PC Alpha 19 Dev Diary

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@faatali got a good question for you, would you guys ever consider a blueprint mode?  as in say we want to place down a drilling rig, drawbridge, or even a premade blueprint for a poi, just as examples, and you can place it and have a blue outline of said structure, and have it act as a container to put the resources in to build, once all resources are in, it generates.  It could be interesting for say an ore driller to place in a spot, not overpowered, made of junk and need a generator to run to dig in a set area, i was thinking about it with some games that lay out a blueprint and you slowly build it, could be interesting to implement.

On another note, in regards to vehicles in the future, are we only going to have drivable storage for vehicles, or are we going to have some utility vehicles as well?  Just curious lol

 
Yeah let me tell you, those two fire crews have been doing an outstanding job at keeping this town... safe. Best fire crews ever.

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Best job ever... Fire crew of the year award 1st and 2nd...lol And that scary baby cry puts the sh*ts up me every time I hear it. I wonder if it was a poor soul caught in the.....wait for it.....crossFIRE! bumbum tishhhhh

 
I didnt know about changes for the ladder, can u link or quickly explain it?
Im looking for the armor penetration fixes


Right now if you place a block and put a ladder on the side and right on top of the ladder put a railing it will break the zombie AI. As the moment a zombie touches the ladder it will be magically pushed up to the top of the ladder and get stuck trying to stand on top of it. Which the railing will block to effectively trap the zombie into a infinite loop and even prevent it from attacking.

Basically zombies have no clue what ladders are or how to move on them currently and the game fakes zombie ladder interaction with said magic pushing force. As a result one of the devs recently reprogramed ladders to allow zombies to better understand and move on them. Now once the rework is in zombies will be able to do everything players can do on ladders including moving sideways between ladders and will be better at attaching. No idea if they will understand the whole knock 2 runs off the bottom of ladder trick.

As the dev was also working on the zombie AI exploit he also made tweaks to improve how players interact with ladders. For example fixing the whole run and jump onto ladder only to fall to the ground instead bug. Also he made a lot of general quality of life improvements to them as well to make them work more consistently in general. So hopefully no more falling to your death due to your character forgetting to grab the ladder on your way into your mine shaft.

 
Can't tell if youre being serious or not. If serious, huh? Can you please use a different analogy that makes a little more sense?

IF i understand what you are trying to say correctly then every zombie outside is smart and most inside are not?
"Smart"? I literally meant asleep. Those sleeper inside are even called that, "sleepers". Obviously a wandering dingleberry outside is NOT asleep and might therefore have a better chance hearing you than the sleeper inside.

If "sleeping" sounds too un-zombielike, lets call it hibernate instead. If zombies had no food for a while they might go into a low-energy state. Even a few zombie movies use this idea (while others use them as perpetual motion engine for unlimited energy)

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PS: The "philosphical" first sentence was a reference to a famous Philip K. D_ick novel the movie Blade Runner is based on.

 
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I didnt know about changes for the ladder, can u link or quickly explain it?
Im looking for the armor penetration fixes
These should be all the ladder related changed:

Fixed AI could not jump while on a ladder.
Fixed AI obstacle check was disabled on ladder if not climbing.
Improved AI ladder use (Use direct motion. Slow animation. Don't face if up or down motion. GetMoveToLocation, FindSupportingBlockPos, CanNavigatePath and zombie fall anims handle elevators).
Added path navigate can advance if near line of travel.

Changed ladder type blocks to only be climbable when vertical.

Fixed AI pathing not making horizontal ladder connections.
Fixed AI pathing making unneeded inside drop connections.
Fixed AI jumping from the top of ladders when blocked but no head room.

Fixed player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block.
Fixed player or AI moving down from air to a ladder would fall 1m.
Fixed player moving down to ground while in a ladder block would keep you attached (slow).
Added player side stepping while on ladders.
Increased player horizontal move speed on ladders and running boosts.

Changed: Jumping conflicts with starting to climb a ladder (reworked air attach to attach at peak of jump and not care if jump still pressed).
Fixed holding jump after attaching to a ladder slowly slides you down.
Added players falling onto ladders will be slowed until they reach a reasonable speed to attach.

