PC Alpha 21 Dev Diary

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We need to see a prerecorded water demonstration. The water that we saw looked horrible.

Don't do fast travels if you aren't going to physically move us with a helicopter. 

This update that has taken a year an a half ain't something to right home about.

doors are cool

...

 
More zombie quest type is cool.

More poi, rwg and deco is always cool.

...

I've seen better updates 

best update was alpha18 when you guys added so many weapons and weapon types for more of a diverse rpg feel. 

legendary weapons that are on the same level as the highest tier gun would be nice. There is only one weapon in each weapon type that is at the highest tier. 

Have to rely on mods to make end game satisfying.

There's talent to scoop up in the modding scene if Rick would care to look *face palm* (Undead Legacy) - Subquake

 
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You might be pleasantly surprised...😁
It would be cool if there was rubble for one of the pois. At this point I am not surprised. You have a building that the whole poi is side ways. My question is did you guys add broken roofing that doesn't remind be that this is a voxel game. 

 
I think I remember Rick saying in the Dev Stream that there's probably only one or two textures which were "deprecated" and replaced with new ones.


I remember that too. I wish we knew in advance which ones so I could begin to hunt down the changes in my POIs. Deprecated textures is my own private hell. The A19 to A20 conversion changed a metal texture into a mirror and I'm still finding those and fixing them.

 
Friday, I started on the forge mesh showing/hiding each tool and it seems to be working. This will probably make it into A21. Code supports all workstation types, so will be simple enough to do the rest as new models/features are added.
What's the xml look like on that, i.e. will we be able to target some lines and use our own meshes?

 
Hey Guys. If i missed that,i apologize in advance. Old men and eyes😉 When are the characters planned to be revamped? Have a nice Day

 
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Friday, I started on the forge mesh showing/hiding each tool and it seems to be working. This will probably make it into A21. Code supports all workstation types, so will be simple enough to do the rest as new models/features are added.
That's awesome, when you say new models are you referring to the other workstations/crafting stations like the campfire having a new model for example. Just wanted to see if I read this correctly. 

 
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No xml. The prefabs are simply setup to have a child object named 1 for for tool slot 1, named 2 for second and so on.


Any chance to allow XML configuration on the next pass, whenever that is? Even if it's just a flag to not display the tool?

I know a lot of modders like to add (or revive) different tools for workstations, and this would help with immersion.

 
 Got a question for the DEV's.  

So, with my swampland tiles using the current 'jello' water blocks, I am able to fill the tiles up to the edge with water blocks so that they match cleanly with the adjoining tiles when generated in-game (there is still some occasional 'spillage' that I have to make sure are cleaned up, but it's still manageable.

However, with the new water system that flows fairly freely, I'm concerned that I will not be able to 'contain' the water properly within the Prefab Editor.  Do you know if there will be anything (specialized blocks, etc) that we would be able to use in situations like this?

WaterTile.png

 
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 Got a question for the DEV's.  

So, with my swampland tiles using the current 'jello' water blocks, I am able to fill the tiles up to the edge with water blocks so that they match cleanly with the adjoining tiles when generated in-game (there is still some occasional 'spillage' that I have to make sure are cleaned up, but it's still manageable.

However, with the new water system that flows fairly freely, I'm concerned that I will not be able to 'contain' the water properly within the Prefab Editor.  Do you know if there will be anything (specialized blocks, etc) that we would be able to use in situations like this?

View attachment 27687


Water simulation is disabled by default in the prefab editor so shouldn't be an issue.

 
Any chance to allow XML configuration on the next pass, whenever that is? Even if it's just a flag to not display the tool?

I know a lot of modders like to add (or revive) different tools for workstations, and this would help with immersion.
You can now do this which I'm putting on the forge xml as a hint (is default without it defined).

<property name="ToolNames" value="1,2,3"/>

 
You can now do this which I'm putting on the forge xml as a hint (is default without it defined).

<property name="ToolNames" value="1,2,3"/>
I lub you. 

...I'm not saying what my phone tried to autocorrect lub into...

 
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New mailman quest.  Why not add a quest that has you deliver packages to other traders? 

It would change things up a bit and add something new. You get a reward of course.  Maybe a bonus to get it done if you do it within a time limit. 

You could also add a surprise or two along the way. 😉

 
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