PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Al's Marina, where you're the customer or the food, either way you're going to get served :-)
On Mondays, its all survival of the fittest at Al's Marina... Just like the customers requested... Should I be concerned that it was only my Zombie Bear clientele that thought up the new Monday Madness "Eat or be Eaten" idea?

I do try to make sure that new folks know what will happen after I lock and bolt the doors.

Al: "Would you like a cold bear?"

They all say: "You bet!". I warned them...

 
What are you talking about?
Short answer? It couldn't fit through doors.

Long answer? Due to the difficulties in modifying an a-star pathfinding algorithm to use an entity who's base is larger than a single voxel and who's height is greater than two blocks it was decided that it would take too long to rewrite the entire pathfinding algorithm for a single feature.

 
What are you talking about?
The Behemoth is unlockable through xml, BUT has no hitboxes and pathing AI.

So Gazz was wondering why on earth you would want to unlock it like that in the first place. :)

Cheers

 
but but but... the burritos


unentitled one here, but I still want my beef and bean burritos damn it.
Oh yeah, "beef". You can call it that, but I have it clearly marked, in the wall safe, that it is "Meat-like substance".

Vinnie the Knife and Ivan the Axe dont ask me where I get my Dukes, so it would be rude if I asked them where they get their... substance.

 
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Short answer? It couldn't fit through doors.
Long answer? Due to the difficulties in modifying an a-star pathfinding algorithm to use an entity who's base is larger than a single voxel and who's height is greater than two blocks it was decided that it would take too long to rewrite the entire pathfinding algorithm for a single feature.

The Behemoth is unlockable through xml, BUT has no hitboxes and pathing AI.
So Gazz was wondering why on earth you would want to unlock it like that in the first place. :)

Cheers
Thanks to you both for the info. :)

 
Short answer? It couldn't fit through doors.
Long answer? Due to the difficulties in modifying an a-star pathfinding algorithm to use an entity who's base is larger than a single voxel and who's height is greater than two blocks it was decided that it would take too long to rewrite the entire pathfinding algorithm for a single feature.
One way or another, it will take time to write the code. However, when you do get to it, I recommend making a second algorithim, or I just call it a set of arrays. Make a set of path finding code for 2x2. Saying a "voxel" is 1x1. Then tree branch it. Doing a switch statement ( or equivelant) to organize new various pathfinders. It wont just add 1 feature, but make it much easier to add in more later.

Likewise. The way it sounds, is the original path finding code, is nested into a lot of code, so making a "tree branch system" will take time itself. And I do recommend it for the future. I use it in every project, to make adding new features open ended.

A tree branch might look like:

Zombie has pathfinding (1).

Behemoth has pathfinding (2).

pathfinding (int) array;

1= 1x1

2 =2x2

Switch Pathfinding code , pathfinding (x) {

case 1:

do 1x1 code

case 2:

do 2x2 code.

}

It is so much more complex than that, and of course takes, looking at the mess, and stripping the original pathfinding away. Hopefully the game wouldnt be far away enough to add in a tree branch like system. It does keep fps down, at least as long as the sets of arrays are carefully placed.

I just recommend it. It helps a lot when adding new stuff. ARRAYS = LOVE

 
And stuff like this is seen often in Starcraft 2. Each unit has , a lot of tree branching going on. But specific to this, they have a pathing object, and... a ton of choices.

A "unit" in sc2 might have creep tumor pathing, or have terran building 1x1 pathing. Etc. and drop down the list of pathing options, will be jaw dropping. The code to run the pathing, wont take long. The code will "choose" what pathing code to run. Its much easier this way. Than... try to make the "ultimate" pathing code. Just restructure the game to "choose" what the pathing will be for said Zombie. Then imagine this: You are testing out a new "pathing code" for zombies. Keep the old 1x1 code, add a new code option to array, called 1x1 experiemental pathing....

 
Something more helpful:

Do add the Behemoth, as a 1 trick pony. It would have a seperate spawn system and code. Since it would likely be 1 enemy on the battlefeild, it shouldn't cost too many resources , and by then, youll have the second chunk of pathfinding, to add to a 7 days to die 2, which a sequel would be "an engine rewrite", making an assumption that the original pathfinding is heavily nested in the core game by now.

 
if you want the behometh i recommend playing the mods, starvation mod and also darkness falls mod have them in vanilla they are NOT going to implement them as far as i know.

 
Stuff as in Airport? Nuclear reactor? Duke's casino? Dog pound? Used Car lot? Abrams Tank?
That is already in the game, although the toilet in the Abrams is out of order and TFP doesn't use imperial units like pound anymore. If you didn't find this stuff yet, look harder

Jokes asides, i might have meant a finished Version of it for the Event :p
If TFP thought it was too much work to make the Behemoth a permanent feature why would it be a better deal for them to make it work as a once-a-year feature?

