PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I'm hoping at some point they allow multiple files for each XML currently in use. So, items could be contained in any files starting with "items_" for instance, allowing people to just copy in a mod's files and it all just works if everything is named correctly. An extension of this would be to also probe sub folders so mods could just be put in a folder and you copy that folder into the main XML folder to "install" the mod. Now wouldn't THAT be easy? :)

EDIT: For items with conflicting names it would be nice to add a "replaces" or "overrides" property to allow a mod to change one of the original items, for instance. So if you wanted to introduce an upgraded wood frame that replaces the existing one instead of extending it you could do so without editing the original XML file. This might be asking for too much, though. :p

 
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Anyone else feeling somewhat disappointed that Roland's Everdeen is arrows sticking to enemies?

No offence intended..

 
Thought on the Random Gen World Previewer; saw MMs vid so could be this tool is slated for a complete re-do due to possible new terrain gen? Throwing this out there in case it's useful.

Maybe add an option to not show POIs/building? But still show in-town roads so you'd have an idea of how big towns were.

Thinking that might significantly reduce the memory usage and allow more maps to be generated before having to quit & restart... Would also feel a bit more like just scanning a paper road map for a general overview :friendly_wink:

----

I was just looking for a map with a decent size central desert so of course I kept getting water maps. And noticed that those water maps gen'd in half the time compared to maps w lots of buildings.

 
-snip-

Like what kind of possibility's?
You'll need to be more specific I believe...

So: "Like what kind of possibility's are you thinking about Jax?"...

Otherwise there are too many possibility's... Infinite in fact...

 
Anyone else feeling somewhat disappointed that Roland's Everdeen is arrows sticking to enemies?
No offence intended..
Im fairly underwelmed in general to be honest. Dont get me wrong, Its all cool and im looking forward to A17 but was really looking forward to new AI and bandits as game changers as opposed to climable trellaces and sticky arrows.

Random gen improvements in A16 was my game changer. Im not getting that feeling from A17 so far.

 
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Im fairly underwelmed in general to be honest. Dont get me wrong, Its all cool and im looking forward to A17 but was really looking forward to new AI and bandits as game changers as opposed to climable trellaces and sticky arrows.
But...

At the very least they're introducing the foundation that could be used for a new AI system. It's coming even if it may not make it into A17 (it might).

Sometimes I wonder if people just don't understand how big most of the changes coming in A17 really are. I could be completely reading things about what they're saying that aren't really there but I don't think that's the case. A17 will be HUGE and is absolutely necessary to making the various NPCs, animals, and zombies react in a much better way to their environment. I can't tell you what they will release because I don't know but I can sure see the potential. As someone not afraid of modding, it's the potential that keeps me interested. If all the problems were solved I'd have left long ago. :p

 
But...
At the very least they're introducing the foundation that could be used for a new AI system. It's coming even if it may not make it into A17 (it might).

Sometimes I wonder if people just don't understand how big most of the changes coming in A17 really are. I could be completely reading things about what they're saying that aren't really there but I don't think that's the case. A17 will be HUGE and is absolutely necessary to making the various NPCs, animals, and zombies react in a much better way to their environment. I can't tell you what they will release because I don't know but I can sure see the potential. As someone not afraid of modding, it's the potential that keeps me interested. If all the problems were solved I'd have left long ago. :p
I guess when you are months and months into development and you release a new video to build hype.. and your entire focus is sticky arrows that u cant pick up and how the guy swings a club...... ill just stop now... in a bad mood today apparently

 
I guess when you are months and months into development and you release a new video to build hype.. and your entire focus is sticky arrows that u cant pick up and how the guy swings a club...... ill just stop now... in a bad mood today apparently
I wasn't attempting to insult you, honest. :p

I just try to focus on the whole conversation of what's been said instead of each video as an individual thing. For instance, with the arrows, I'm not looking at it with a Skyrim "I took an arrow to the knee"-jerk reaction. Maybe arrows start sticking to trees and blocks in general. The obvious next step is arrow retrieval. Maybe it now becomes possible to require specific kinds of healing attempts based on where you got hit (yank the arrow free and you bleed to death). Maybe it leads to retrieving the arrows the bandits and other NPCs might be firing, too, instead of just your own.

I'm also looking at the future of "sticky" things. What about sticky bombs that you throw at someone's vehicle as they zoom by? Shoot out a tire with your crossbow. Stick a bomb to a zombie and then lead it into a horde, run away, set off the explosion. My brain is going nuts. :p

Point is that most of this stuff should be looked at from the perspective of making other things with the technology being introduced instead of the technology itself. It was never really about arrows sticking to a zombie's ass.

 
Anyone else feeling somewhat disappointed that Roland's Everdeen is arrows sticking to enemies?
No offence intended..
Yes slightly, he should of codenamed it "Arrow." Enough for people to know its about arrows, but too generic to spill the beans. :p

 
Im fairly underwelmed in general to be honest. Dont get me wrong, Its all cool and im looking forward to A17 but was really looking forward to new AI and bandits as game changers as opposed to climable trellaces and sticky arrows.
Random gen improvements in A16 was my game changer. Im not getting that feeling from A17 so far.
Hear, hear. Unfortunately.

 
oooh, that sounds interesting.
yes very, if they can implement sticking arrows, it would be cool if they can apply the same code to throwables. :)
Edit: The problem with sticking anything is defining the limit. In other games that have a similar feature, there was a "decal" limit to help with peformance.

 
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Check out improved combat and terrain!

Excellent......

Now all you need is Dual wield so we can Make shields with Road signs to "power attack" with or Block.

i'm sure you plan on changing that Baseball bat Stance...nobody hold a Baseball bat like that...LOL

You could Apply that power attack to "Head stomp" when they are down.

Arrows-

Well the head should not explode when shot with a Arrow..but thats pretty funny

Everything you are doing is what i been waiting for

 
I just want the core systems of the game to actually work correctly...stealth, weather, temperature, zombie AI, etc. I could care less about vehicles. I would rather have more zombie types, more late game challenges and more challenges to the actual survival aspect of the game than things that help you avoid it.

Mtfga

 
I just want the core systems of the game to actually work correctly...stealth, weather, temperature, zombie AI, etc. I could care less about vehicles. I would rather have more zombie types, more late game challenges and more challenges to the actual survival aspect of the game than things that help you avoid it.
Mtfga
U feeling okay? You didnt cough :)

 
I just want the core systems of the game to actually work correctly...stealth, weather, temperature, zombie AI, etc. I could care less about vehicles. I would rather have more zombie types, more late game challenges and more challenges to the actual survival aspect of the game than things that help you avoid it.
Mtfga
I agree with you for the most part.

To bad the UMA zombies were so Resource heavy..the Randomization of them was Excellent...It brought the game to life

Now we are back to old looking Zombies now......

From my understanding the UMA still work.....

not sure if they removed them or not...

It would be good idea for them to Apply a "randomizer" to the code to Spawn Z's with random clothes....

but from my understanding these Z's they are using now are Default and cannot be changed..or i could be Wrong.

- - - Updated - - -

yes very, if they can implement sticking arrows, it would be cool if they can apply the same code to throwables. :)
Edit: The problem with sticking anything is defining the limit. In other games that have a similar feature, there was a "decal" limit to help with peformance.
Yeah we been asking for "Sticky Code" forever :)

 
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