PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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@Roland, did u see my previous post about UI lag (crafting menu)? Just want to know how it feels playing A17, as I understood u had a peak at it already :)
Did it improve?
I only seen UI lag in Mods (Not technically TFP's Fault).

The Vanilla 7D2D never gave me any UI lag.

 
Wow... I think this is the longest this forum has gone without a new post during the day in a long time. Come on guys, I look forward to reading all the craziness while sitting on the pot at work... are streamers streaming now or something? *cue crickets and tumbleweeds*
Think we're all trying to old our breaths to see if TFP will reward us with A17 :D If that doesn't work, back to ritualistic sacrifices

 
When devs start posting I start pruning the craziness so that people can communicate with the developer. Go to off topic to see all the craziness posted today and yesterday.

 
@Roland, did u see my previous post about UI lag (crafting menu)? Just want to know how it feels playing A17, as I understood u had a peak at it already :)
Did it improve?
I’ve never had a problem with it in vanilla and that’s what I’m playing in A17. Seemed fine.

 
Faatal,Thanks for the response...can you explain if you are in the know ....is it possible to give bedrolls a NO SPAWN area when placed.
I'm sure it could be done, but don't think you will get any devs wanting to change that for A17.

 
Get some modders access, since the issue is more pronounced in mods...
Easy. Modders just need to accept any invitation they might get to participate in a stream and talk about their mod. If they haven't been invited they could message one of the streamers in the list and offer to be part of the show. I hope you do one of the Japanese shows, Gup.

 
TormentedEmu is all over that scene... She's the sorceress who got the horse in the mod... She's much more deserving than me.

Not my point though. =)

 
I’ve never had a problem with it in vanilla and that’s what I’m playing in A17. Seemed fine.
sure, my bad for not thinking the obvious: you are playing vanilla. However it's well known it lags like crazy once we add a few items, doesn't matter which items are those. With how they reorganized XML and stuff I was wondering if there was any improvement to how it reads/lists those items (I don't know what part causes the lag). So, u don't have info on this, I presume? Thanks if you can share anything :)

 
Hey Faatal!
Do you know in A17 if Zombie stop clipping through doors, walls, floor basically everything?

Are We There Yet? :)
It is better. There is a mode in AI obstacle code that does a temp move away from a block when they are blocked and want to hit the block.

 
sure, my bad for not thinking the obvious: you are playing vanilla. However it's well known it lags like crazy once we add a few items, doesn't matter which items are those. With how they reorganized XML and stuff I was wondering if there was any improvement to how it reads/lists those items (I don't know what part causes the lag). So, u don't have info on this, I presume? Thanks if you can share anything :)
I didn't notice much if anything really different about the way crafting works and the recipes that are assigned to particular workstations. My gut feeling is that it is going to be pretty much the same in A17 as it was in A16 but I could be wrong. Gazz would be the best one to answer this but getting a straight nonsnarky answer from him is the real challenge.

Potters.....

 
I didn't notice much if anything really different about the way crafting works and the recipes that are assigned to particular workstations. My gut feeling is that it is going to be pretty much the same in A17 as it was in A16 but I could be wrong. Gazz would be the best one to answer this but getting a straight nonsnarky answer from him is the real challenge.
Potters.....
Sure, appreciate ur answer. Gazz please :distracted:

 
I didn't notice much if anything really different about the way crafting works and the recipes that are assigned to particular workstations. My gut feeling is that it is going to be pretty much the same in A17 as it was in A16 but I could be wrong. Gazz would be the best one to answer this but getting a straight nonsnarky answer from him is the real challenge.
Potters.....

Sure, appreciate ur answer. Gazz please :distracted:
Get ready for the screwy-ness.

Fun, on point and no reveals ;)

 
Well, spikes took all day to improve, but working pretty well now:

Changed: Spikes use a box collider and at a lower position

Changed: AI obstacle check to ignore blocks that damage (move through spikes)

Added: JumpState Air finishing if motion slowed (don't stay in anim while sinking down)

Fixed: EntityAlive not updating block standing on when it changes (like when spikes destroyed)

 
Well, spikes took all day to improve, but working pretty well now:
Changed: Spikes use a box collider and at a lower position

Changed: AI obstacle check to ignore blocks that damage (move through spikes)

Added: JumpState Air finishing if motion slowed (don't stay in anim while sinking down)

Fixed: EntityAlive not updating block standing on when it changes (like when spikes destroyed)
When did Empyrion devs change the properties of spikes in response to community feedback and request?

Never, I tell you! ;)

 
Well, spikes took all day to improve, but working pretty well now:
Changed: Spikes use a box collider and at a lower position

Changed: AI obstacle check to ignore blocks that damage (move through spikes)

Added: JumpState Air finishing if motion slowed (don't stay in anim while sinking down)

Fixed: EntityAlive not updating block standing on when it changes (like when spikes destroyed)
Awesome faatal!

Crossing my fingers, it goes through QA with no issues...

You workaholic.

 
Well, spikes took all day to improve, but working pretty well now:
Changed: Spikes use a box collider and at a lower position

Changed: AI obstacle check to ignore blocks that damage (move through spikes)

Added: JumpState Air finishing if motion slowed (don't stay in anim while sinking down)

Fixed: EntityAlive not updating block standing on when it changes (like when spikes destroyed)
Such a beast!

 
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