I maintain the vault in HQ basement as a community supply/crafting area, and up top everyone has their own building. Only a few of us are ever on at once, but this place ended working out great. Even has built in farming plots our designated chef is using, though now she's installed a ton of her own too.

Aldo's, ahem "FREEE BRAAINS" is just up the street. Got it powered up with blade traps and turrets now. We used the firehouse for first 3 BMs, there's not much left of it, lol. We're about to give this new spot a good test on the next BM, excited for it, we are far more ready this time. Just hope the night doesn't start out with half a dozen Demolishers, again. This is why I put all my turrets on switches now, last time was a huge learning experience.
Record please! 😂😂😂

Also, PM me your server info. Sounds like a fun time. 😂😂😂

 
I would like to suggest that 7.62 ammo stack change to 200 from 150. That's the standard size of nato ammo cans for 7.62, and would make the maths a bit smipler for crafting.

Easy enough to mod, but, an easy realism thing. (and hinta, you could put ammo cans into the game as objects to loot in the army camps)

 
I would like to suggest that 7.62 ammo stack change to 200 from 150. That's the standard size of nato ammo cans for 7.62, and would make the maths a bit smipler for crafting.
Easy enough to mod, but, an easy realism thing. (and hinta, you could put ammo cans into the game as objects to loot in the army camps)
weight isn't an issue in this game... yet...

 
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