PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Just want to give a heads up that A17.1 is close to being released to experimental. This will replace the b240 version currently residing in latest_experimental. Restart shouldn’t be necessary but just wanted those to know that their version will update automatically if they are still opted into that version.
Wait, so we should opt into latest_experimental again? I opted out specifically so that I could get the 17.1 update ASAP.

Not a big deal to switch of course, just wanted to make sure I was doing it right.

 
Just want to give a heads up that A17.1 is close to being released to experimental. This will replace the b240 version currently residing in latest_experimental. Restart shouldn’t be necessary but just wanted those to know that their version will update automatically if they are still opted into that version.
At last, best idea yet. Experimental should always be an option, test out the patch before release to stable update. Should save a lot of the hooha on this forum.

 
Hope we got more mods for regular clothing other than dyes. Would be nice to put a storage pocket or one of those muffler mods on a BDU bottom.

 
The first theoretical exploit was posted shortly after the system was confirmed to be an A* algorithm, they're pretty predictable.
The crux of the matter appears to be that the pathing algorithm is 2D while the world is 3D.

Getting A* to path in a 3D environment while maintaining frame-rate is going to be difficult.
Actually the nodes are in 3d. They can and do link to different height neighbor nodes. Height is used in cost calculations. Go up enough and it is considered a jump and given a higher cost based on jump height.

 
I already made two changes this week that will vary zombie behavior in the ramp loop case.
Cool...

I hope they work

I have had fun changing the zombies behaviors. I made over 14 different changes so far 8 alone to the bloodmoon horde.

I am having a problem with the diggers and the cops.

Can't seem to keep the cops from advancing, I think it is a line of sight issue.

The diggers are not working as intended most of the other zombies after a bit read their holes as the shortest path and go in and just either dig sideways preventing them from digging a path up or they stand there jumping up and down and a lot of the times they just wind up killing each other.

 
I already made two changes this week that will vary zombie behavior in the ramp loop case.
Pretty cool base!

And good to hear ther will be variants of the zombies behavior.

But I must ask. Is the goal for you to make the zombies "unstoppable" by defence.

Meaning that the only way to stop the zombies for the player to "physical"?

I in no way mean that this version of the zombies are good.

Just wondering since there are a lot of players voicing their opinions on wanting to play more passive.

Letting the defence defend them instead of players defending the defence.

 
FAATAL, I know mod talk is kind of ot for this thread, but it's the only way to get your ear.

Kell managed to get all the old uma zombies working in a17, well over 100 community created zombies.

For performance reasons you do need to turn the uma texture res down, but performance is pretty much the same as vanilla with that setting.

There are some new zombie properties the old uma zombies don't have, and I was hoping maybe you could find the time to add the properties to the uma zombies?

Specifically, the uma zombie issues are:

The stagger animation when you stun them doesn't seem to be working.. they just pause a second.

When they fall sometimes they can slide towards you and take a whack at you before getting up (we pretend that's an intended variant behavior play mechanic for now)

The vehicles just pass through them and don't hit them and ragdoll them.

(All of these might just be new animations that weren't added to them, or enabled to them.)

When you kill one they become an obstacle and you can't pass through them like the standard zombies. (This becomes an issue in the quest pois when they are downed in a doorway, and you can't pass through it till they res out.

I haven't looked away the xml yet.. it could be the standard zombies just have some additional xml entries that need to be added to the uma zombies, or it could be hard coded changes were made.

Since there are over 100 uma zombies added, they offer some much needed variety to the zombies.

Technically I know uma zombies aren't officially supported and as a result aren't really valid for a bug report, but I had to ask because some are dear old fiends we love to kill.

(If you haven't seen the baby boomers or suicide mole, you need to!)

I completely understand if you won't touch them, but the fixes for them might be minor, and the modding community would appreciate that legacy support.

Also, damned you for fixing the ramp exploit! ;) now I'll have to tear out concrete ramps! :crys:

 
Maybe I'm forgetting when TFP ever did that before?
I had to look it up to. See the parent of this thread; Forum: News & Announcements

scroll down & there are threads for all recent experimentals (16.x, 15.x). Those have instructions to opt in to experimental branch.

 
Not whining about it, just genuinely interested to know if the AI can/will be tweaked to make these type of exploits be defeat-able.
There have always been ways to out smart the pathing , I just wondered if Fataal watches or see this sort of thing and goes "oh I can do this to change that" or just has to shrug and go exploits happen.
There are way these AI cheat can be overcome, but does that guarantee other cheat won't come to light ? then answer is no. Then can Faatal or team can fix that, yes, but then ..repeat. If they make Zed too smart then people complain, if they make zed stupid people will complain. If you see movies, they make zombie some sort of smartness, but they don't keep it that way throughout. as after interval hero use to exploit it, and then zombie evolve for climax .. :) smart cannot be contained for player or zombie.

So, I think this level of AI is pretty good. A little randomness in attacking pillar if not straight forward way can be done, i.e. instead of always using option 1 that take z near to player, if no direct path is available then they cna switch to plan b, c randomly.

 
Actually the nodes are in 3d. They can and do link to different height neighbor nodes. Height is used in cost calculations. Go up enough and it is considered a jump and given a higher cost based on jump height.
You got that in? Well done! (no sarcasm intended) :-)

I'm curious if it only allows for jumping or also allows for direct pathing over vertical and inverted surfaces?

 
Status
Not open for further replies.
Back
Top