PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yes.
So why not change the physics of water so that it's content never decreases.

You could modify the rules so that large body of water such as a lake or river never loses volume. Say in body's that have over a fifty voxels or more.

Rivers are always filling up because they are flowing and lakes could either be fed by rivers or pretend that its replenished by the rain.

Water wells could work in the same property due to underground water.

Only a small ditch of water would be effected by the original rules. If you wanted to do that. :)
But what if players build a Dam in that River? Or dig a tunnel from the river to the next, deep gorge?

Generally, this would mean as soon as you create a water body of 50 tiles, you can expand this water body as much as you want, creating entire oceans of it... i don't know if that is a good idea.

 
I'd rather they take as much time as needed to improve water properly than rush it and do it poorly.
+1 To that.

They did a quick rework on water a while back, under pressure from the community, and people are still complaining about it. So it would be pointless to do another quick fix. IIRC MM menioned that there will be something done to it in the future. So probably in A18 there is a specific place for it's rework, and then it will be done properly.

 
I'd rather they take as much time as needed to improve water properly than rush it and do it poorly.
They could give it a few updates after water 2.0 is released. Of course its gonna get optimised as testing goes on and on. I agree though, even if it take half of next Alpha/Beta it will worth waiting.

 
As those of us who play Minecraft know water mechanics work diagonal so if two source blocks are diagonal from each other they form a infinite water source. This method auto fills any missing blocks in their vicinity.

 
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Well, the "easy" fix is to ignore water conservation entirely. So when someone draws a bucket of water, no adjacent water shares anything. You run the "water_is_slightly_disturbed" graphics routine for the 9 surface blocks for 2 seconds and done. You could get fancy and make it a bit circular.

I don't think too many people will be upset if a bucket worth of water is magically added to the 7d2d universe.

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
<3 <3 <3

 
The trouble with water is not that our dear coders don't know how water should behave.It's the exponentiality of the thing.
Dear coders who will work on water fixes as opposed to deer coders who gave us the critical doe/stag split. Got it.

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
Sounds great. Question. Are things like roads and sockets being worked on so that they mesh better with the land?

That has been a problem in the past with roads or POI's being too high or too low eta.

Also roads doing some crazy zigzag number on the map.

 
There are no easy fixes. It's a voxel game. LOL
You wall off a section in a river and it would always be full of water no matter how often you "clear" it.

And if you say that this cannot happen because it's walled off... then it's back to single voxels and square one.

I'm sure it could "work better" but that will take only take place after some serious design talk.
You the man Gazz! :)

- - - Updated - - -

Uh...oh....Sillls is back on roads again... ;)
Yep. :)

On the road again. Just can't wait to get back on the road again. lol

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
This sounds like very good news! I wonder though how much space those saves are going to take on the HDD..

The trouble with water is not that our dear coders don't know how water should behave.It's the exponentiality of the thing.
It is actually linear on the number of water blocks ;)

 
The trouble with water is not that our dear coders don't know how water should behave.It's the exponentiality of the thing.

Sure, if one water block loses half it's content you can refill/equalise it from the 6 adjacent blocks.

Then do the same with the 14 or so blocks adjacent to them and so on.

See the problem? =)

That obviously won't work.

If you define entire bodies of water as some sort of unit you still have the issue of connecting rivers between them.

And always keep in mind that the player can change the shape of any terrain...
So having two different functioning water types wont work?

Example:

All terrain generated water sources (lakes/rivers/oceans etc,.) cant be depleted but all prefab and player made water sources can deplete (prefab water sources, player made water holding structures).

If a player "harvest" water from a terrain generated water source to a bucket, it doesn't deplete from that water source (infinite).

If the player wants to transfer that water into a bucket and add to a structure they made to hold it, it gets applied as the depleting type of water source. So, If the player removes water from a prefab/player made source, it depletes.

Just trying to think outside the box type of [sUG].

 
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Stickie Wounds?

We're getting sticky arrows, and I'm really looking forward to them- can this feature work for showing bullet and knife wounds as well?

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
YES! this fixes the chunk map generation command from a few pages back! thanks!

@kinyajuu or faatal

has the cause of the lag in the buildings in the large cities such as the pharmacutical or the admin buildings been found or fixed yet?

 
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