PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I don't even mine for oil... There is plenty to find in the loot lists. What's the math reason for 1000 units per can instead of 1?
Getting oil into or back out of a vehicles tank needs granularity because tanks have different sizes.

We could also go with (inventory) gas cans having "durability" so the can would be x % full after filling up your vehicle and you would have to fill up the gas can... how?

At some point you have to convert more granular gas items into it so... not much gained one way or the other.

 
Getting oil into or back out of a vehicles tank needs granularity because tanks have different sizes.We could also go with (inventory) gas cans having "durability" so the can would be x % full after filling up your vehicle and you would have to fill up the gas can... how?

At some point you have to convert more granular gas items into it so... not much gained one way or the other.
Jar of water it. A can gets used it turns empty. Minibike takes 1 can, chopper 3 cans, jeep 10 cans, gyro I dunno, 4.

Gas pumps have random chance to turn "empty" after each use. Maybe that chance goes up, maybe it's 50%.

Each gallon nets you 30 game minutes.

Done.

 
Would rather have this then the wasted time on vehicles that will remove you from the survival of the game ..just like the minibike does now.
MTFGA

Ouch,

This is what we know of vehicles now. There is the possibility with all of the buffs and trigger events being talked about this could change. For instance, going by foot, you won't get noticed much. However, if you show up on the Hog or in a jeep, it could trigger events like bandits or dogs converging on you when you stop.

All depends on what their plans are.
 
Getting oil into or back out of a vehicles tank needs granularity because tanks have different sizes.We could also go with (inventory) gas cans having "durability" so the can would be x % full after filling up your vehicle and you would have to fill up the gas can... how?

At some point you have to convert more granular gas items into it so... not much gained one way or the other.
n the United States and throughout the oil industry world-wide, an oil barrel is defined as 42 US gallons, which is about 159 litres or 35 imperial gallons.

so if we are the US system. we would have quarts of Oil and 5 gal cans of gas and 42 gallon barrels. why not use standards?

XX Shale Oil makes a gallon stored in 5 gallon cans or partial barrels maybe?

 
Jar of water it. A can gets used it turns empty. Minibike takes 1 can, chopper 3 cans, jeep 10 cans, gyro I dunno, 4.Gas pumps have random chance to turn "empty" after each use. Maybe that chance goes up, maybe it's 50%.

Each gallon nets you 30 game minutes.

Done.
Done until you think about abandoned cars. Need an entirely new action to get the gas out.

All I can see so far is more silly micromanagement to get the same things done.

 
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It's actually around 40000 tons.
Yes and we can carry ~160 000 tons of steel. That 50% of the mass of the empire state building. Very immersive. ^^

 
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A bit of Very Important Progress... that only modders have a real chance of understanding. ;)

Code:
<block name="cntToilet02">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet02" param1="main_mesh"/>
</block>

<block name="cntToilet03">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet03" param1="main_mesh"/>
</block>



<item name="tshirtBrown">
<property name="Extends" value="tshirtWhite"/>
<property name="CustomIcon" value="tshirtWhite"/>
<property name="CustomIconTint" value="132,105,84"/>
<property class="UMA">
	<property name="Overlay1Tint" value="132,105,84"/>
</property>
</item>

<item name="tshirtGreen">
<property name="Extends" value="tshirtWhite"/>
<property name="CustomIcon" value="tshirtWhite"/>
<property name="CustomIconTint" value="51,92,65"/>
<property class="UMA">
	<property name="Overlay1Tint" value="51,92,65"/>
</property>
</item>
 
Done until you think about abandoned cars. Need an entirely new action to get the gas out.
All I can see so far is more silly micromanagement to get the same things done.
Leave the loot table like it currently is, except I'd add that in order to get gas you have to harvest it with a siphon. No more magically appearing cans.

And, I'm relatively sure you can do this with the current or XML setup.

