PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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just a thought.

some poi are bigger than the bed protection radius.

that makes it impossible to claim a large poi without zs spawning inside the walls id guess.

surely there is a way to recognise there is a bed inside a poi and turn off spawning?

some pois are awesome for bases but is spoiled if zs appear in what really should be a safe zone.

not talking whole sky scraper but firestation would be cool - good for collecting vehicles...

 
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In A16 the BedrollDeadZoneSize can be adjusted - at least on a server.

Not sure how that works in single player.

Actually, try the console command

setgamepref BedrollDeadZoneSize 30

 
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just a thought.some poi are bigger than the bed protection radius.

that makes it impossible to claim a large poi without zs spawning inside the walls id guess.

surely there is a way to recognise there is a bed inside a poi and turn off spawning?

some pois are awesome for bases but is spoiled if zs appear in what really should be a safe zone.

not talking whole sky scraper but firestation would be cool - good for collecting vehicles...
Get some friends to place their bags. Just don't tell them your using them for their bags. That sentence doesn't sound right no matter the context.

 
Is there a console cmd similar to 'gamestage' for Construction Tools?

Looking for the actual numeric value as opposed to the progress bar.

Hoping to be able to compare the 'value' of various actions; is a stone axe chopping a tree better than a wrench upgrading a flagstone block etc.

 
In A16 the BedrollDeadZoneSize can be adjusted - at least on a server.Not sure how that works in single player.

Actually, try the console command

setgamepref BedrollDeadZoneSize 30
Is it possible to make the size vary? So bedrolls have the smallest radius and kingsize beds the largets - with the normal beds in the middle.

That would give a gameplay incentive for people to make proper beds for their base (other than just the aesthetic reason we have now).

 
Block tweak. What if the heavy duty sewer grate (shelving in bookstore highrise) was sharpened & acted like a spike?

If both sides were sharp then could also act as a nice window where the zeds would lose limbs attacking it.

Could also provide a competitive option to the large spikes, so some visual newness. :smile-new:

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Other idea; mini-me spikes. Have four (or nine) spikes take up a single block space, same look, just smaller.

Zeds wouldn't need to bounce up and down and their heads wouldn't disappear inside.

Again mainly just a visual tweak, but I know I'm really hoping for anything, even if just a minor visual thing, to change up bases.

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Stubby electric fence. Something like the relay/timer, so half block thick/high?

Would then look 'right' to mount on the side of a block.

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Probably OP'd but could potentially combo spikes and allow them to be wired up so they'd electrocute as well.

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Dreaming but stacking mini-me spikes on top of pressure plate on top of dart trap; where darts didn't damage pp or spikes (or gore blocks?).

 
Is there a console cmd similar to 'gamestage' for Construction Tools?Looking for the actual numeric value as opposed to the progress bar.

Hoping to be able to compare the 'value' of various actions; is a stone axe chopping a tree better than a wrench upgrading a flagstone block etc.
you can use my bcm mod if on a dedicated to see the percentage as a number for each skill (bc-lp <playername> /filter=skills). Nothing in vanilla for that sort of thing though.

 
you can use my bcm mod if on a dedicated to see the percentage as a number for each skill (bc-lp <playername> /filter=skills). Nothing in vanilla for that sort of thing though.
Thank you Sir. Just SP so far but seems to be more and more reasons to switch to a dedi, heh.

 
Actually, try the console commandsetgamepref BedrollDeadZoneSize 30
Does that actually update the config file so the change is permanent? Especially concerning single player.

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You said that Madmole posted videos about another game. Were are they?
I did?

 
Hehe yep! If the timeframe of an event does not include the words 'millions of years', I'm not interested :D
Well, I'm always happy to help: Bandit AI will need a few millions of years of programming and fine tuning.

Here is what we know for certain: ...
Thank you for the summary. So much back and forth its hard to tell whats going on sometimes lol...
Nah, Roland was just trolling you, In reality they are implementing a golf mini game and big green safety buttons you can press whenever you feel you are in danger . The buttons stop time and an operator asks you how he can help you.

