PC Alpha 19 Dev Diary

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Madmole

if you are doing smaller content. can we get a working jail door? loved it in a15, but since then it has been missing. and an upgrade path to steel bars would also be a welcomed addition. yes these mods exist, but certain things should be in vanilla imo

 
Madmoleif you are doing smaller content. can we get a working jail door? loved it in a15, but since then it has been missing. and an upgrade path to steel bars would also be a welcomed addition. yes these mods exist, but certain things should be in vanilla imo
Jail doors interfered with zombie pathing, hence why they were removed.

 
Suggestions for vehicle enhancements...

Mods:

Altimeter/gyroscope for gyrocopter. So I can see how high above the ground I am and if I am climbing or descending.

Speedometer (should be self-explanatory)

AC and Heater mods. So that I can be comfortable in any biome without the need for armor/clothing mods. (At least until I get out of the vehicle.)

Flood lights... High Intensity. So that I can see farther at night. (including the ability to put them on a gyrocopter)

Night Vision? After all, Cadillac has been doing it for almost 20 years now. (though admittedly, it will probably be the same exact effect as wearing night vision googles now while driving.)

GPS. Not so much for turn by turn directions (although that would be nice, it is probably overkill.) But, just a corner of the screen that can show the overhead map of where you are located so that I know when I am close to my turn.

Rotating Blades. Don't just knock down zombies that you hit... Maim, dismember, and kill them.

Two other vehicle ideas. (possibly as mods)

Nitrous Oxide. Create from nitrates in a chem station. Increase vehicle speed.

Passenger Turret. Either a hole in the roof for 360 degree aiming, or let them lean out the window and only aim on one side. Can be an actual turret with ammo, or the player's own weapons. (including a baseball bat for smashing mailboxes or zombie heads at high speed.)

New vehicle suggestions:

Skateboard - Faster than walking, slower than a bike, no inventory.

Sports Car - Faster than a motorcycle, uses as much gas as a 4x4, between the two in inventory space. 2 person max.

Sedan - roughly as fast as a motorcycle. uses less gas than a 4x4, more gas than a motorcycle. 4 person max. Between motorcycle and 4x4 in inventory space.

Pick Up Truck - Similar stats to a 4x4. More cargo space.

Electric Car - Uses an internal battery bank for fuel. Less range than a gas engine. Possible solar recharge mod, or you will need to swap batteries at your base. (similar to a Sedan in other stats.)

With the idea of turrets, maybe a APC or SWAT vehicle. Can have a player operated turret for MP, or an auto-turret for SP. Uses a lot of gas, but has a crapton of cargo space. Can carry 4 (or maybe more.) Possibly allow it to use an auto turret to stop Zombies from entering the POI after the player goes in (or give support fire to players that rip through an entrance with the stealthiness of the proverbial bull in a china shop.)

 
Suggestions for vehicle enhancements...
Two other vehicle ideas. (possibly as mods)

Nitrous Oxide. Create from nitrates in a chem station. Increase vehicle speed.

Passenger Turret. Either a hole in the roof for 360 degree aiming, or let them lean out the window and only aim on one side. Can be an actual turret with ammo, or the player's own weapons. (including a baseball bat for smashing mailboxes or zombie heads at high speed.)

With the idea of turrets, maybe a APC or SWAT vehicle. Can have a player operated turret for MP, or an auto-turret for SP. Uses a lot of gas, but has a crapton of cargo space. Can carry 4 (or maybe more.) Possibly allow it to use an auto turret to stop Zombies from entering the POI after the player goes in (or give support fire to players that rip through an entrance with the stealthiness of the proverbial bull in a china shop.)
Really like the idea of the turret. Might be HUMVEE or Pickup truck style .50 cal cannon or TOW/rocket mounted launcher. APC or Amphibious vehicle would be cool too.

 
Suggestions for vehicle enhancements...Can have a player operated turret for MP, or an auto-turret for SP. Uses a lot of gas, but has a crapton of cargo space. Can carry 4 (or maybe more.) Possibly allow it to use an auto turret to stop Zombies from entering the POI after the player goes in (or give support fire to players that rip through an entrance with the stealthiness of the proverbial bull in a china shop.)
+1 because I want the passenger in the 4x4 have the ability to shoot. I want to equip/have the passenger equip an M60 with a drum mag, so we can ride around full speed bullets flying while blaring Rammstein.

 
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We have a chemistry station lol.. no a huge no to a new station.
That said I thought of making glue from corn flour in the chemistry station only.
No new station. Does that mean the hope for a wood stove as an upgrade to the campfire also out of picture? There is a great model for it in game already...

