PC Alpha 20 Dev Diary

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I just now realized that in A20 we'll have "only" the new pipe weapons... but what about "pipe tools"?

Are there any plans to add (e.g.) pipe shovel, pipe pickaxe and pipe axe, as a new "step-age" between stone and iron?

It's just that it sounds like the logical next step to the addition of the new pipe weapons...

 
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I have a suggestion that can be completely ignored.

I chopped a tree down and killed a zombie.  This should be an achievement! It's awesome :)

Also patiently waiting for some juicy pics of the new build menu despite the death threats ;)   (just to be clear there were no death threats :)  )

 
Sadly not :(

But @faatal, is there any news on a next dev stream? We haven't gotten these in a LONG time
No. We have a while to go yet, but lots of cool work is getting done.

I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.

 
No. We have a while to go yet, but lots of cool work is getting done.

I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.
maybe stupid question but why? 😅 well grass looks rly good  in 7dtd

 
maybe stupid question but why? 😅 well grass looks rly good  in 7dtd
Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21.

A big part of it was separating the collision mesh from the visual mesh as this change describes:

"Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)."

More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did.

 was thinking it going to be change of look of grass
It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle.

And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."

 
No. We have a while to go yet, but lots of cool work is getting done.

I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.


d68020d23e8ecb3cf0826e788e40ddab.gif


 
Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21.

A big part of it was separating the collision mesh from the visual mesh as this change describes:

"Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)."

More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did.

It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle.

And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."


I'm glad that grass is looking better, but I'm a bit disappointed that a plant overhaul is not coming until A21. At this point the plants are the worst-looking thing in the game. It's especially bad with plants like cotton, where it's really obvious that it's just two flat textures in an X shape.

Ironically, plants like aloe or saguaro (cactus) have looked pretty good for a long time.

 
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