PC Alpha 19 Dev Diary

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Been wondering MM, I am okay with the generation time, but could the "press a key to enter the world" after the world was generated be brought back? It is needed more than ever, and I could use it to get some tea and not wait all the time to see when the world generates (especially when making a world for coop play).

 
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Been wondering MM, I am okay with the generation time, but could the "press a key to enter the world" after the world was generated be brought back? It is needed more than ever, and I could use it to get some tea and not wait all the time to see when the world generates.
What does it do now, just spawn you in?

 
What does it do now, just spawn you in?
Yes, I was pretty confused why it was removed when I noticed it started just spawning you in at A17.

Actually I'm surprised I didn't see that many people mentioning it, but I think it might alleviate the complaints of generation time.

 
What does it do now, just spawn you in?
The old system would generate the world but not spawn the character until you pressed a key, time would still continue though so sometimes you could lose the first couple of hours of your first day if you were off doing something else... if memory serves.

The current system spawns you the moment the world is generated, often leading to a black screen depending on whether your gfx card/OS is prone to that bug. It's generally a good idea to restart the game altogether with the current generator because there are some pretty severe memory leaks somewhere that tank the framerate until they're cleared.

With the extended generation time of the current RWG it would be a fanstastic QoL fix to neither spawn the character nor start the world clock until a key is pressed.

 
Just... don't do it in the park playground. You might make a decent jacket man though.
So for the recording, load game as MadMole archtype, put on just a Duster. Switch to 3rd person, go to a park prefab and then talk about candy there?

 
The old system would generate the world but not spawn the character until you pressed a key, time would still continue though so sometimes you could lose the first couple of hours of your first day if you were off doing something else... if memory serves.

The current system spawns you the moment the world is generated, often leading to a black screen depending on whether your gfx card/OS is prone to that bug. It's generally a good idea to restart the game altogether with the current generator because there are some pretty severe memory leaks somewhere that tank the framerate until they're cleared.

With the extended generation time of the current RWG it would be a fanstastic QoL fix to neither spawn the character nor start the world clock until a key is pressed.
Its half the time it took for me in the past.

 
There are 5. RIght now there are only 2 good biomes, desert and forest. Nobody likes the rest. I'd like to see all the biomes interesting, visually compelling and useful, why add more we can't actually make interesting?
Which is why it's so baffling that you got rid of a biome that people loved but kept 2 biomes that people avoid (and even removed things that gave them a shred of usefulness, like fertilizer).

The plains were useful. The plains were beautiful. The plains were loved. But here you go trying to shove the wasteland and burned forest down our throats.

Can you bring back the golden hue in the sky in a sub biome? I haven't seen your sub biomes change the sky so far.

If you ask me, burned forest makes far more sense as a sub biome. "This section of the forest was burned," not suddenly "we transitioned from the desert to a burned up forest."

The plains make more sense as a full biome. Tall grasses, bushes, wetlands, stickers, grains everywhere. It could be unique in that it'd be hard to see zombies along the tall grass. It had coal deposits everywhere, yucca, wild corn growing and atmosphere in spades.

What is the burned forest? Just trees you get coal from and zombies that light you on fire.

Which one is useless again?

 
Which is why it's so baffling that you got rid of a biome that people loved but kept 2 biomes that people avoid (and even removed things that gave them a shred of usefulness, like fertilizer).

The plains were useful. The plains were beautiful. The plains were loved. But here you go trying to shove the wasteland and burned forest down our throats.

Can you bring back the golden hue in the sky in a sub biome? I haven't seen your sub biomes change the sky so far.

If you ask me, burned forest makes far more sense as a sub biome. "This section of the forest was burned," not suddenly "we transitioned from the desert to a burned up forest."

The plains make more sense as a full biome. Tall grasses, bushes, wetlands, stickers, grains everywhere. It could be unique in that it'd be hard to see zombies along the tall grass. It had coal deposits everywhere, yucca, wild corn growing and atmosphere in spades.

