PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I notice a lot of people complain about these but I rather like them. Seems I can make out zombies pretty well with them on at night. Maybe it's in the graphics settings?
Most likely funky monitor settings/not calibrated.

Most people dont have the tools (myself included) to calibrate a monitor/tv. Luckily, TFT central exists ;)

http://www.tftcentral.co.uk/articles/icc_profiles.htm

Find your panel, apply settings, profit. 5 mins work if that.

 
Prime was/is supposed to work on those; at least the garage door and drawbridge. He said if there was time they might make it in to A17.
As to the new map size, went into the xml and modified it to close to the same area, and tightened up the city/town and POI spawn. I like it better myself, but I'm not a size queen like some I guess :p >.<
Can you share the code and witch which files you used.. .or tell the newbies like me (only 306 hours on record) which files and bit sof codes to alter?

 
Roland, thanks for the reply on guns and mods. Now for my favorite weapon, the crossbow. We're the bolts given the "Everdeen Effect"? And can mods be added to the crossbow? With the seeing eye gone from stealth, I'd like to add decent sights.

 
@Roland

You said the eyeball is gone, and it is true some of us used it to help aim, especially since the game has a ranged drift. has this been fixed in A17? or does it still drift?

 
@Devs

With the idea of creative use of environment in the future (and what is more obvious than Zombies in a zombie survival game! :-). )

Is there some chance some very creative individual could find a way to make a device to increase zombie spawns in an area? An item that can be placed by a player to ‘bait/call in’ more zombies? For pvp?

Or a way to trap a zombie and place it like a guard dog inside a secured building?

Considering that zombies are the primary threat. Why not find a way to use that? Heck, setting up a ‘zombie’ trap could be an achievement for the game lol. Call it ‘ suicidal survival ‘ due to just how risky it would be to do.

 
Zeds definitely target and fell trees in A17. Tree houses will make for nice little outposts to store supplies and maybe do a bit of forging but you won't want to spend a bloodmoon in one and if you get detected by a wandering horde best to descend and lead them away or engage them on the ground.
Be nice if we could climb a tree to fight a dog horde or a wolf.

 
Can you share the code and witch which files you used.. .or tell the newbies like me (only 306 hours on record) which files and bit sof codes to alter?
You need to edit the rwgmixer.xml

<ruleset name="vanilla" cell_cache_size="8" cell_size="1600" cell_offset="0" generation_distance="4000" terrain_generator="vanilla" biome_generator="vanilla"> is what I am using to set my parameters. Will still generate a circle, but its close enough.

 
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Land claims have zero effect on zed spawn. Your bedroll only covers a 15x15 area, with the top of the bedroll being the center. You can change the bedroll coverage area in the serverconfig xml. HOWEVER, this effect is only on when the bedroll owner is present, so if you are on a server, and your friend is offline, zeds can spawn in that area.
I do not believe this is correct....If I place a bedroll..zombies should not spawn in that area according to TFP.

Madmole, Faatal or Roland can you confirm??

MTFGA

 
Sound is an ongoing project but....there is at least one welcome change in the sound department. ;)
I hope so. Sound is totally out of whack. I mean I don't hear zombies walking up to me and I am standing in tall grass. But even with out that, I should hear something. Gets annoying when your doing something and suddenly get hit from behind.

Then there are the moans... I will be in a house and suddenly hear a moan which sounds like the thing is right on top of me. But it's not. Is a matter of fact, the zombie may be on another floor.

Walls don't seem to muffle sound either since they can hear me right though the walls and I am not doing anything but walking.

While other sleepers will stay put even when you walk right up to them.

 
You need to edit the rwgmixer.xml
<ruleset name="vanilla" cell_cache_size="8" cell_size="1600" cell_offset="0" generation_distance="4000" terrain_generator="vanilla" biome_generator="vanilla"> is what I am using to set my parameters. Will still generate a circle, but its close enough.
Awesome. Does that also scrunch the POI's closer together? I mean I don't see anything that would indicate such in the code.. bUUUT... I dont know the ins and outs.. even if XML seems fairly easy to understand.

