PC Alpha 20 Dev Diary

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meganoth said:
What is a weapon FOV?
I think for a weapon FOV there is a seperate camera that only renders the first person weapon for that local player, in which you can adjust the FOV specifically only for the weapon, and not for the entire screen.

 
Sims 5 apocalypse edition? 😅


Yes but I forgot to say “I want a mini game where I can challenge bandits to arm wrestling and they bring their entire bandit clan to a colosseum we build together”

God I have become so irritated by game addition requests.

lets finish the game then talk about add on stuff.

 
Just wanted to point out while the topic of the zombie designs is still kind of fresh in this thread that imo the new models for the feral Z's like the spider and wight, while they look good in general I think the shorts look a little silly and reduces the scare/cool value. I liked how the wight before looked completely different from any other zombie in the game and had no clothes, reinforcing that they're more monstrous and inhuman. My buddy got genuinely scared @%$#less the first time they got ambushed by the current wight lol, because it doesn't look at all like a normal zombie and it's shocking to see that sprinting out of nowhere without warning. Same friend also agreed that the shorts looked goofy when I showed them the new designs.

 
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That picture covers those cases. Hard to see, but that is me placing a block on top of a plant. It would fall.


What about the situation where the "selection" shifts as you click to place .. causing it to place a block not where intended?

And to be clear, I am not talking about where the mouse was moved last moment and you misplace. Rather about where the game seems to "jitter" and place where it shouldn't be. This even can (infrequently, but I run across it now and then) place a block BEHIND another block, where you have no visual line of sight to the "back" of the block where it's placing it. Ie, there's no way you could do it on purpose, as you can't target the far side of a block that's out of visual view, but the game "jitter" (for want of better term) still targets it, and places it in an impossible location.

 
Just wanted to point out while the topic of the zombie designs is still kind of fresh in this thread that imo the new models for the feral Z's like the spider and wight, while they look good in general I think the shorts look a little silly and reduces the scare/cool value. I liked how the wight before looked completely different from any other zombie in the game and had no clothes, reinforcing that they're more monstrous and inhuman. My buddy got genuinely scared @%$#less the first time they got ambushed by the current wight lol, because it doesn't look at all like a normal zombie and it's shocking to see that sprinting out of nowhere without warning. Same friend also agreed that the shorts looked goofy when I showed them the new designs.
I see. You believe that naked is always better. That's perfectly normal if only a bit unsettling.

 
@faatal About the dismemberment and gore topic. I believe I saw you say that 7 days to die is made on the default Unity 3D pipeline correct?

If so, are bullet wound decals even in the plans? From what I've searched when making an fps project, for complex meshes you need HDRP in order to get decals to wrap around them (perhaps there's a workaround for the default pipeline but I dunno). I'm asking this because from all I've seen so far, 7 days to die has always been in need of some decent visual feedback when shooting zeds, and now more than ever with the new high-res models.

 
Simple question: do blocks that can be shot through (such as the iron bars) have flags or tags that allow them to be shot through?

 
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@faatal About the dismemberment and gore topic. I believe I saw you say that 7 days to die is made on the default Unity 3D pipeline correct?

If so, are bullet wound decals even in the plans? From what I've searched when making an fps project, for complex meshes you need HDRP in order to get decals to wrap around them (perhaps there's a workaround for the default pipeline but I dunno). I'm asking this because from all I've seen so far, 7 days to die has always been in need of some decent visual feedback when shooting zeds, and now more than ever with the new high-res models.
That has been one of my pet peeves as well. It doesn't matter whether the zombie is at full health or has 1 hp left, it looks the same. You just don't have a decent feedback on how much damage you have inflicted, and feedback is king.

 
@faatal 
1. Maybe it makes sense to add gfx dt maxlod as an option in the settings?
2. Is it planned to add the weapon fov setting?This has already been implemented in mods,but I would like to see it in vanilla.
I know that some models of tools/weapons can be cut off at a large fov value,but up to a value of 65 everything is ok.
(Value 75 on screenshot)
1 Or set it based on terrain quality

2 No. I plan to remove the weapon camera someday (a21?). This is overhead that we can do without, since clipping can be done in the shader. FOV is an issue that needs to be resolved, which is why I have not done it yet.

What about the situation where the "selection" shifts as you click to place .. causing it to place a block not where intended?

And to be clear, I am not talking about where the mouse was moved last moment and you misplace. Rather about where the game seems to "jitter" and place where it shouldn't be. This even can (infrequently, but I run across it now and then) place a block BEHIND another block, where you have no visual line of sight to the "back" of the block where it's placing it. Ie, there's no way you could do it on purpose, as you can't target the far side of a block that's out of visual view, but the game "jitter" (for want of better term) still targets it, and places it in an impossible location.
The feature does nothing with what sounds like a bug.

@faatal About the dismemberment and gore topic. I believe I saw you say that 7 days to die is made on the default Unity 3D pipeline correct?

If so, are bullet wound decals even in the plans? From what I've searched when making an fps project, for complex meshes you need HDRP in order to get decals to wrap around them (perhaps there's a workaround for the default pipeline but I dunno). I'm asking this because from all I've seen so far, 7 days to die has always been in need of some decent visual feedback when shooting zeds, and now more than ever with the new high-res models.
No plans for bullet holes.

 
1 Or set it based on terrain quality

2 No. I plan to remove the weapon camera someday (a21?). This is overhead that we can do without, since clipping can be done in the shader. FOV is an issue that needs to be resolved, which is why I have not done it yet.

The feature does nothing with what sounds like a bug.

No plans for bullet holes.
About bullet hole : will gunes have unique headshot  head model or only melee weapon will "crash" heads?

 
Simple question: do blocks that can be shot through (such as the iron bars) have flags or tags that allow them to be shot through?


I think that is collide. For example I think below it means that those things will collide with the bars (player (movement), club (melee), rocket (rocket)

<block name="ironBarsCentered">
   <code>

    <property name="Collide" value="movement,melee,rocket"/>
    

<more code>
</block>

In this one it will also stop bullets and arrows.

<block name="glassCTRSheet">
    

<even more code>

    <property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
    

<last code I promise>
</block>

I am sure someone can confirm or deny this .

 
When switching to exclusive mode, wait 10 frames and check if Screen width/height what you wanted. If not then switch back to the res you wanted in windowed mode, so the user can try again.
Ah, the classic Unity problems require Unity solutions approach. I was hoping for something cool and elegant but since we are talking about unity this is good enough. :)

Thanks! If I manage to find anything better (doubt) I'll share it 😛

 
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