PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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That would speed up the entire game, for a simple Benny Hill/Yakkity Sax buff I wouldn't bother speeding up anything but the animations... possibly the physics engine as well. Everything else can stay as it is.
That would affect the realism and game balance if some things are sped up but others weren't. The Yackety Sax buff is not supposed to represent a change in the the way the world works, but rather a change in the way the player perceives it.

 
That would affect the realism and game balance if some things are sped up but others weren't. The Yackety Sax buff is not supposed to represent a change in the the way the world works, but rather a change in the way the player perceives it.
That is of course a matter of taste but if you watch the original Benny Hill chases you can see that he tended to use a lot of static backgrounds to give the impression that the rest of the world was proceeding normally while only the people were behaving oddly.

 
Is the hype train boarding yet? :excitement:
The Hype Train has been sold to some charity organization (I heard Tomas the Train has a new friend), so TFP can throw a pity party for the Kraken because, he's feeling neglected and tried to steal a copy of A17 (for his kids, he keeps saying).

 
The Hype Train has been sold to some charity organization (I heard Tomas the Train has a new friend), so TFP can throw a pity party for the Kraken because, he's feeling neglected and tried to steal a copy of A17 (for his kids, he keeps saying).
The hype train left the station, derailed, and everyone walked back for the replacement bus service :-)

 
Yes, back to Platform 9 3/4...

- - - Updated - - -

More Death info and custom death messages. Rust has 17 points of contact and the death data contains: Who or what killed you, what they used or how and from how far. also included are what point of contact with you (head, neck, chest, stomach, p*n*s, leg, foot, etc.)
so with a mod called "DeathMessage" you would see stuff like: "Quicken was hit in the chest by Guppy from 76 yards using a crossbow causing death...<funny messages as well>"

it made for some fun death humor and data. you could also include locations so if I had leg traps I could see that Quicken stepped in a leg trap causing XX bleeding near XYZ.
I would love something like this.

 
Question about AI coming in A17. If this is my base set up will a 7th day horde path to the corridors if they are coming from a Northwest or Southeast direction or will they try to go through the angled walls? (assuming all blocks are made of the same material and I'm standing at the X position).

Same question for wandering hordes. Will they bump into the walls and just try to bash their way through as they currently do in A16.4?

8-14-2018 12-43-17 PM.jpg

 
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Experimental is strictly opt-in. Nobody will be automatically updated to it.
EDIT:

I gave myself a headache trying to explain, lol :laugh:

Never mind :)

 
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Question about AI coming in A17. If this is my base set up will a 7th day horde path to the corridors if they are coming from a Northwest or Southeast direction or will they try to go through the angles walls? (assuming all blocks are made of the same material and I'm standing at the X position).
Same question for wandering hordes. Will they bump into the walls and just try to bash their way through as they currently do in A16.4?

View attachment 24914

They will most likely use corridors as it gets the horde within the closest proximity of the player.

Edit:

And quickly.

 
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I stand corrected :)
Though I thought Steam had a new thing going on, where you could only play a game if it was up-to-date.

Meaning that you wouldn't be able to launch the game without downloading and installing the mandatory new update.

So A17-E Build 96 would have to be updated to say Build 98 before you could launch & play, if you had Build 96 downloaded and installed. So if people wanted to play the first build of A17-E and only that, without having to update (to start a new saved game file) they wouldn't be able to. Confused yet? :laugh:

If this pertains to Opt-in Beta releases is beyond me though, lol.
You can choose any beta releases that are offered, which is why for some games you can currently go back and play the old versions now. I guess this would be a matter of whether they release A17 as "A17 experimental" or as "A17E1," "A17E1.2," "A17E1.6," "A17E2," et cetera. I assume they would probably use the latter(right now you can play 5 different versions of A16 stable).

And you can always play the existing version if you "go offline" in steam without being forced to update, but that wouldn't help multiplayer players. I think it's kind of poor on Steam's part to not have a "let me decide whether to update" option, but even if they did it would almost certainly lock you out of online multiplayer with an old version because of incompatibility/cheating concerns.

 
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You can choose any beta releases that are offered, which is why for some games you can currently go back and play the old versions now. I guess this would be a matter of whether they release A17 as "A17 experimental" or as "A17E1," "A17E1.2," "A17E1.6," "A17E2," et cetera. I assume they would probably use the latter(right now you can play 5 different versions of A16 stable).
And you can always play the existing version if you "go offline" in steam without being forced to update, but that wouldn't help multiplayer players. I think it's kind of poor on Steam's part to not have a "let me decide whether to update" option, but even if they did it would almost certainly lock you out of online multiplayer with an old version because of incompatibility/cheating concerns.
That cleared that up :) Thank you.