 
Can we please get rid of microsplat for A19?

I was disabling it manually until SphereII made a patch to put the A17 distant terrain back. Some important points.

1) It allows players to do farming the 'old' way (take hoe, hoe ground) like they asked for in A18.

2) HUGE FPS gain. I mean 30-50fps when tested on my laptop (i7-4710MQ, 32GB RAM, GTX 980M), god knows how much on my desktop but I've been pegging the 165hz refresh rate of my monitor... vs sitting at 80 with occasional dips to 20.

In terms of graphical fidelity? I see no major difference between Microsplat on and Microsplat off.

 
Jail doors interfered with zombie pathing, hence why they were removed.
hence, working ones. I know why they were removed. I would like to see if they can make ones that dont mess up the AI. or an equivalent of an iron door with bars. one on hinges instead of a slide. one we can shoot through .

say 75% of the hp of an iron door, top half barred, bottom half solid.

Joel is an artist, I am sure he can come up with something that looks right.

 
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(Since this seems to be the active thread now)

I think the distant texture for certain landscapes (especially forest) could use an updated version.

While the desert looks nice on distant vertical surfaces, the forest texture (stone on slopes) looks very tiled, and overshadows the terrains natural diffuse shading. It makes mountain-slopes look like a tiled blob in the distance.

A version with less contrast would help. Its would allow the terrain to show its natural shape more.

 
I was thinking about one quest, a trader gives you a quest to clear the base of zombies for surviving, repair it and you will get a good reward.

 
Work seriously on zombie physics and the world? and more animations for zombie? and the possibility of making zombie variants and not killing clones continuously, changing the color of clothing and wearing accessories such as helmets randomly.

sorry for the grammar, translated by google

 
and the possibility of making zombie variants and not killing clones continuously, changing the color of clothing and wearing accessories such as helmets randomly.
This would be great, actually. It does feel like killing clones the more you play. Some sort of variety would be welcome, even if it's just the randomization of walk speeds or have some zombies spawn with one or two limbs missing, thus randomizing crawlers as well.

 
Can we please get rid of microsplat for A19?
I was disabling it manually until SphereII made a patch to put the A17 distant terrain back. Some important points.

1) It allows players to do farming the 'old' way (take hoe, hoe ground) like they asked for in A18.

2) HUGE FPS gain. I mean 30-50fps when tested on my laptop (i7-4710MQ, 32GB RAM, GTX 980M), god knows how much on my desktop but I've been pegging the 165hz refresh rate of my monitor... vs sitting at 80 with occasional dips to 20.

In terms of graphical fidelity? I see no major difference between Microsplat on and Microsplat off.
Oh. where can this patch be found? I was directed to your discord by another user to find the location, but might be easier to ask about it :D

(and I'm scared of discord servers :D )

The microsplat wrecks my computer aswell, which is scary since it's a relatively powerful gaming rig

 
Regarding Vehicle-mods.

I think the thing I and my friends would like the most is the ability to dye our vehicles different colors.

Please let it be a thing.

(Being able to shoot as passenger is a close 2nd)

 
Hey Madmole, I agree with what another person here said about electrickery. Not a huge amount of stuff to rework or anything with it, just the option to choose whether triggering a switch with a motion sensor or pressure plate etc activates or deactivates an action, not just activates.

I would also like additional arch blocks, so 2m arch inside and outside corners.

 
Sounds sobering. Vehicle update, books and eye candy. The vehicle update seems to be the major part. Maybe it's an unpopular oppinion but I need something with some inventory to get from A to B.

Yea the scale of A19 isn't set but judging the past updates I don't expect any surprises contentwise.

 
With vehicle updates for a19 are you guys thinking of removing carrying vehicles in inventory? It always felt weird and it would make breakdowns less of an event if we can carry vehicles in our pockets.

Larger vehicles carrying light vehicles might be interesting though, maybe 4x4 and gyro can carry a bicycle.

 
Whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.

 
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Not to mention the AI. I hope they won't be braindead like the zombies are. I'd love to see them move about, have hideouts, scavenge and such, even if it means they take a few more versions. They should have self-preservation, and run away if you shoot first or with a bigger gun, especially if they only have a melee weapon. Using ambushing and stealth would also give them quite the threat, but I'm sure that'd all be quite expensive to code in.
I expect them at first to be just variations if the Zombie ai. They spawn out of nowhere near the base, questlocation or specific POI. Then walk towards the players location, either stopping when in range and shoot, or hack their way through blocks to the player and attack with melee weapons. Maybe run further away when hurt.

Done, working Bandit AI.

 
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