Fixed: Ladder rung above hay bale negates hay bale protection.

 
@faatali got a good question for you, would you guys ever consider a blueprint mode?  as in say we want to place down a drilling rig, drawbridge, or even a premade blueprint for a poi, just as examples, and you can place it and have a blue outline of said structure, and have it act as a container to put the resources in to build, once all resources are in, it generates.  It could be interesting for say an ore driller to place in a spot, not overpowered, made of junk and need a generator to run to dig in a set area, i was thinking about it with some games that lay out a blueprint and you slowly build it, could be interesting to implement.

On another note, in regards to vehicles in the future, are we only going to have drivable storage for vehicles, or are we going to have some utility vehicles as well?  Just curious lol
We have talked about similar features. Don't know when or if we would do that.

I've not heard anyone mention utility vehicles.

No idea if they will understand the whole knock 2 runs off the bottom of ladder trick.
They don't and may never. I like and use that player advantage.

 
WELL, I don't know WHAT has happened in A19 Stable verses A18 .. but this has happened twice on 2 different Maps .. The Game Just doesn't like you to build something that is designed as a Floating Base:

When I left game .. I had this 

7_Days_to_Die_Screenshot_2020_09_03_-_11_03_56_82.png

7_Days_to_Die_Screenshot_2020_09.03_-_17_49_22_71.png

And when I RETURNED .. I had THIS .. the second screenshot .. everything was built from ground up including asphalt area. Yes Some of it was from the CM menu.

 
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I have had a few issues with the overhangs on my small bases. 

I usually come out like 4 blocks, and I have noticed when I upgrade them with concrete, and then leave the area when they are drying, I come back and it is completely gone.  It almost seems like the blocks are losing stability in the transition to dry concrete if you are a ways away from them. 

I will post a picture and the wood in it is the area that breaks off, and the area it is connected to is 1 block of plate overhang.  It can probably be repeated by just making a structure like that, upgrading to wet concrete and then leaving the area for a few minutes and coming back. 

base break.jpg

 
We have talked about similar features. Don't know when or if we would do that.

I've not heard anyone mention utility vehicles.
When I mention utility vehicles i do refer to water trucks, fuel trucks, trucks with a portable generator, would be kinda neat to have, drive from one base to another and hook up your vehicle to the grid to power it using the gas in the vehicle, able to be modded with bigger output as well as larger capacity (gas/water)  it would help players make multiple bases and give electricity more purpose without losing anything, sure it would knock generators down a bit but they would still be used im sure, just some ideas since i know vehicles will get an overhaul at some point, i hope we can make a military truck and it has a stupid large storage given its size, i was looking forward to it till the grease monkey book was taken out for now hahaha

 
When I mention utility vehicles i do refer to water trucks, fuel trucks, trucks with a portable generator, would be kinda neat to have, drive from one base to another and hook up your vehicle to the grid to power it using the gas in the vehicle, able to be modded with bigger output as well as larger capacity (gas/water)  it would help players make multiple bases and give electricity more purpose without losing anything, sure it would knock generators down a bit but they would still be used im sure, just some ideas since i know vehicles will get an overhaul at some point, i hope we can make a military truck and it has a stupid large storage given its size, i was looking forward to it till the grease monkey book was taken out for now hahaha
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I think this is a work motive for a modder. Mod creator.
 I'm not saying it wouldn't be great, but I really don't see it.
 The developers have already made it clear that they are focused on making everything that is, works.
 And try to get to the gold. New things will arrive, but not from that dimension. (I saved you an answer, MM? Haha)
 
Please dont tell me you are one of those people, in my opinion, that need people to say in my opinion after every statement, because in my opinion, its implied that its my opinion since Im the one saying it, in my opinion.
Well, could be worse. It could be your humble opinion.

 
Opinions are like farts, nobody wants to hear someone else's.
That's because people are too sensitive and defensive nowadays (the age of civil discussion is closing its final chapter), but I suppose that has always been the case in some way. If you knock and arrow and point it at a target, and someone off to the side tells you that you are aiming at an incorrect angle, it's basic human nature to take the shot anyway.

*an arrow

 
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