PC Alpha 20 Dev Diary

Status
Not open for further replies.
So messed around with making a custom part, which was a new billboard piece. It seems that parts are added directly onto tiles, so the only way I could add my new part would be to include the whole tile with it. Is this correct? Would it be possible to make it so parts can have a list to choose from or something along those lines? From what I saw looking at a vanilla countrytown tile that had a billboard, you have to pick a specific one, and the only control over it is whether it spawns at all or not. Seems like a fairly simple way to add more variety if you allow all the billboard parts to be able to spawn there using a group or tag or something.


As I understand it, if you place multiple Parts and give them the same GroupName, it will only use one of those Parts.

I'm not sure how it decides which, if any to use. I assume it is just running through each part in order created, rolling the dice on its chance to appear, and if it doesn't appear, moving on to the next one.

Assuming all of the above is correct and I'm not overlooking something:

  • You cannot arrange to put your custom Part into a list of Parts on a vanilla Tile as you would have to change that Tile in the editor and there would be no good way to distribute that. You could copy the vanilla Tile and distribute your copy.
  • If you want a large list of Parts that you want to share a GroupName then you're stuck using the PrefabEditor's Shift-Enter feature to add each of them, which can take a long time if you have a lot of Parts. For instance, I have around 18 Custom Field Parts and I'd like to pre-define that list so I could use them in a number of different Farm POIs. There's no way to do that.
It would be kind of cool if you could define Part Groups in XML somewhere and optionally choose one of those when placing a Part. Currently, placed Parts are all found in the XML for each POI. I'm not sure you can change this using XPath because they're not in the Config directory. (I've not tried.)

Has anyone had any luck using a Part located in a Parts folder in a modlet?

 
Last edited by a moderator:
Rigid bodies are not the problem. They collide using their collider just fine. When ray/sphere casts to the ground fail in large sections of the world, then objects relying on them for physics fall through or in the case of vehicles, think they are falling through and move back.

The code I did is visibly fixing it 100% in the case of the player and zombies, but I just don't know about vehicles and turrets yet, because I have not seen one move in days, which does not prove it is fixed, just that it might be fixed.
A sleeping rigidbody will wake if another rigidbody gets close, otherwise they aren't calculated for collisions to save on cpu cycles.  The failure of raycasts to interact with them is what leads me to believe they're asleep.  I'll admit, without actually looking at the code I'm aiming in the dark here  :-)

 
No thank you, I'm currently enjoying my life as a house-husband raising my sprog.  The hours are terrible but at least I only have to deal with one boss  [SIZE=14.6px]🙂[/SIZE]
which is "the boss" as you said you only have to deal with one, the wife or the sprog? :D

 
which is "the boss" as you said you only have to deal with one, the wife or the sprog? :D
One is capable of reason and compromise.  The other is largely unreasonable and uncompromising due to an underdeveloped pre-frontal cortex and amygdala. 

Which one of those sounds like a description of a boss?  :-)

 
A sleeping rigidbody will wake if another rigidbody gets close, otherwise they aren't calculated for collisions to save on cpu cycles. 


My experience is that a sleeping softbody will awaken a rigidbody if it gets too close and that often results in a collision. 

There is a joke around "rigidbody" suggesting itself here I just can't bring myself to actually spell out. 😁


You are a better person than me. 

 
One is capable of reason and compromise.  The other is largely unreasonable and uncompromising due to an underdeveloped pre-frontal cortex and amygdala. 

Which one of those sounds like a description of a boss?  🙂
I think I know which one you are referring to but to tell the truth I have had bosses over the years that could fit both of those descriptions. I have a feeling many here will have also.  :)

 
I've noticed what appears to be an odd change in loot table for zombie loot bags. Some items like mining helmets and hazmat clothes drop very often and weapons and armor (other than mining helmets) are now very rare.  To test this I changed the config to increase the chance for loot bag drops for a blood moon in the snow biome at game stage ~350.  I ended up getting around 50 loot bags.  From these I only got 1 weapon (a L4 compound bow) and zero armor drops.

Did weapon/armor drop rates get for loot bags dramatically drop for A20? 

 
So what category boss is Joss Whedon supposed to be?
A neckbeard with power it would seem.  This is Gal Gadot's response to Mr Whedon's claim that she couldn't understand English enough to recognise threats and harrassment.

Neckbeards go into game development, furry's are sysadmin.

 


gal_gadot.jpg


 
 
Last edited by a moderator:
I've noticed what appears to be an odd change in loot table for zombie loot bags. Some items like mining helmets and hazmat clothes drop very often and weapons and armor (other than mining helmets) are now very rare.  To test this I changed the config to increase the chance for loot bag drops for a blood moon in the snow biome at game stage ~350.  I ended up getting around 50 loot bags.  From these I only got 1 weapon (a L4 compound bow) and zero armor drops.

Did weapon/armor drop rates get for loot bags dramatically drop for A20? 
So it was not just bad rng? We had our first demolishers last blood moon and one was kind enough to drop a red bag we all gathered around and watched our lucky looter open the bag. Just the same general stuff and our very first hazmat coat. 

 
Her comments about casual gamers are spot on. Hell, I have almost 2000 hours in the game (since Alpha 6) and the AI changes to destroy mode are @%$#ing me off to the point I don't want want to do BM hordes any more and I'm not the only one on our server that feels this way. I just listened to my husband giving a hour long (and still going) rant on the subject and he has been playing since pre-Alpha.

It seems that on solo games they are coming out of destroy mode but when they enter destroy area mode on dedicated servers, they never come out of it. Even of Liz's SP test game, she has an example where they had two paths to her and none of the zeds would even try to get to her. 50% destroy area seems a bit ridiculously much and with them never coming out of destroy mode, all of them will being in destroy mode in very swift order. That's not any fun to play. I watched 1 BM zed spawn within eyesight 1 block above the ground, fall and ragdoll then permanently enter destroy mode with no damage to the zed taken.



 
Status
Not open for further replies.
Back
Top