PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Haha, I figured it would be passengers. That's good news!
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With all the different ground types gone, I can only think: seasons!

Temp goes below 0 celsius, all the rainfall will turn to snow!


I would love seasons, would give it one more aspect of surviving.

Even better if you would have:

-No plants growing if it is below a specific temperature

-Winter has to be long enough ingame to be hazardous

 
Well.. you can either discuss that what you don't like, and see what's the reasoning behind it, or you can blindly accept everything without questioning. Guess the latter attitude makes it easier to live in certain countries/regimes.
I’m pretty sure the objection is to the tone of the criticism and not the criticism itself.

 
Irrigation? No water's needed last I checked. :f
A long time ago, in a universe not too different from our own that was actually a mechanic. You had to have water within a certain radius of the plant for it grow. The usual method was filling a trench with water between rows of crops or a single block of water surrounded by plants for the hyper-efficient.

It was a more complicated and tedious time but seeing what was essentially "raised row" farming did lend a certain post-apocalyptic medieval-esque feel to it. Survivors falling back on ancient technology to solve their problems.

 
A long time ago, in a universe not too different from our own..

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Yeah I remember it was patched out.. basically how Minecraft does it.

Still need sunlight though.

 
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SO . i hear MM happy about the last build of the game .soo do I. but did any one talked about the building and crafting for the future updates :) .

i know building got tweaked in A16 , but zombies are smarter , bandits on there way . there must be a way for the player to have fun during this.

not all suffering to be limited in his place , i chose 7DTD because it was minecraft with more reasons to build a massive forts , A17 its like. old buildings are now not working , coz Z'S got fixed :smile-new: , can any one talk about making 7dtd more creative , more smarting your base to do some things Z'S / bandits have to go the other way , AND NOT EXPLOIT , like hidden door 4X4 in the ground . with dirt over it and you are the only one who knows how to open it ? ., thanks in advance

 
Gazz, Roland, any info on the weather updates?

I hated the weather and color scheme change whenever I stepped into another biome. You can’t not notice it and it looked so unnatural - step out of a forest to a field and the sky goes crazy... I’d never build a base in plains biome because of the color scheme. And the radical weather change - you reach another biome and the weather and visibility goes bad so you go back and aroun the biome to get sunshine back.

I think we need more global weather with visible buildup to make gameplay better. You see a sunny weather - go exploring, see storm building up - take shelter if you don’t have a raincoat... not this “flicering” whern you are close to biome borders.

 
Gazz, Roland, any info on the weather updates?I hated the weather and color scheme change whenever I stepped into another biome. You can’t not notice it and it looked so unnatural - step out of a forest to a field and the sky goes crazy... I’d never build a base in plains biome because of the color scheme. And the radical weather change - you reach another biome and the weather and visibility goes bad so you go back and aroun the biome to get sunshine back.

I think we need more global weather with visible buildup to make gameplay better. You see a sunny weather - go exploring, see storm building up - take shelter if you don’t have a raincoat... not this “flicering” whern you are close to biome borders.
Yeahh weather seemed tethered to zones so transition from one to another caused instant weather change. Agreed, we do need a global weather system that works independently and maybe should only trigger at a gradual level if and when called for dependent on player location. But I am no programmer so I'll hand this over the the FP.

 
Yeahh weather seemed tethered to zones so transition from one to another caused instant weather change. Agreed, we do need a global weather system that works independently and maybe should only trigger at a gradual level if and when called for dependent on player location. But I am no programmer so I'll hand this over the the FP.
You could model the weather transition after the new temperature system. There's a global baseline and the boime affects the multiplier.

For example: A hot day in the desert biome is going to be a warm day in the snow biome whereas a blizzard in the snow biome should level out to a rainy or lightly snowing day in the desert (they do happen).

A global baseline would be a good start to including seasonal changes.

 
Once a volume spawns, it saves the count and zombie types. As killed, it updates. When it reloads it still has that state until it resets.
Will count and zombie types are reload if zombie walk out from POI and we kill him outside POI?

 
5 days from when it was cleared.
Will count and zombie types for POI will reload only if we complete cleared this POI? So, if leave 1 zombie in POI and return to this POI after 5 day, I will get only 1 zombie?

 
This week everyone has been doing the usual finishing and fixing.
What I hinted about yesterday was...

vehicle passengers is working.
My more exciting changes:

Fixed SDTD-8907 Zombie Screamers can see through walls (added sight to woodBlock Collide).

Added AI scout grace period (2 secs) before it will scream and can't scream when stunned.

Changed AI scout scream again delay (-2), spawn distance (80m) and spawn scout (+2%).

Added AI ApproachSpot adds a path location if a scout.

Increased path location duration to 4.

Changed wandering hordes to start and end on a line 30-45m to the side of the targeted players.

Added wandering hordes have 30% chance to skip for 12 hours if targeting a single player.

Refactored vehicle save/net data to use common code and have multiple data categories.

Refactored attachments so detach is separate and slot value is sent over network.

Fixed vehicle passengers jittered in and out of seat and had old pos, so chunks did not load.

Fixed vehicles moving to inaccurate positions for observers.

Fixed remote vehicles could enable physics and passenger camera would only work then.

Fixed SDTD-8495 Vehicles can be duped by placing and taking.

Fixed vehicle could be taken while it had a driver.

Replaced minibike horn part with vehicle hornSound property and added to all vehicles.
Alright then, that is great news about the passengers. Now, here is the important things.....do you have a taxi sign added that can be mounted on your vehicle? Did you add pizza to the foods so I can have something to deliver. A person has to make a few dukes anyway they can right!

 
Gah just release it as an experimental build already. I keep trying to play A16 but I just can't get in to it thinking that any minute now A17 is going to release and I will need to start over again.
Thinking exactly the same!

RELEASE IT!

 
I hope Unity comes out with another update...so we can get some real optimization in game.
Coughs* Release the Kraken *Coughs
We really, really don't want TFP to do a Unity update right now.

That being said, I'd love to take a month out and implement Terraria style water using the funky new entity component system. This assumes TFP have enabled the package and their's no weird SDX problems with Unity's new package manager.

 
Gazz, Roland, any info on the weather updates?I hated the weather and color scheme change whenever I stepped into another biome. You can’t not notice it and it looked so unnatural - step out of a forest to a field and the sky goes crazy... I’d never build a base in plains biome because of the color scheme. And the radical weather change - you reach another biome and the weather and visibility goes bad so you go back and aroun the biome to get sunshine back.

I think we need more global weather with visible buildup to make gameplay better. You see a sunny weather - go exploring, see storm building up - take shelter if you don’t have a raincoat... not this “flicering” whern you are close to biome borders.
If they spread the change timer to two minutes instead if two seconds... That'd be great.

 
We really, really don't want TFP to do a Unity update right now.
That being said, I'd love to take a month out and implement Terraria style water using the funky new entity component system. This assumes TFP have enabled the package and their's no weird SDX problems with Unity's new package manager.
No guts...No glory!!

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If they spread the change timer to two minutes instead if two seconds... That'd be great.
That's what she said!

 
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