 
Hey Roland, how is the class system? Im only curious of if you think it will make the game harder or if it will make the game just more challenging?
There is no class system. Instead you pick the set of skills and perks you want and eventually your character will develop into a specialized character.

 
Hi. Can somebody confirm the new rwg map size.

Is it 8k x 8k square or is it 8k out from 0,0.

Cheers

giphy.gif
 
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Some Findings:

1) I was able to fight dogs from a tree house. I spawned in 25 of them and they did not attack the tree and I killed them all using a crossbow from above.

2) The crossbow is every bit as Everdeen as the bow.

3) Beer and Grain Alcohol are working very differently now. Not sure if they are broken or if they have a new effect or what. I got a message that whatever their effect was would last for 3 seconds. I think it must not be hooked up properly yet.

4) The mix of lootable/non-lootable containers in a POI do not randomly reshuffle at respawn time.

5) Stealth is pretty awesome now. Making noise increases the value and you can be spotted now at night if you aren't careful. But if you are careful you can sneak past zombies who are just five meters away from you and they won't see you. Better yet the distraction feature of throwing a rock works better than I have ever seen it. Quite a bit of fun actually to sneak around with a stack of rocks to lure zombies away from your intended path.

 
Maybe, somedayWalking Dead Season 1 Episode 2 (Guts)?
That would be a very interesting addition. I would also like to see the climbing zeds actually climb. They look like they just levitate right now.

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Some Findings:
1) I was able to fight dogs from a tree house. I spawned in 25 of them and they did not attack the tree and I killed them all using a crossbow from above.

2) The crossbow is every bit as Everdeen as the bow.

3) Beer and Grain Alcohol are working very differently now. Not sure if they are broken or if they have a new effect or what. I got a message that whatever their effect was would last for 3 seconds. I think it must not be hooked up properly yet.

4) The mix of lootable/non-lootable containers in a POI do not randomly reshuffle at respawn time.

5) Stealth is pretty awesome now. Making noise increases the value and you can be spotted now at night if you aren't careful. But if you are careful you can sneak past zombies who are just five meters away from you and they won't see you. Better yet the distraction feature of throwing a rock works better than I have ever seen it. Quite a bit of fun actually to sneak around with a stack of rocks to lure zombies away from your intended path.
The distraction sounds awesome. I will definitely be making use of that! It would make it so much more realistic... I sure as hell wouldn't be trying to fight a mob of them if it were a real thing.

 
@Devs
With the idea of creative use of environment in the future (and what is more obvious than Zombies in a zombie survival game! :-). )

Is there some chance some very creative individual could find a way to make a device to increase zombie spawns in an area? An item that can be placed by a player to ‘bait/call in’ more zombies? For pvp?

Or a way to trap a zombie and place it like a guard dog inside a secured building?

Considering that zombies are the primary threat. Why not find a way to use that? Heck, setting up a ‘zombie’ trap could be an achievement for the game lol. Call it ‘ suicidal survival ‘ due to just how risky it would be to do.
An object with a high "heat" value will cause screamers, who will spawn more zombies. If you're thinking of modding, look at the heat value on a forge and try to create a block that has a higher value.

 
That would be a very interesting addition. I would also like to see the climbing zeds actually climb. They look like they just levitate right now.
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The distraction sounds awesome. I will definitely be making use of that! It would make it so much more realistic... I sure as hell wouldn't be trying to fight a mob of them if it were a real thing.
+1 for using that feature till my pc dies 😋

 
Some Findings:
1) I was able to fight dogs from a tree house. I spawned in 25 of them and they did not attack the tree and I killed them all using a crossbow from above.

..
Are developers aware of this? Do u know if this could be fixed in a future update? (like 17.x) :)

 
Some Findings:
1) I was able to fight dogs from a tree house. I spawned in 25 of them and they did not attack the tree and I killed them all using a crossbow from above.
Did they just mill around below you?

Sorry about the large gif.

 
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