The Gronk
Colon Pounder
Pathfinding can be game'd by exploiting the extra distance required to walk diagonally... gotcha!It does not use diagonals in the path grid, but I make diagonals from the resulting path and then I do some random smoothing.
Pathfinding can be game'd by exploiting the extra distance required to walk diagonally... gotcha!It does not use diagonals in the path grid, but I make diagonals from the resulting path and then I do some random smoothing.
I've been thinking a little about this from time to time.Get your head away from the idea of sub-voxels, they would be far too resource intensive to implement. The collider is a cylinder in a very literal sense and has very little interaction with the underlying voxel engine. Once the pillar is placed the only real interaction between the pillar and the voxel engine is that once the pillar is destroyed the block it is placed inside can then have something else placed inside it.
I took your post as an honest question and I think others did too.The point of my original pathing post was not to complain about the digging/knock on the new AI; more to help me determine if I needed to spend the resources to upgrade my floors to the same material as my walls. As of now my walls remain stout and I paint less resource intensive floor blocks to match the walls, or make it "prettier" with the other paint options. Seems I will be fine continuing my normal play. I am always pleasantly surprised when an AI entity deviates from what I expect it to do. Definitely more immersive that way regardless of how "smart" I perceive the threat to be. To me unexpected=realistic. You can only plan for so much IRL.
As always thank you Fataal for taking time to answer questions.
The mechanic you're looking for is called a "compound block" which is when a block can contain two objects that would otherwise require a block to themselves. Compound blocks haven't been implemented as far as I know, the wall safe is likely to be on the inside face of an otherwise empty block.I've been thinking a little about this from time to time.
If what you say is true, then it should not be possible for 2 "objects" to occupy the same block. Should it?
But the craftable safe, for example, IS placed inside an already occupied block.
Or is this somehow a different scenario?
Dammit! I like being wrong, can't learn anything new if you go around being right all of the time.I think that Gronk is right
It just hit me that you ARE the person who makes zombies do what they do. Ever get the urge to make them juggle or ride around on bicycles (A17) or on bears?To dig under a wall, they would have to dig 2 blocks down, then the next low/medium blocks x2, then the next medium (chest high) block, then 2 jumps to get out and that is provided there are not upper blocks they would have to destroy. I'm not planning on making them do all of that.
Yes he did, look closely.Nice. And you didn't even turn your "Ok" into a link to your Ravenhearst thread. I'm proud of you Jax.![]()
Nothing has been said directly but with the optimizations done to the pathfinding, and with other systems, there _should_ be more system resources to allow for more zombies. I know the Great Mole wants more zombies in.<snipped for space>
I think Gazz will have to comment on this. He is aware of Guppycur's mod that turns the final wave into a flood like the previous waves instead of the trickle we get now. With the new pathing maybe the trickle will work better than it has. It just depends on the vision for that final wave in the night and whether the devs want it to be a trickle or a flood.Has there been much discussion on Horde nights and if they are going to be any different from what we have now?
Currently the night is effectively over around midnight whereas in A15 they seemed to come for most of the night.
A16 set to 64 can be a really intense couple of hours (Gametime) as they all stream in but it always seems to end too early.
Please forgive me if this is another one of those subjects that has been beaten to death with a ban hammer.
I'm just curious if there are any changes in the wind.
It doesn't stress my 1080ti's either at 4k but still plays rather chunky in some areas.This game barely stresses my 1060. Not sure multi GPU would really help much.
No, the game won't look like FarCry 5, because it's more than just textures. It's all the shaders and other such things required to make the game look good.Oh really, not going to happen you say? We shall see.
No I didn't buy a GTX 1080 Ti just for 7DTD but even if I did it wasn't a waste of money we will have a photorealistic graphics pack sooner than you think.
Thank you for the confirmation good sir, I know you guys are hesitant to give dates which is understandable but would you at least confirm that you intend at some point to release said 4k and 8k textures for use by us hungry hungry hippos?
Yeah, the tunnel under a large mountain is like a semi-underground fort and I recommend it to "under grounders" as a step up in excitement and potential looting.Are you talking about outsmarting Zombies? Seriously I don´t expect them to be super smart at all. But if I build a tunnel into a mountain with a big entrance and defences etc. ... I would realy like to see them take the entrance.
+100 to this.Graphics don't make everything.
there are only two categoriesI always thought it was "People who sort people into two categories and people who don't."