What is the burned forest? Just trees you get coal from and zombies that light you on fire.

Which one is useless again?
Wow really? I get you like the plains biome but dont hate on the devs for keeping the burnt biome and wasteland...

...which are vastly different looking then the rest and will potentially be more value add in the long run...

...do you expect for menancing threats like radiated zombies and the dukes men to live in the plains biome?

bombed/destroyed buildings look better in a dark/destroyed biome....

I'm baffled that your baffled....lol

 
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I actually loved the plains biome waaaaay back when (A9 or A10?). Even now, i still miss that distant machine, horn sound. It was eerie and really counterbalanced the tranquil beauty of the biome. I really miss that biome.

As for the radiated zombies and such... Some kind soul uploaded a modlet to remove all that nonsense. Now, i can play a more pure zombie game with just regular ol' zombies (except the spider zombies are still there) :) I'd really like an in game menu with check boxes for the zombies we want/don't want.

 
Its half the time it took for me in the past.
Fast enough to allow for larger maps? :-)

Generation time really doesn't bother me at all, I'd quite happily leave a spare computer generating a map for a week if it produced the results I want. I've set computers away doing longer tasks for fun. Unfortunately, not everyone thinks like me.

It would still be a great QoL fix to start the game paused until the first person spawns. Some people would find that function very useful.

 
16k is the technical limit anyway with the current implementation. Its the max texture size in Unity (used to process the world files).

Independent of generation, bigger worlds can not be loaded.

Really really big worlds would require a change in the way the world files are handled ... with the associated additional complexity and bugs.

 
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16k is the technical limit anyway with the current implementation. Its the max texture size in Unity (used to process the world files).Independent of generation, bigger worlds can not be loaded.

Really really big worlds would require a change in the way the world files are handled ... with the associated additional complexity and bugs.
I'd really love tiny maps too. Like only a little island or city. For custom games.

 
16k is the technical limit anyway with the current implementation. Its the max texture size in Unity (used to process the world files).Independent of generation, bigger worlds can not be loaded.

Really really big worlds would require a change in the way the world files are handled ... with the associated additional complexity and bugs.
Yeh 16k still pretty good. Altho wont say no to a bigger bigger BIGGER world lol

 
I'd really love tiny maps too. Like only a little island or city. For custom games.
I agree 100% would be great for a horde mode mod. I think the smallest map size is still pretty large.

 
16k is the technical limit anyway with the current implementation. Its the max texture size in Unity (used to process the world files).Independent of generation, bigger worlds can not be loaded.

Really really big worlds would require a change in the way the world files are handled ... with the associated additional complexity and bugs.
Use more than one texture and tile them.

The real technical limit is character shake when far away from 0,0,0.

 
Wow really? I get you like the plains biome but dont hate on the devs for keeping the burnt biome and wasteland...

...which are vastly different looking then the rest and will potentially be more value add in the long run...

...do you expect for menancing threats like radiated zombies and the dukes men to live in the plains biome?

bombed/destroyed buildings look better in a dark/destroyed biome....

I'm baffled that your baffled....lol
They keep bringing up nonsense like "the plains were useless" while they have 2 fugly as hell biomes that are ACTUALLY useless. It's fair game if you ask me.

Where would bandits live? I dunno. Are these the remnants of humanity or supernaturally stupid people? I think the former group would hole up in the least hostile place they can find. The later group would go chill with their homeboys, the zeds and swap spit.

The Duke would hole up wherever his casino happened to be regardless. Stay in your stronghold as it were.

Bombed and destroyed homes are useless to survivors unless you create some kind of double think logic that somehow all the good stuff left wasn't destroyed by said bombs and for some unfathomable reason the pristine locations only have stuff that's literally falling apart. I'm looking forward to hearing what their logic is on that, I'm sure it'll be hilarious.

You must enjoy being baffled.

 
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