:smile-new:

 
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With a dungeon master, you have an actual person guiding you through the game, customizing the experience based on your input. Yes it's a random, dynamic catchall element, but so what? I would call this the definition of tailor-made. ...
---------

P: "I go down the steps to level 3 now"

DM: "Wait, let me read the relevant passage in the scenario book. .... Ah, you see a dark foreboding shadow of darkness in a dark hall..."

P: "Really, how do I see that in the dark?"

DM: "I don't know. Let me get to the end of the description. maybe it is explained further on."

P: "Oh, and while I look i will cut my toe nails because I'm bored now"

DM: "Ok, whatever... Where was I? ... in a dark hall..."

--------

But, while reality might have some surprises, ideally you are absolutely correct. I concede the point and blame Unholy Joe for not writing "computer game" and TFP, because I can.

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is there any hope for the experimental in march?
Hope is eternal, march is only 31 days.

 
Well, I'm always happy to help: Bandit AI will need a few millions of years of programming and fine tuning
Hehe.. Well.. Given that the error-margin in my line of profession is also measured in millions of years, I'm fine with this.

 
That is what he is referring to, yes. The 3-day media blitz TFP did before A16 using the Streamers to build hype and show footage for publicity somehow equals "Streamers are Testers" in the eyes of those who are still smarting about that business practice.
When/If they get 3 days early access for A17, I suppose they'll be elevated to Developer status by the same crowd....
I was pretty sure that was what he was referring to but I didn't want to tell him to "Buy some PreparationH and get over it already" until I was sure. Of course, if it still hurts this long after I'm not sure PreparationH would do. He may need prescription strength.

 
DaVega is a geologist. Late feedback about cold happenings from the distant past is exactly the type of thing that excites him. He measures discussions in half-life....
Here is what we know for certain:

The third person animations Joel is showing is for player and NPCs (bandits and survivors)

Quests and (by extension) Quest Givers are being worked on

Faatal has been tasked with fixing the current problems with AI and pathing and looking into improvements

Faatal stated he's very confident he can fix the current problems by A17 and hopes to be able to put in some improvements as well.

Based on what we know I'd say it's an even shot for bandits in A17. Madmole's biggest complaint was that they looked stupid and with animations coming along that barrier will be gone. If the current problems get fixed then bandits could conceivable get into A17 as a first iteration rudimentary mob of enemies that could then be improved and fleshed out in A18 or B1-- whichever is going to happen.

So it is just up to you if you want to worry or be hopeful. I'm still hopeful
Thanks Roland. My biggest concern with Bandits is guns. I hope that most have hand weapons only. Right now facing a group of bandits with guns would be O.P.

Even one bandit with a gun would be very challenging for players still in the first few days in the game.

 
What they are talking about is the old lootplaceholders system in loot.xml that triggers when a prefab is spawned.
The only technical A17 change is that you can now spawn an air block and be more flexible about decorating prefabs.

Closed containers will likely always have loot and the (obvious) empties are fillers/decoration.

The loot density is then controlled with a simple % value on the lootplaceholder instead of dealing with the whacky-ish 0-2 count method with extra padding from a junk group.

It's simply far easier to balance without jumping through hoops.

May have to add an "upgrade" property to the empties so people can "fix up the place" if they set their mind to it but that's a rather minor detail and way down the list.
It's just a shame that the cost of this is interactionability. New word? I think so. :)

 
Thanks Roland. My biggest concern with Bandits is guns. I hope that most have hand weapons only. Right now facing a group of bandits with guns would be O.P.
Even one bandit with a gun would be very challenging for players still in the first few days in the game.
We been playing with Bandits forever now....My bandits work fine..you just have to Know how to Adjust the Values on the Configs..........

i can even get them to protect me (hire them) for a Can of food..but what do i know right :)

I dont have a college degree so i'm a moron according to them.....

This forum amazes me......

 
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