- - - Updated - - -

A bit of Very Important Progress... that only modders have a real chance of understanding. ;)
Code:
<block name="cntToilet02">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet02" param1="main_mesh"/>
</block>

<block name="cntToilet03">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet03" param1="main_mesh"/>
</block>



<item name="tshirtBrown">
<property name="Extends" value="tshirtWhite"/>
<property name="CustomIcon" value="tshirtWhite"/>
<property name="CustomIconTint" value="132,105,84"/>
<property class="UMA">
	<property name="Overlay1Tint" value="132,105,84"/>
</property>
</item>

<item name="tshirtGreen">
<property name="Extends" value="tshirtWhite"/>
<property name="CustomIcon" value="tshirtWhite"/>
<property name="CustomIconTint" value="51,92,65"/>
<property class="UMA">
	<property name="Overlay1Tint" value="51,92,65"/>
</property>
</item>
We love you Gazz!

 
Well, like I said.

It would be an entirely new action to "repair" the durability of the gas can by siphoning a car and remaining fuel would have to be tracked on every car wreck...

It's a bit of a gas can of worms for no practical gain.

We love you Gazz!
Well, that was Alloc and umm... whatever Chris uses 'round here LOL.

 
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Well, like I said.It would be an entirely new action to "repair" the durability of the gas can by siphoning a car and remaining fuel would have to be tracked on every car wreck...
I'm not into the durability method, I'm thinking a straight swap from an empty gallon can to a full one. As far as keeping track what the car has left, that system is already in place with loot containers.

You can use whatever tracks the mining system for the amount that gets harvested, but instead of using skill to determine harvest amount use a dice roll.

- - - Updated - - -

I think the value add is that it sets you up to make gasoline important again.

 
A bit of Very Important Progress... that only modders have a real chance of understanding. ;)
Code:
<block name="cntToilet02">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet02" param1="main_mesh"/>
</block>

<block name="cntToilet03">
   <property name="Extends" value="cntToilet01"/>
   <property name="Model" value="Plumbing/toilet03" param1="main_mesh"/>
</block>



<item name="tshirtBrown">
   <property name="Extends" value="tshirtWhite"/>
   <property name="CustomIcon" value="tshirtWhite"/>
   <property name="CustomIconTint" value="132,105,84"/>
   <property class="UMA">
       <property name="Overlay1Tint" value="132,105,84"/>
   </property>
</item>

<item name="tshirtGreen">
   <property name="Extends" value="tshirtWhite"/>
   <property name="CustomIcon" value="tshirtWhite"/>
   <property name="CustomIconTint" value="51,92,65"/>
   <property class="UMA">
       <property name="Overlay1Tint" value="51,92,65"/>
   </property>
</item>
That... is a good thing. :) So clothing dyes confirmed for A17? :p

EDIT: And what are the ramifications for combining items defined like this at a workbench?

 
Last edited by a moderator:
That... is a good thing. :) So clothing dyes confirmed for A17? :p
EDIT: And what are the ramifications for combining items defined like this at a workbench?
And will we be able to paint our weapons and vehicles in the same manner?

 
You need to drop the smokestacks on the 4x4 and have a mounted .50 cal..... oh wait Iraq technical truck flash backs.

 
Any chance that the Edit Tools Random Gen World Previewer might get a memory cleanup tweak?

I was just searching for a new map to start and went through 15+ seeds, which required 4 game restarts (16GB ram).

 
Check out improved combat and terrain!

I haven't read all the reactions (yet), but man, what an amazing, amazing video. Seriously, i've never been so stoked by a developer update like I have been with this one.

The content you showed is exactly what I have been awaiting for a long time. Improved combat system, combat technique evolution, distant trees and random gen improvements. The very core of this game in my book. Sure, the sandbox experience is great, but hell, it's a zombie fighting game in an amazing world to explore, and everything you showed makes the essence of the game so much better.

Thanks for making this game better by the day, and I mean that beyond the scope of getting to enjoy playing. This kickstarter experience and your commitment to it are refreshing in today's standards.

 
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