Adam the Waster
Hunter
no unfortunately but on joels twitter there's a better pic of the modelThanks Adam. Do you have a bigger screenshot?
but the one in the pic has a scope but it has a iron sight
when i get home ill take some pics of it
no unfortunately but on joels twitter there's a better pic of the modelThanks Adam. Do you have a bigger screenshot?
Hey thanks! I had forgotten about this. I wondered if it was going to be in the game then.no unfortunately but on joels twitter there's a better pic of the model
yeahSmall boats would be great on the Navezgane map.
Could be a row boat or a motor driven one. But the Navezgane map has some really big lakes with islands and fishing docks. It would be great if we could ride out to them.
Add some fishing and widen some of the rivers and it would almost be like a whole new game out there.
But even just adding boats would be great.
I'm just curious, will the Spider Zombie have the ability to climb verticle surfaces again in a future alpha release?
Pretty much everything about lighting and shadows will be improved.About what I said about tree shadows earlier. I was wrong. After further testing, all shadows, including shadows from trees seem too dark. It's almost like walking into night, even if it's in the middle of the day. I hope that they get lightened.
i hope it will be able to run on my PC lolPretty much everything about lighting and shadows will be improved.
If anything it should be faster, the lights look better / bigger with a smaller radius.i hope it will be able to run on my PC lol
Oh thank God. I was wondering that myself when you started talking about improved lighting and shadows. *thumbs up* awesome!If anything it should be faster, the lights look better / bigger with a smaller radius.
Good to hear. Thanks.Pretty much everything about lighting and shadows will be improved.
Good to hear that it is paying off and worth the effort. Just need to put off investing to much time in Unity until the kraken hatchesEvery texture will probably need touched. Most the stuff has been redone and its just re-export the substance materials, but still it is a significant undertaking, but it looks so much better. Stuff lights much more realistic and to me everything looks more grounded in the scene. It looks how it does in substance vs completely different and needing hacks to look right before in gamma.
You guys seem devoted to your game. And I like where this is going.If anything it should be faster, the lights look better / bigger with a smaller radius.
Thank godIf anything it should be faster, the lights look better / bigger with a smaller radius.
I'm not a big fan of teh blocks above ground either. If nothing else, I think they should be "rare" finds, maybe only in caves (if they come back) or mountains. I think a metal detector would be cool. I could also imagine it working like a "fish detector" where there's either a very vague chart/plot/indicator/whatever of "depth" and "what it is" so you don't really know what it is (like "I know there's something down there at about 4 blocks down"). I mean, you built a metal detector its not going to be awesome. Obviously, you could "level this up" and be more accurate about depth and content.It might be that we will have to use some kind of detection device (metal detector or whatever) to figure out where ore veins are underground.
No more giant above-ground-rock-type-ore-blocks" that sream "HERE I AM" (which I never liked anyways), but a skill that you have to learn (perk) and build (device).
Then you have to equip your detector and walk around, and when you are near/above an ore vein it is displayed on your "radar/UI/compass-thingy", similar to the already implemented "animal tracker" perk (and even more logic/realistic in case for the metal detector)
All we go is add in models and use tfp code to implement it. It keeps it eac friendly. Even custom entities are getting a makeover by Xyth to get around needing dll edits to work... But the real answer is the character drives the animations, not the items.Can any Devs/modders tell me why mods that add weapons/tools have to re-purpose animations, sounds, etc? I'm hoping we will get some more support for adding in our own animations (both 1st and 3rd) and sounds.
Maybe it's a midget zombie that rides them, or worse, sentient zombie raccoons?I came across this today while working on some bandits and animals for vanilla: https://imgur.com/a/ofHR0qR?
This seems to indicate that TFP is thinking about players riding mountain Lions. That a planned thing?
hey bud long time no seeAll we go is add in models and use tfp code to implement it. It keeps it eac friendly. Even custom entities are getting a makeover by Xyth to get around needing dll edits to work... But the real answer is the character drives the animations, not the items.
They have been this way since the beginning. And that's a big reason why im still playing 7 days to die 7 years later. Go gold? I say never go gold. Chain mm and the rest to there desks and keep pumping out the goodness.You guys seem devoted to your game. And I like where this is going.