Guppycur
Well-known member
What's the new cut off angle?It was a bug from an optimization that was using the wrong angle. I fixed and readjusted the angles.
What's the new cut off angle?It was a bug from an optimization that was using the wrong angle. I fixed and readjusted the angles.
Seeing as I have no idea how games are made I have to ask. If you (creator/dev/owner of the game) can't get something added to the game you think is cool, who can? It's been mentioned many times by members when another member has said something should be added or taken out that the devs have a idea of how they want the game to be and as it is their game then they get to make it the way they want. This may seem like a sarcastic question but I am really curious about this. I mean is there a process you have to go through for adding something to the game? Do you say you want something in and then the programmers say yes it can be added or no it's impossible. Are there staff meetings to discuss adding something to the game? Do the programmers come up with things to add/remove and you or Richard then decide yes or no?I didn't say it wouldn't happen. I just meant just because I think something is cool doesn't mean it gets added to the game. I think LOTS of stuff is cool, that will never get added.
Thanks. The decoration on slopes where a point that bothered me a lotIt was a bug from an optimization that was using the wrong angle. I fixed and readjusted the angles.
Yeah, i think the one block crouch thing could be great...if done well... However, given the devs are finally getting to player animations in A19 doesn't give me a lot of confidence they would have been successful implementing good crawling animations any sooner than that lol...Don't add much to the game? More ways to play are good, and I don't buy into "precious dev time"... Tfp has shown time and again that deadlines are fluid (and I like it).
Zip lines for instance, would require decent planning, and imagine the base block being broken mid flight... Hilarity would ensue.
But you're right, I definitely disagree with the implementation of loot rooms. Before, good loot was random. Now you know exactly where to look. Every. Single. Time.
No need to even bother when you're on a server with others... It's already gone.
And don't get me started on one block crouch. Having essentially a real prone position could make for MUCH more fun prefabs. Having a real crawl? Slow, terrorizing, crawl? It'd be awesome.
Let me tell you mate.. The gasses I'm producing are anything but light!The fat zombies should probably float on water. Not only is fat lighter than water but so are the gases produced as the intestines digest themselves.
They get lighter once the aeolian sediment has been depositedLet me tell you mate.. The gasses I'm producing are anything but light!
Excellent work. Any chance for xml controls for the values?Small slope 48 (trees)
Big slope 65 (grass)
The beer screen effect got me to never use beer again. If TFP wants me to ignore sweets as well, adding such effects to sweets would be a good method. :drunk:Hi MM. I wanted to ask if you plan to add different screen effects for sweets with buffs that will be in Alpha 19 to the game? For example, a red screen of rage when a character deals increased damage, etc.
Now the effects of the screen are only when intoxicated and when the character is in low health, and the remaining effects are expressed only as an icon in the lower left corner of the screen. To be honest with these icons in the heat of battle is very inconvenient.
Maybe similar effects, like beer or poor health, could be added to different buffs from sweets, or will this only interfere with the players?
Correct me if I'm wrong, but wasn't good loot always in safes and "hidden" stashes before and you practically knew where they are located in pois after playing for a while? I seem to remember that the pawnbroker shop usually had a few wood frames on the side of the building because someone went straight for the safe and hidden stashes in the suspended ceilingDon't add much to the game? More ways to play are good, and I don't buy into "precious dev time"... Tfp has shown time and again that deadlines are fluid (and I like it).
Zip lines for instance, would require decent planning, and imagine the base block being broken mid flight... Hilarity would ensue.
But you're right, I definitely disagree with the implementation of loot rooms. Before, good loot was random. Now you know exactly where to look. Every. Single. Time.
No need to even bother when you're on a server with others... It's already gone.
And don't get me started on one block crouch. Having essentially a real prone position could make for MUCH more fun prefabs. Having a real crawl? Slow, terrorizing, crawl? It'd be awesome.
I did not say that the screen effect should be as disgusting as that of beer =)The beer screen effect got me to never use beer again. If TFP wants me to ignore sweets as well, adding such effects to sweets would be a good method. :drunk:
Had this happen to me at a Carl's Corn. Had to actually leave and come back because I ran out of space in the motorcycle. So much cement!Adding something to the conversation about upgrading the questing framework, i have one sentence.
Two quests against the same POI.
For a number of reasons it's making the game feel weird: You can only finish one quest at a time (starting only one and the second cannot be started shortly after the first is finished, i.e. cache has been collected/POI cleared, but not been to trader yet). It resets the same POI twice (go chat about that). You don't really know for what POI you get the quest only after choosing it.
Had this problem twice recently...
Its a voxel game. The simplest way to make sure a quest can be finished is to reset the POI when the player arrives at the site. (The quest-bag etc might have been destroyed before issuing the quest or meanwhile).Adding something to the conversation about upgrading the questing framework, i have one sentence.
Two quests against the same POI.
For a number of reasons it's making the game feel weird: You can only finish one quest at a time (starting only one and the second cannot be started shortly after the first is finished, i.e. cache has been collected/POI cleared, but not been to trader yet). It resets the same POI twice (go chat about that). You don't really know for what POI you get the quest only after choosing it.
Had this problem twice recently...
We just weren't feeling it. If you aren't feeling it, you have no desire to solve it. It was also at a time where the guy who did it had 1000 graphics bugs so we weren't keen on adding gam jam features when there were mac/linux rendering bugs to fix.I know I'm just a random dude... but why not simply make the preparationtime like 5-10 seconds?
Like getting the equipment ready, linking it, grabbing it... And when taking damage while doing it, restarting/canceling it?
Seems like such an easy fix. And if you wanna build 20 hills with ziplines... why shouldnt you be allowed to do? Much more setup needed than vehicles and those are fine...
We want the radiation zone to be like that.Hey Madmole.
Will we ever see the return of the scary, dangerous big cities we had in the previous versions? You know, the ones with the green atmosphere and bombed out buildings?
I feel like each map should have a super dangerous hub city that's filled with (even from day 1) hordes of very strong zombies of all shapes and sizes.
The reward for all this danger and horror is the best gear which can only be found in the city with the bestlegendary gear only available at the end of the biggest, baddest city dungeons filled with all sorts of horrors and boss zombies.
It could also be that the main city has a few guaranteed POIs, such as the skyscrapers and etc.
It gives the players something to work too. A deadly, nightmare end zone that will test everything you have learned.
Anyone else feel the same? Because cities just feel to easy atm.
The investment to hang a cable is too cheap. Vehicles are a death sentence now on horde night, problem solved.And then you added gyrocopters. ?
I don’t mean to be snarky, and ziplines were never my favorite would-be feature, but the logic seems inconsistent.
Zombies are getting it soon. Half way there is better than nothing right ?Yeh, if you don't wanna add it, fine, but the reason given isn't relevant. Kinda like one block crouch; the reasoning was that all of the prefabs would have to be redone to balance. Well, they were, and still no 1 block crouch.
Most of them are a minor buff so I don't think we need screen effects for them.Hi MM. I wanted to ask if you plan to add different screen effects for sweets with buffs that will be in Alpha 19 to the game? For example, a red screen of rage when a character deals increased damage, etc.
Now the effects of the screen are only when intoxicated and when the character is in low health, and the remaining effects are expressed only as an icon in the lower left corner of the screen. To be honest with these icons in the heat of battle is very inconvenient.
Maybe similar effects, like beer or poor health, could be added to different buffs from sweets, or will this only interfere with the players?