 
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Wasn`t one of the reasons why they didn`t add the behemoth that it would just be another bullet sponge and didn`t seem to fit anymore.

That is at least how i remember it. Though i am not surprised that there were pathing and other code issues.

 
ok so at 5K+ hours and have not found one dino to tame and even if I did I can't figure out what I need to make saddles. Can I make them out of zombie skins? I have also jumped off of the skyscraper and forgot I didn't have a parachute, doh.
you must first finish the outhouse quest in Azeroth.

 
If TFP thought it was too much work to make the Behemoth a permanent feature why would it be a better deal for them to make it work as a once-a-year feature?
Because, wich i also stated, i thoght the only obstacles were its size and spawn problems, wich i allready got corrected for.

 
Make the Behemoth spawn in cities/ valuable or outside valuable POI's as a stand still boss.

Will throw rocks at you 10/10

Won't move 10/10 no pathing, no pathing problems.

Will call his zombie doge army every 5 minutes to eat you.

Batman solutions.

 
Hi all, long time stalker here first time posting.
I am much newer to 7D2D that most of you, I started playing in A16 and it immediately became one of my all-time favorite games. I love it so much that before checking this forums, all I thought the game needed was more zombies and a bigger backpack. What a big surprise when I found this thread (looking for info on A17) and got to know all the diverse characters that populate these forums and their requests. Been reading daily since December, and since today I'm having a slow day at the office I decided to join the party.

Some make me wonder what do they even like about the game, since their ideas would turn the game into a completely different game (isn't that what mods are for anyway?): "Bandits" (silly name for Survivor NPCs IMO). Why do we need them? isn't that what MP is for? I personally play SP and I love being the only survivor in a zombie infected world. Quests? again, why? I don't understand the point of having an NPC tell me to go gather x amount of x or kill x amount of x. I do those things anyway. A very elaborate story? those belong on very different types of game (Skyrim, KCD, Baldur's Gate, etc). I love making my own story, product of the interaction of great mechanics and systems, unique to every playthrough (a game that masters this IMO is Don't Starve). "Fixing" Water.... well... actually, although I never felt that need while playing, I can see how that could be cool.

Also, the really weird guys that want super obscure things like a dedicated zombie volume slider because they get bothered by the sound they make (WTF???), or the gloom/doom that come every 10 pages or so to call the developers lazy because they are taking their time doing their jobs. Guess what? they could've call it finished 6 alphas ago and moved on. The fact that they are still working to get the game to be worth of their vision should be commended and not reprimanded.

However, no matter their opinion, I am a firm believer of respect and tolerance. So thank you all for keeping me entertained for months (it's a daily toilet read for me lol)

Anyway, this is just my opinion. I don't claim to be right or wrong (although if you ask my wife, I'm mostly wrong).

I'm very exited for A17 and can't wait to start playing again.

Almost forgot, there's always an exception to the rule. Chihuahua with eyebrows....
You know 99% of this stuff is completely optional and moddable right? No need to play the story on the Navezgane map, you can always disable quests, bandits and whatever other things you don't like. This was never strictly a survival only game, it was also Tower Defense and TFP said they wanted to add RPG elements so that's what they're doing. This is indeed their game and they will do what they have always wanted to do. I see no reason to dislike anything being added, especially because it takes a few seconds to disable if you really don't like it lol. THanks for not being a douche though! I agree that an opinion is just that. and opinion and shouldn't be assaulted with hate. But yeah, everything you dislike can be disabled and I'm sure if you can't disable it ourself in the XML then some modder probably will or has already! oh and Welcome to the Forums!

 
Call me crazy or too many years in WOW but when you say Behemoth, I think stitches from Duskwood.
View attachment 24654
Oh yeah! I remember him. That thing was scary. Some of us would shout to warn the people of Duskwood about it coming. ofc then it would roar as it got really close.

One heck of a fight to take him out. One day it was almost in the town and no one knew and I had to warn them. I was a dwarf hunter, shot at it and ran into a building thinking that I could get away. The thing came though the tiny opening like water and got me. But the people in town were alerted to my shot and came and took it down.

Great times. :)

Miss that game.

 
One way or another, it will take time to write the code. However, when you do get to it, I recommend making a second algorithim, or I just call it a set of arrays. Make a set of path finding code for 2x2. Saying a "voxel" is 1x1. Then tree branch it. Doing a switch statement ( or equivelant) to organize new various pathfinders. It wont just add 1 feature, but make it much easier to add in more later.
We know programming 101 concepts. This 2x2 algorithm would be very complicated and take a lot of time. These are not solid blocks. The game uses a variety of partial blocks with all kinds of fun internal collision geometry and disappearing collision geometry as blocks are merged for performance reasons.

 
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