PC Alpha 21 Dev Diary

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With new Learn By Looting System and skills no longer unlocking recipes do skills "Archery" and "Javelin Master" has gotten an upgrade? 

Right now these 2 weapon governing skills are the only ones that do not provide anything interesting as bonus when you invest to unlock level 3+. They only do "% more dmg, %faster reload/throw", while all other do the same +gives you interesting bonuses like stamina per hit, bleeding, gunpowder crafting, anti-infection, each successful hit does more dmg etc. 

@Roland  can you give any info about this?


The perks are WIP. What they are today may not be what they are tomorrow so its best to wait and see what is finalized. A21 may not even be the finalized versions. Once players get their hands on it and play with perks & magazines I'm sure there will be a resulting adjustment to this part of the game.

 
The perks are WIP. What they are today may not be what they are tomorrow so its best to wait and see what is finalized. A21 may not even be the finalized versions. Once players get their hands on it and play with perks & magazines I'm sure there will be a resulting adjustment to this part of the game.
I am eager for dev streams or when ever madmole is ready to show off the rebalanced int tree since it was gutted =p

 
So I know the paints get brought up quite a bit, and it appears the limit is pretty set, but what are the chances they refresh the ones we have/replace some? Several are so old and tile terribly, and others don't make as much sense now as they used to. With a lot of deco blocks being added to loot/traders, it seems like the oven, fridge, and cabinet/sink type paints could be changed out for more useful ones. Same with the supply crate ones, those could just be made into block variants you can select when placing them. And the industrial glass ones are rough too. Well, "glass industrial 2" is, anyway. The other one has some uses at least. I can count at least 25 that don't really make much sense anymore.

If the limit isn't going to increase, the ones offered should at least be useful, nice looking options, no?

 
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So I know the paints get brought up quite a bit, and it appears the limit is pretty set, but what are the chances they refresh the ones we have/replace some? Several are so old and tile terribly, and others don't make as much sense now as they used to. With a lot of deco blocks being added to loot/traders, it seems like the oven, fridge, and cabinet/sink type paints could be changed out for more useful ones. Same with the supply crate ones, those could just be made into block variants you can select when placing them. And the industrial glass ones are rough too. Well, "glass industrial 2" is, anyway. The other one has some uses at least. I can count at least 25 that don't really make much sense anymore.

If the limit isn't going to increase, the ones offered should at least be useful, nice looking options, no?


Some of the older paint textures will  be removed as block deco replace them.  Hopefully that will translate into us getting more textures.  I personally, would love more floor / wall textures as it would help vary level design more. 😁

 
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Some of the older paint textures will  be removed as block deco replace them.  Hopefully that will translate into us getting more textures.  I personally, would love more floor / wall textures as it would help vary level design more. 😁


I hope that some clean textures will be added for the player as well. Level designers need textures that look old and decayed. When I build a base, I want it to look brand new.

 
So I know the paints get brought up quite a bit, and it appears the limit is pretty set, but what are the chances they refresh the ones we have/replace some? Several are so old and tile terribly, and others don't make as much sense now as they used to. With a lot of deco blocks being added to loot/traders, it seems like the oven, fridge, and cabinet/sink type paints could be changed out for more useful ones. Same with the supply crate ones, those could just be made into block variants you can select when placing them. And the industrial glass ones are rough too. Well, "glass industrial 2" is, anyway. The other one has some uses at least. I can count at least 25 that don't really make much sense anymore.

If the limit isn't going to increase, the ones offered should at least be useful, nice looking options, no?
don't touch the oven! 😅 I am currently building large apartment buildings, and each one should have ovens. The decorative model of the oven has about 14-20 thousand polygons, and the usual block with the texture of the oven is only 12 (not thousands, just 12), and of course, to optimize the prefab in most cases, I use a block with the texture of the oven. I agree that more colors and textures are needed, but some are needed in such non-obvious cases. However, if the developers can make it so that tens of thousands of polygons will not affect performance, then I'm all for it!  :)

 
Some of the older paint textures will  be removed as block deco replace them.  Hopefully that will translate into us getting more textures.  I personally, would love more floor / wall textures as it would help vary level design more. 😁
I actually posted that while grumbling in the POI editor trying to paint a POI I'm working on. Lol. There just aren't enough usable wall/floor textures. I can't paint the entire thing gray concrete. Lol.

The tinted control panel block textures would make for good paints. I used several of the gray ones and they look so good. We need some good metal wall paints that aren't super shiny, and that tile well. Some with the concretes. The gray is perfect, but then the other colors are either terrible tile jobs or you have the pink and purple which is super saturated and just looks odd in all but a few situations.

don't touch the oven! 😅 I am currently building large apartment buildings, and each one should have ovens. The decorative model of the oven has about 14-20 thousand polygons, and the usual block with the texture of the oven is only 12 (not thousands, just 12), and of course, to optimize the prefab in most cases, I use a block with the texture of the oven. I agree that more colors and textures are needed, but some are needed in such non-obvious cases. However, if the developers can make it so that tens of thousands of polygons will not affect performance, then I'm all for it!  :)
Using the deco one shouldn't really hurt much. Occlusion and LODs should keep that from happening. Would make a good test, like you did with the glass. ;)

 
Question for you, are gun iron sights gonna be remodel, because alot of the people i play with arent a fan of the huge "Mohawk" front sight. Like its ridiculously tall on the pistol/revolver?

 
Some of the older paint textures will  be removed as block deco replace them.  Hopefully that will translate into us getting more textures.  I personally, would love more floor / wall textures as it would help vary level design more. 😁
It'd be great if they could take the gloss sheen off the older carpet textures.  Oh, and dark, polished wood!  #Mahogany

 
It'd be great if they could take the gloss sheen off the older carpet textures.  Oh, and dark, polished wood!  #Mahogany
What I think would be cool is if you could specify a "base color" of a texture. That would get rid of some of the textures ("orange metal" or "red concrete") and offer a lot more flexibility.

Of course, the real issue is space. There are only so many bits in a block, and if you add even two bits to store the index of a color map, that's two less bits to store the index of the texture map, meaning four less textures would be available. So who knows if that's worth it.

The ideal solution would be to simply use more bits per block, but I'm guessing they're using a standard bit size (like a ushort), so moving up to the next bit size (like a uint) would double the bits per block. The map itself would take up four times the amount of memory it does now, as would any code that dealt with map chunks. So I understand why they won't do that.

 
@faatal,  I've got two gentle yet compeling questions to ask:

1-Can you tell us some news about bandits?

2-What are you working on at the moment? 
1 The advance/retreat to cover is coming along. Steve is working on that.

2 Player swimming motion rework, which turned into handling move states in our code (mostly), not UFPS. That lead to some bugs which prompted cleanup of multiple pieces of code doing various checks for in water (in water, swimming, head in water). Camera and head in water were treated the same, which they are not when you consider 3rd person camera, like driving.

 
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