PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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With all the new vehicles I was wondering what considerations have been given to world size and the issues involved as one traverses further from 0,0?Examples:

Will world size be increasing?

Will the shakes, separation, and shadow issues (basically distance from 0,0 issues) be fixed?

How do the distance from 0,0 issues impact vehicle usage?
Size, maybe.

The game now has a dynamic origin point, which seems to be working well.

 
Well, if it is doable I'm sure someone has already. The fact that all of them I see aren't like that leads me to believe that the engineers that designed them probably have a reason. Could be as simple as it does actually become a death trap if you artificially get the blade spinning faster than the current forward momentum would.
Plus, I'm pretty sure the death trap part has nothing to do with getting the blade spinning fast enough for take off. You fail that and you just stay on the ground. I'd say the death trap part comes when you stall the thing out by doing something stupid that kills your forward momentum when you are 100ft up in the air.
Death trap was a joke about the fact you are sitting in an open frame, with your feet hanging off the seat in open air. It looks like you could easily die, but gyro vehicles supposedly have a very good safety record in the real world.

 
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@fataal
It would be nice if the vehicle xml's have settings like "isFlyer, isSwimmer, isDiver" or something along those lines, that way when we add custom vehicles ourselves we don't have to use wizardry to get them to work.

If y'all haven't already set modders up for success already.
Hopefully I'll get a lot of stuff in xml, so fun can be had.

 
1 problem I see with vehicles entering water is basically it is a block entering the water, like a wood frame. it destroys the water leaving those holes.
question, will vehicles act as blocks or entities? entities wouldnt leave the holes
As Guppycur said, they are entities. You can drive/fly any of them in water currently and they do nothing to water blocks.

 
Size, maybe.The game now has a dynamic origin point, which seems to be working well.
Heh! We ran into that when making an endless runner in Unity. We had to roll the terrain under the player like a treadmill. I don’t know how that would work in multiplayer, though. Is the origin point set locally for each client?

 
I don’t know how that would work in multiplayer, though. Is the origin point set locally for each client?
Didn't write and don't remember the code that well, but it should just be local to you based on your location in world.

 
Didn't write and don't remember the code that well, but it should just be local to you based on your location in world.
Best news (besides airships and lesser vehicles) of A17! The implications are mind boggling! I am now officially hyped! You may release the Kraken for our humble (no crybaby) testing! :D

 
Best news (besides airships and lesser vehicles) of A17! The implications are mind boggling! I am now officially hyped! You may release the Kraken for our humble (no crybaby) testing! :D
bwahahaha!!! no crybaby. as if that will stop them. besides, we have another 4 months to go before public testing. if we get to after the last batch of crybabies

 
Oh I'm sure they'll have experimental for A17. Roland would have to deal with a horde of grumpy forum members, and I don't think the Pimps would be that mean to him.

 
Oh I'm sure they'll have experimental for A17. Roland would have to deal with a horde of grumpy forum members, and I don't think the Pimps would be that mean to him.
this is mm and the pimps, after months of work and very little appreciation, and roland... in the corner... in a gimp suit.

 
this is mm and the pimps, after months of work and very little appreciation, and roland... in the corner... in a gimp suit.
If Roland teaches 7th or 8th graders then that's just another day at work. :) My sister taught them for a few years... humor, humor is your only hope, so she said. I was offered a job (I never was a teacher and they called me!) to teach SQL at a local college, but I turned them down. Retired and keeping it that way. :)

 
Yes! I've been waiting to add this to the list for months.
Yup! You could snap together a part 2 (3, 4, 5...) with the original game and play them together or separately!

Having a real world sized playing field is possible with something like what Empyrion is doing ("Green wall" type of "Mega Block" loading might be all a person would notice). Biomes 100's of miles across...

I cant wait! :D

 
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The game now has a dynamic origin point, which seems to be working well.

Yup! You could snap together a part 2 (3, 4, 5...) with the original game and play them together or separately!
Having a real world sized playing field is possible with something like what Empyrion is doing ("Green wall" type of "Mega Block" loading might be all a person would notice). Biomes 100's of miles across...

I cant wait! :D
Can someone please elaborate a bit?

I don't know much about programming.

 
What does that mean?

Can someone please elaborate a bit? I don't know much about programming.
I could be wrong but I think the origin point in the current alpha is the center of the world map. Meaning the farther you travel from that center point the buggier the game becomes.

With the new system the origin point is the player, so wherever you go will be the origin point. So you could travel as far as you want with no glitching or spazzing out, also means near infinite worlds could be possible.

Again this is just a guess.

 
I could be wrong but I think the origin point in the current alpha is the center of the world map. Meaning the farther you travel from that center point the buggier the game becomes.
With the new system the origin point is the player, so wherever you go will be the origin point. So you could travel as far as you want with no glitching or spazzing out, also means near infinite worlds could be possible.

Again this is just a guess.
How would that work in a co-op game? Each person is their own origin point or the person who starts the game is the origin point?

 
There are reasons they are UNPOWERED. And not having to compensate for torque is pretty much the biggest of those. Anything that changes that would have to be compensated for in some other way and you would no longer have the same type of aircraft.
You both have a point and you both talk about different things. Tin is surely talking about a pedal used only for initial acceleration of the blades on the ground meaning there is no need to compensate for torque. Also the pedal would be not be a foot pedal because then the chain up to the blades would be too long and weight far too much. A hand pedal could be attached just below the blades and would have minimal weight. There also would be no error with using it while flying because when you sit in the chair the hand pedal would be behind your head.

And weight IMO is the probable reason why it is still not done. The pedal, chain and gears still amount to dead weight while flying reducing flight time. Hand spinning may be slightly dangerous but flying is dangerous anyway and flight time is paramount.

 
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