PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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As a geologist I'm trained to think that far back.

If you'd ask me what I ate for dinner last night though. Completely forgotten already..
Could have been human brains. Did someone bite you lately?

I'm kind of digging the RWG now. It's has a very apocalyptic vibe with all these pockets of destruction everywhere. The more I play the more I don't miss the huge swatches of wasteland and burnt forrest that I used to totally avoid in A16. Now I love the ruined buildings sprinkled everywhere. Not only is it a good atmosphere but these ruins are the best sources of cooking pots & water in the start of the game.
I also like the "wildness" of this RWG. My co-op players not so much.

Right, but by asking "when will A17 be completely done" what you are asking is "when will development on A17 stop and A18 development begin?". Well, it took about 17 months from the release of A16.0 to the release of A17.0. It was 4 months from 16.0 to 16.4. Do your own math to guess how many point releases A17 will have, and how long they will take.
My own guess is that, as with A16, you will be waiting many months - maybe a year or more - before you get to play A17, if you are waiting for (again - complicated to define for an alpha game) "completely done".
Math tells me if previous experimental took 4 months (with about 12 months between A15.0 and A16.0) then this experimental should be 17/3 = 5.6 months long

 
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Meh...who can remember that far back....?
WHAT?!

The Answer is and should be YOU and Every other person part of TFP team.

You should all remember back to day 1 alpha 1 everything that was in the game removed from the game and added to the game.

It blows my mind that you even make a statement like that.

It also blows my mind every time MM talks about new features that were added but they have been in the game for years now.

Every year this is the best alpha yet.

It has not been better or worse than the last year just different with a few things added and a few minor improvements here and there while breaking others completely. I really hope that this time around you all actually have a real plan of action on where to go....stick with it.....fix it....and just simply expand upon it.

 
I call it first....one of the new POIs is part of the storyline on how the zombies came to be....Underground lab with the new zombie scientist roaming around....and a huge underground complex....Hmmmmm20190103211515_1.jpg

20190103213334_1.jpg

20190103212034_1.jpg

 
Could have been human brains. Did someone bite you lately?


I also like the "wildness" of this RWG. My co-op players not so much.

Math tells me if previous experimental took 4 months (with about 12 months between A15.0 and A16.0) then this experimental should be 17/3 = 5.6 months long
Software and especially games simply don’t work that way. Different team, people, and tools than a16<

Teams change over time, tools change over time, and new blood makes everything different. I wouldn’t judge anything by the past.

 
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Software and especially games simply don’t work that way. Different team, people, and tools than a16<
Teams change over time, tools change over time, and new blood makes everything different. I wouldn’t judge anything by the past.
Wasn't meant as a serious prediction. But it was at least postulating a linear progression and arriving at a mathematically sound number from that. I still don't know if the OP was using any mathematics at all or just deriving his "over a year" estimation out of thin air. :smile-new:

 
Since there's no point in them NOT killing themselves (no loot), I just aggro until they pop on their own.
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@faatal

Welcome back hope you got some rest.

What determines if a player is "lit" for stealth purposes? Vanilla lights cause player visibility to rise, custom unity ones do not seem to.

Thanks!
Thanks. I did, but I ate so much junk I need to detox.

There are various light checks from items, the chunk and sun/moon. Some old code. Some newer. The light manager probably has to be tracking a light for it to be known. I did notice the moon sprite and the moon light are not exactly in the same location.

 
So. Before this gets changed or nerfed, why are folks complaining about how the NVGs work now? Screen related :

https://steamcommunity.com/sharedfiles/filedetails/?id=1613779947

I thought NVDs, whether scope, goggles like in this game, or a monocular only amplify the light in an environment. So, if you're indoors in a completely blacked out room.. you shouldn't be able to see much, if at all. I understand A16's bluish-grey tint ones were useful and all, and am not sure if TFP wanted something more realistic.

Yea or nay?

 
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Not every block is pre-calculated. Due to variations in the setup of the noise algorithms you'd likely have massive cliffs and terrain changes all over the map.
Additionally, any changes to any map-related object references (blocks, POIs, biones, whatever) can fundamentally alter the map even if the map data itself isn't changed in any way.

I'm sure TFP intend that "new RWG code will NOT affect current game saves/servers." But this stuff is so complicated/delicate that they just aren't able to make a guarantee that nothing will change.

For example: At the place where I work, where I help design/implement microservices, we had an optional property in a JSON message. Setting it to null (rather than just omitting it) had the effect of crashing the entire service.

You just can't plan for these things, no matter how much you try, because sometimes even the smallest change has a massive butterfly effect.

 
Additionally, any changes to any map-related object references (blocks, POIs, biones, whatever) can fundamentally alter the map even if the map data itself isn't changed in any way.
I'm sure TFP intend that "new RWG code will NOT affect current game saves/servers." But this stuff is so complicated/delicate that they just aren't able to make a guarantee that nothing will change.

For example: At the place where I work, where I help design/implement microservices, we had an optional property in a JSON message. Setting it to null (rather than just omitting it) had the effect of crashing the entire service.

You just can't plan for these things, no matter how much you try, because sometimes even the smallest change has a massive butterfly effect.
I don't think they can *intend* for new RWG fixes or changes to not affect pre-existing worlds considering that those worlds are already fully, 100% pre-generated as of a17.

 
yet safe to assume it had halite on it, yes? :D
Hehe nah man, my wife cooks better than that :)

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Could have been human brains. Did someone bite you lately?
Nah.. I think I'm too sour :)

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WHAT?!
The Answer is and should be YOU and Every other person part of TFP team.

You should all remember back to day 1 alpha 1 everything that was in the game removed from the game and added to the game.

It blows my mind that you even make a statement like that.

It also blows my mind every time MM talks about new features that were added but they have been in the game for years now.

Every year this is the best alpha yet.

It has not been better or worse than the last year just different with a few things added and a few minor improvements here and there while breaking others completely. I really hope that this time around you all actually have a real plan of action on where to go....stick with it.....fix it....and just simply expand upon it.
* Removes sun-glasses *

I'm not sure if this is meant sarcastically, or seriously.

 
Has anyone figured out how to pass the " sg OptionsFieldOfViewNew XX " to the game via the launcher?

Or any other method that doesn't require manually changing FOV everytime?

 
Wow... This is a bit like Resident Evil. isn't it :) Good call btw
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Wow... This is a bit like Resident Evil. isn't it Good call btw
I have been in that place and it is awesome! also try and find Gracie's house with the mutated corn. another fun place.

 
I have been in that place and it is awesome! also try and find Gracie's house with the mutated corn. another fun place.
Haven't found that big manor, but I have found Gracie, lol. I did like having to figure out how to get through the place (I hate destroying anything on first time in a place. That way I get to see how they would like a player to progress through the POI.). Most of these dungeons are pretty cool. You figure it out, and go "oh, that's cool how they did that". Then use that knowledge on the next dungeon.

 
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