Rep coming your way.

 
Okay, a thought that just hit me, I need at least a second brain to confirm ... or a Dev ;)

So, if I generate a world with a size of 8x8 and the seed 'test1234' and have a bunch of people play on it and later decide that a larger world would be needed, would the following procedure work, given the RWG/game version has not changed in between:

* Generate a map with size 10x10 or 12x12 (or ....) and the same seed 'test1234'

* Take server offline. Make backup of 8x8 map.

* Copy new, larger map into server map directory

* Copy backup from 8x8 map into map directory and overwrite the "central" 8x8 with the existing world data

* Restart Server

Expected result:

Since it is the same seed, I'd expect seamless "integration" of the old 8x8 map that was modified by players into the now larger map.

Sooo.... thinking further, this might be easily implemented as a server command like "expand_map (newx)/(newy)", e.g. "expand_map 12x12". But even if that doesn't come, it would be great if the above "workaround" to extend the world on demand would work.

IMHO that would be quite the feature and MP Servers could start out with 8x8 maps without losing the option to

A) Keep the existing part of the world

B) Expand the border

- G

 
Question about AI coming in A17. If this is my base set up will a 7th day horde path to the corridors if they are coming from a Northwest or Southeast direction or will they try to go through the angled walls? (assuming all blocks are made of the same material and I'm standing at the X position).
Same question for wandering hordes. Will they bump into the walls and just try to bash their way through as they currently do in A16.4?

View attachment 24914
This caught my eye since I did almost exactly the same base recently, except it was circular (well, the best approximation of it I could do with blocks) .. and while it worked for a portion of the horde, very well mind you, there were always patches of zombies breaking through the 45 deg angle wall on either side of wherever the horde had spawned. I had to scrap the whole notion of the base, sadly.

And yeah, wandering hordes were almost as troublesome pathing by and bashing walls as they went. Putting spikes outside helped, but enviably proved to be too much maintenance over all. If the pathing changes coming in A17 make it viable, I may try it again in a smaller scale.

 
This caught my eye since I did almost exactly the same base recently, except it was circular (well, the best approximation of it I could do with blocks) .. and while it worked for a portion of the horde, very well mind you, there were always patches of zombies breaking through the 45 deg angle wall on either side of wherever the horde had spawned. I had to scrap the whole notion of the base, sadly.
And yeah, wandering hordes were almost as troublesome pathing by and bashing walls as they went. Putting spikes outside helped, but enviably proved to be too much maintenance over all. If the pathing changes coming in A17 make it viable, I may try it again in a smaller scale.
Yes, my experience from past Alphas is exactly that especially with wandering hordes. They will bash through those big boulders instead of going around. Would like to try this base design out but it's a lot of resources wasted if they don't path correctly and just destroy the outer 45 degree walls.

 
Experimental is strictly opt-in. Nobody will be automatically updated to it.
so. this month or the next one :smile-new: ? , still no estimated dates ? :) , or it will be surprise where i wake up and its there ..* HYPED *

EDIT: more smiley faces so you know iam not talking serious ;) :) ;)

 
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Just put steel logs on outer walls. they will be crippled and dead in little to no time.
Repair spikes or repair walls, it's all the same - as in rather tedious. I'd like to design something that directs the AI to traps and funnels them to where I'm at to shoot them. I'm hoping the new AI allows wandering hordes to just go around things if you are not sensed and allows 7th day hordes to path logically to you instead of trying to destroy random objects.

 
well.

AI system >>> reworked

sound optimization >>> reworked

graphics and shaders >>> reworked

crafting system >>> no info. (maybe surprise?)

sounds in total >>> in progress ( except the intro theme )

vehicles and physics >>> reworked

animations >>> maybe in progress ( not for A17 at least)

actually i said in A16 that its a whole new game :) , but it seems that i was wrong A17 is the total new game almost every thing is new and reworked , if i where you i would actually say to the hell with it and rework the rest of that stuff ;) , will i be happy with this :) ? nope i will be pissed , i want you to take out your magical stick and finish this ;) . i want to loot the new factory asap

 
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