PC Alpha 19 Dev Diary

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A sub biome has a different decoration set is all. By allowing larger sub biomes and being able to assign a stamp set to it, plains could be achieved by flattening an area and changing the grass textures IMO.
Well if you can manage to tie biomes/subbiomes to terrain and/or stamps during generation of a world, count me in, since that would also allowing to set snow covered peaks and other cool features like an oasis of green with water in the desert and what not.

The plains or any other biome before were never really tied to a biome, even in A18 they are not, the terrain and biome are just arranged in such a way to appear together on the map (because biomes always use the same map and world always uses the same select set of stamps). I wonder if this has improved as well in A19 with the random biomes, that they can be tied to terrain of a stamp.

 
Unfortunately there is no map in the world files that defines the biomes in more details.

If the biomes map would define sub biomes (using the biome assets in varying densities), I could make some nice things with that.

Currently the biome decoration is procedurally placed according to the xml and code rules. (not in the world files)
No offense, but I hope that stays that way. Subbiomes are the domain of a biome's xml properties and should stay that way. What you want is just more biomes that work, then you can arrange and sprinkle them around the world to create the same effect.

 
I'd LOVE to see someone in TFP working on getting our biome diversity and feature list back to what we used to have. It wasn't perfect by any means, but it was a lot more interesting to explore.
I suppose there is some technical limit on the number of terrain ground textures. But other biomes (using the same ground texture) with other sets of decoration objects (trees, grass, bushes, rocks etc) should be possible. Such as the forest texture used in a conifer forest or birch forest. And the desert texture mixed with savanna type grass and vegetation, or palm trees.

 
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Looks a lot better than A18's, great job! Also, with how this is now being mentioned could you let me know where's the coding that restricts decorations on hills? Couldn't seem to find that in the XML files, I'd like to either remove or tweak that feature in my own game.

 
Faatal

Re: the Vulture Vehicle attack will they be respawned ahead of the vehicle,

or did you increase their flight speed. I ask because presently, they

will rubberband to chase you then give up at the end of their territorial range.

A potential outcome might be a person drives consistently luring them, causing

the other zombies to despawn, And just have a murder of birds rendered to follow

them.

Question: How do I set game to be in first person while in vehicle instead of

third person?

 
Nice, can't wait for that then.

One last question\thought

Prior you had a mechanic that allowed biome distribution

according to altitude and distance. In the future which

will be the preference Paint or Post?

Also you are presently reworking nearly all assets to

give them a viable use or necessity for game continuity.

If the radiation biome is reincorporated into the RWGMixer.xml,

coupled with a variable Rad level, then using the present

ability to paint biome areas would allow for the instant creation

of dangerzones\Cities\Pois requiring the Hazmatsuit, the biomes.xml

placement of radiated spawn only, and an elevated\variable danger zone.

 
When will we start seeing some new zombie models? Kinda tired of seeing the same old crew.

Would also be cool to see more special and boss zombies. Maybe even boss zombies that exist in the Radiation zone only?

Would also be cool to have a Steam workshop option. One of the things I really wanna do is craft a custom map and share it and etc. A map editor which would also let you edit biomes and weather and events would be cool.

 
So you are incapable of ignoring the trader jobs? Are you letting efficiency dictate your role play for you? Tell the trader to F off and go for a walk.
You're saying that in order to enjoy a no loot respawn game, you're now also supposed to ignore traders? That's an interesting line to take.

 
You're saying that in order to enjoy a no loot respawn game, you're now also supposed to ignore traders? That's an interesting line to take.
Not necessarily; just don't accept quests from POI's that you have already looted. Also, it's probably best to throw the quest reward away as well in that case. And the dukes? Probably them as well.

Maybe you do have a point...

 
You're saying that in order to enjoy a no loot respawn game, you're now also supposed to ignore traders? That's an interesting line to take.
Also in addition to what? I think it is just don’t use traders for quests since the quest will restock that POI. What else are you needing to ignore for a no loot respawn game?

i missed your original request. Were you asking for an option to remove traders from the game or something?

 
Also in addition to what? I think it is just don’t use traders for quests since the quest will restock that POI. What else are you needing to ignore for a no loot respawn game?

i missed your original request. Were you asking for an option to remove traders from the game or something?
No loot respawn, no air drops, no vending machines (or just a one time use for each), no trader quests, so forth.

 
Also in addition to what? I think it is just don’t use traders for quests since the quest will restock that POI. What else are you needing to ignore for a no loot respawn game?

i missed your original request. Were you asking for an option to remove traders from the game or something?
It'd make more sense for quests to respawn POIs with no loot in a no loot respawn game.

 
Madmole,

You think by gold or after you can open up biomes restrictions so we can add as many custom biomes as we like? You got me excited with the whole sub biome talk and improved rwg biome placement for A19.

 
It'd make more sense for quests to respawn POIs with no loot in a no loot respawn game.
The "refreshing" of a POI in a fully destrucable world is probably the best solution in order to ensure the quest can still be completed. Without the "refreshing" I am sure it becomes programmically more difficult to maintain available quest integrity. If too much loot abundance is the issue, perhaps a good alternative is to implement some type of cooldown before that given quest can be given again (e.g. similar to loot respawn timer)...OR perhaps a setting that allows a quest for a given POI to be only given out 1 time only! (e.g. similar no loot respawn but for quests) :)

 
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MM, you ever gonna make the hinged jail door? one that can be shot through bust since it is a hinged door, wont mess up zed pathing. asking for a friend. the answer is most likely not happening, but doesn't hurt to ask

 
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