PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I was thinking it was more like "On a long and dusty highway".
snip...
Or that really twisted roadway

Or that mismatch road with the connection twenty feet below.

Or the low road with the buildings right above you... ;)

 
This is my real account,i post only when its need or when i feel i need to do...1year its too much even for engine change or what they change...you dont need to agree with me..its my personal opinion.The fact i m still here shows i still interested by the game :) ,what i want to point is this methode with HP bar...more fair was to tell us a apx date(for ex : september-november)....
Totally agree... I think V16 is broken in many ways and like lordcrolwer, just because I don't sit here and post time after time doesn't mean I don't read the forums or like the game any longer.

It's taking a very long time IMHO that's why I mentioned it.

 
snip...
Or that really twisted roadway

Or that mismatch road with the connection twenty feet below.

Or the low road with the buildings right above you... ;)
Massive Tectonic plate shifts and Aftershocks? :playful:

 
Totally agree... I think V16 is broken in many ways and like lordcrolwer, just because I don't sit here and post time after time doesn't mean I don't read the forums or like the game any longer.
It's taking a very long time IMHO that's why I mentioned it.
What’s the deal with all the impatient people saying 1 year dev cycle is too long? Whether it is or isn’t it’s only been about 7 months since the last update and since the team turned their complete focus to A17 development. I respect opinions that 1 year is too long but can we please either say that 7 months is too long or wait another 5 months to start opining about 1 year?

I know some of you don’t like to count the decimal point updates as “real” updates but....they are.

 
What’s the deal with all the impatient people saying 1 year dev cycle is too long? Whether it is or isn’t it’s only been about 7 months since the last update and since the team turned their complete focus to A17 development. I respect opinions that 1 year is too long but can we please either say that 7 months is too long or wait another 5 months to start opining about 1 year?
I know some of you don’t like to count the decimal point updates as “real” updates but....they are.
Doesn't 7 months round up to a year?

-A

 
You're forgetting the prime motivator... money.
Unity's terrain system was bad when they first implemented it and it's been largely ignored for years now. This swiftly led to the development of a lot of free and paid alternatives, most of which were better than unity's ham-fisted attempt. Unity now makes a lot of money from these extensions without having to lift a finger, free dlc revenue for them.

What's more likely to happen is that unity will buy an existing terrain system and incorporate it into the main engine, in the same way that the "pro-builder" extension will be available in the new package manager for the 2018 build. It would save them a lot of work and they'll have an already popular system added to the engine.
If this turns out like you say and we get better voxel water because of it I'd be happy. An officially supported good extension would be on-par with the kind of quality and performance I was talking about before. If TFP want to buy/use something like that it would work like a charm IMO and benefit the game in many ways.

 
hi Dagzambie <3. That better?

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LOL you are reminding me of the roadrunner mob in a game I am playing. It makes all this noise like it wants to be found then when you find it it goes running off all scared.
If you saw what I saw peeking into the window, you'd run too!

(Edit) We should have roadrunners in this game! They fit in the region and you could catch them, cut their heads off and drink the blood for a boost in running speed!

 
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What’s the deal with all the impatient people saying 1 year dev cycle is too long? Whether it is or isn’t it’s only been about 7 months since the last update and since the team turned their complete focus to A17 development. I respect opinions that 1 year is too long but can we please either say that 7 months is too long or wait another 5 months to start opining about 1 year?
I know some of you don’t like to count the decimal point updates as “real” updates but....they are.
I heard my name? :D

The last decimal point patch was 7 months ago. The last full Alpha update was close to 11 months ago. That means that 4 patches came out in ~4 months. 1 patch/month. So they are 6 months overdue! If 7D2D was a woman, it would probably have to start buying diapers.

#indisputablemaths!

 
If anybody here was around at Alpha 1.1, they'll understand that extended patch updates is absolutely nothing to worry about.

 
If anybody here was around at Alpha 1.1, they'll understand that extended patch updates is absolutely nothing to worry about.
Absolutely. Since the beginning of playing this game many of us knew the road they will travel on and we are all ready to wait as much as it is needed. Yeah, its how stuff works on this planet. It gets better, it will get much better.

 
IMO the only way this is happening is if Unity adds DIRECT water mechanics support for voxels to their engine. :-|
We all know that calculations made by the underlying engine of a game are waaay faster than those made by the game itself.
Unity has zero voxel support and I doubt they would ever add it, since it is very game specific, but they did add 2d tile support, so you never know.

Based on my experiments, native c++ code, like the Unity engine, is about 3 times faster than compiled c# code. The c# compiler (Microsoft) could be improved to generate better code and then there would not be much speed difference.

 
Unity has zero voxel support and I doubt they would ever add it, since it is very game specific, but they did add 2d tile support, so you never know.
Based on my experiments, native c++ code, like the Unity engine, is about 3 times faster than compiled c# code. The c# compiler (Microsoft) could be improved to generate better code and then there would not be much speed difference.
It's a shame to hear Unity doesn't support voxels! :-|

So I guess it's all in the hands of Microsoft (*frawns*) or we need someone to code some very good (and fast) extension to support voxels and maybe specifically to support some kind of voxel water physics that could be "easily" integrated into the game.

 
A generic voxel implementation would probably run several times slower than a custom solution, so even if it was native c++, it would probably be around the same speed as our c# custom implementation.

It is in our hands to fix it and when higher priority issues are done, I'm sure we will deal with it.

 
It's a shame to hear Unity doesn't support voxels! :-|
So I guess it's all in the hands of Microsoft (*frawns*) or we need someone to code some very good (and fast) extension to support voxels and maybe specifically to support some kind of voxel water physics that could be "easily" integrated into the game.
You could always write your own implementation, as the Pimps are currently doing :-)

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Oooh! The health bar dropped by... <takes off socks> Twelvtey!

 
You could always write your own implementation, as the Pimps are currently doing :-)
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Oooh! The health bar dropped by... <takes off socks> Twelvtey!
At least it wasn't Twentyoneish. You'd have to take your pants off!

 
If you saw what I saw peeking into the window, you'd run too!
(Edit) We should have roadrunners in this game! They fit in the region and you could catch them, cut their heads off and drink the blood for a boost in running speed!
Peeking in your window? Guppy finally stop stalking MM long enough to move to someone else?

You lost me at blood drinking. :yuck:

 
So we got silencer mods.. I need to ask as silly as this may sound, will we get a shotgun silencer as well? You see in 7dtd I hate using guns, and its not for the reason that it attracts zombies. Its because if you wake up any zombie after firing they make a ton of noise screeching and such that it gives me a headache. I'd like it so they don't screech or yell unless they actually SEE you, so if they hear something they just quietly go around trying to find the source, or punching walls to try to find it.

Also, the game could use more sliders in the audio options, i'd like one for voices (player and zombies) and sound effects (gun firing, tools hitting stuff like the wrench etc) I'd honestly turn both way down, as the zombies are too damned loud, and some of the tools really grate on my nerves to use.. auger, chainsaw and wrench to name 3. I got most of the chainsaw/auger sounds off, but that sound when your hitting blocks with them bugs the hell out of me.

 
Can we get clothes that are silent ? How about silencing or dampening weapons like the bow ?

how about more then just a tiny tiny update every month... ?

 
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