PC Alpha 19 Dev Diary

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Oh you meant the currently existing declaration of the 'city' biome that never spawns anywhere in the game of which even the spawning xml clearly states it is no longer being used (actually a relic from before A16). So A19 will have the same non-existing city spawns, check.
I think he meant the wasteland.

 
I meant the wasteland when I said city biome. They spawn thicker at night then in many alphas, maybe not as much as way back in the day, but significantly thicker than any other biome.

 
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  • OK, so you pulled unique meats until you come up with a firm design for food. I'm down with that - I wish I'd known that when you guys pulled it, just so I wasn't thinking it was a nerf.
     
  • Agree 100% that simplicity is a useful tool.


Not trying to rabble rouse - just trying to explain my viewpoint which I know is shared by a number of other "olde tymers" :)

-A
We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.

I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.

 
Bummer. So, you were just talking about the biome spawns between Day and Night :(
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.

 
We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.
I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.
Great words.

Really feels like you've been really wise lately MM.

 
Can confirm that, had a game today and decided to stay in a big town in wasteland (2h day lenght, vanilla settings, 70~sh level, day 38). Had really good fun thinking I was invisible on the roof of a trailer park trailer (I have all wasteland books read :smug: ) My legs were shaking for fair 2 hours ingame right after 23h, radiated and birds were real fun to be scared of. The incoming zombies discovering mines on their path was like a fireworks on the background of all noises from zeds and the ambient sound of wastelands.

Almost all melee and double shotgun with few mods found in the loot.

You did well guys, again - thanks !
Glad it was scary, as it should be.

 
We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.
I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.
You could take a look on how Red Dead Redemption 2 does the meat. They have a lot of different animals but the meats are grouped, so some animals drop Venison, others Stringy Meat, Pork, Mutton or Game Meat etc. This way you can have maybe 4-5 varieties of meat and the recipes for them. I would also not go for having a grilled, cooked and charred variation of each with how currently the recipes work because indeed that would clutter it up badly. Probably should just be one, like cooked or prepared and then the recipes using only one type of meat. The kind of meat could determine the fullness it gives, in RDR2 the meat from the big predators gives the best effects.

But even better would be if you guys could consider recipes to have alternative ingredients, so rather than needing a certain specific item, it could take a list or category of items instead, I think Fallout 4 uses such a system. So a recipe for boiled meat could then take any variant of meat but always give the same effect, since you are just boiling the meat and not preparing it as a special recipe. Obviously this would have some complications for the return item if applied to say boiled water that could be made from a variety of containers (cans, jars, bottles etc).

 
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.
Cool! Hope it gets attention, and gets time devoted towards it.

 
I meant the wasteland when I said city biome. They spawn thicker at night then in many alphas, maybe not as much as way back in the day, but significantly thicker than any other biome.
well i may have Changed the XML settings to 3x to 10xs

SOMEHOW my Pc can run it and I love it! while the other biomes are 3xs

 
As an aside:

Could we maybe get the [interval=""] to work at some point, for BloodMoon hordes? It works for the wandering hordes, but not the bloodmoon hordes.

Just would be a cool 'add' if you could.

 
As an aside:Could we maybe get the [interval=""] to work at some point, for BloodMoon hordes? It works for the wandering hordes, but not the bloodmoon hordes.

Just would be a cool 'add' if you could.
That would be Nice!

Idea

i think mid to late game a event can happen called. "Blood-fog Horde" were it can be morning, afternoon or Even Dusk a red Fog would role in that like a Bloodmoon but it can happen in the Day and zombies walk. this will also spawn Zombies from Bloodmoons like Demolishes.
 
No its in been in A18 for ages. At night that biome has a lot of zombies.

The confusing part about biomes in regard to me modding is the numerics

can you please clear up which it is and which works. I will happily edit

and mod for myself, if I know which is which, or what works.

Biomes.xml has 11. 3 are designated to a nonfunctioning asset at the moment.

3 have questionable applicability at best designated to Navezgane, but unused

if you look at the 5 color biome map. total = 5. Snow pine desert wasteland burnt.

Rwgmixer.xml has 5. Which are controlled by BiomeMapper, hard coded.

HardCoded:

location 1 BiomeMappernode has 6 one is entititled invalid. = 5?

location 2 BiomeDefinition, has 15, 1 is any, 1 is radiated, 1 plains terrain texture removed from

assets, 2 are cave floor/ceiling, 2 are Nav city/citywasteland, 1 wasteland_hub,

1 is water presently not used, 1 is forest which was consollidated wtith pine.

Total = 5?

Location 3: Constants Cmaxbiomes = allocation for 50. Promising but if The new Biomemapper.Id

is the hardcoded controller of all then it still returns to 5.

Location 4: Generation rules has the default 5 with defined colors, but pine is changed to basic forest,

plus asphalt gravel dirt sidewalk.

This is why I don't know what I have to work with.

During the transition from The prior Rwg system to The present Dtm mapping, Rwg class was still included

but Would not function. Just because its in the code if there is no pointer to it, then it won't function.

Is it obfuscation in plain sight?

There's many a slip 'twixt the cup and the lip.

 
A possible potential resolution would be the inclusion

of A new PNG called zone map. Hard coded with a pre-defined

number of additional editable colors in biomes.xml

These could be used as an overlay for the biome map, which a modder

can then use to pre-define and fine tune spawn conditions. Yet keep

present biome layout in place.

For TFP it could be used with the upcoming event Class to be included.

This combined with the threat level monitor could give you a wider range

of control

 
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.
Masks. That was the word that escaped me, and what I had hoped you were alluding to in the prior post. Yes please, more masks. Mardi gras this game. Lots of masks. =)

 
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.
448.jpg
 
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