PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I'm not sure how big "massive" is for you specifically. But as far as I have understood it from Kin, you will be able to extend the RWG map size in A17 through xml easily. The 8k is just default, and set as a baseline by him to test the stability...
But I really dont think you will be able to do 30mill blocks. At least not yet.

The old 10k map was way bigger than I ever needed. I've never explored the entire map. Not even half.

So 8k is gonna be more than enough I think.

Ofcause, if you want to do one of those "run for ever" servers, where people just build and build. Theres also the issue of performance, when you go over 8 consecutive players.

I think this kind of server, will have to wait until gold. But I hope I'm wrong ofcause :)
I've played on a 32 slot server which used to be pretty full and at some poing 10k was starting to become small and too crowded. I dont remember any lag.

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Alpha 17 has been reported (by developers) to allow for larger RWG worlds, but at the same time the default RWG world will be smaller than in Alpha 16. It will also completely be pre-generated before the world allows players in, so traveling around won't be causing any world generation lag any more.
Really? that doesnt sound good. Think about it: How are we going to have bigger worlds if it has to be loaded at once? it would take ages everytime you open the game, correct me if im wrong.

I don't think it's the way to go. Generate-as-you-travel makes more sense if we want to achieve massive worlds eventually. Also if newer versions have new biomes you would miss these generating on unexplored areas.

 
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I figure with all the nonsense random talk I could add some nonsense random music to the conversation lol. Seriously fun pimps,Let us add music we create to our servers please!I can do it in Arma 3 but not sure about 7dtd.

 
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I figure with all the nonsense random talk I could add some nonsense random music to the conversation lol. Seriously fun pimps,Let us add music we create to our servers please!I can do it in Arma 3 but not sure about 7dtd.
Its not slipknot, but hey.. I'm down. This is right up there on my list. I'm sure radios or music players will be added at some point. My gamer friends have all asked about this as well.

 
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Its not slipknot, but hey.. I'm down. This is right up there on my list. I'm sure radios or music players will be added at some point. My gamer friends have all asked about this as well.
I love slipknot but I just do what i do. I want 7dtd to let us have the freedom with audio on servers. It would be awesome!

 
Oh crap! Sorry bout that... Not native in English (stupid google not correcting me properly).
Really?!? I was just kidding man... But hey! There are all different areas everywhere... Doesn't reflect on that stat as a whole.

(I got out of that one ok? Yeah... yeah... should do) ;)
It's all good, brutha! ^_^

 
I've played on a 32 slot server which used to be pretty full and at some poing 10k was starting to become small and too crowded. I dont remember any lag.
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Really? that doesnt sound good. Think about it: How are we going to have bigger worlds if it has to be loaded at once? it would take ages everytime you open the game, correct me if im wrong.

I don't think it's the way to go. Generate-as-you-travel makes more sense if we want to achieve massive worlds eventually. Also if newer versions have new biomes you would miss these generating on unexplored areas.
It is pre-GENERATED not pre-loaded.

 
this is a mutant , this game is a zombie game get out of here.
There is also a radiation ring around the story map, thus proving mutants could be a thing. It'd add more variation to the game at least insted of the same 8 carbon cloned zombies or so coming after you.

 
I'm very very beginner level when it comes to modding so your questions are a bit beyond my knowledge. A quest will hijack a POI and populate it with a boss and whatever zombies are pertinent to that quest. I believe that this is something that will be able to be modified via xmls but I'm not completely sure.
Auto doors most likely won't be in A17 but will hopefully be in A18. Prime said he MIGHT be able to get enough of the hooks for it added in that modders would be able to do it during A17 but he wouldn't make promises. His main priority for A17 is quests.

AOE properties is something I'm not familiar enough with to be able to comment. Sorry. AOE is just an acronym to me. Can I even say "AOE properties"? Sounded good but I have no idea...

No sword or katana or spear weapons that I could find in A17. Sorry. Those are not secret features. They just don't exist. I suppose it is going to be machete and Sillls shovel-tech for the foreseeable future....
I hope the shovel has mods to make it a more effective weapon. Maybe in exchage for upping entity damage it sacrifices block damage depending on mods you put in. for example adding nails or spikes to the shovelhead, would help killing zombies, but really would damper digging with it.

 
A17 noise was changed quite a bit:
Changed: Player noise adds sorted/weighted volume levels instead of range/clamp

Changed: Increased gun firing volume levels. Decreased overall levels

Fixed: Player stealth Tick was running at the frame rate (times decreased too fast)

Changed: Made AI SetNearestEntityAsTarget target/cancel if loud sound nearer that what is seen

and probably a few other changes.
Please tell me they stoped zombies in poi's screeching like mad once you wake them up, its one of the things I dislike the most. Itd be best if they only screech and such when they actually SEE you, insted of when they hear you from 2 floors away. This is also a bigger issue as the zombies are supposed to stop looking for you after a while and quiet back down, but in A16 this seems broke, as they seem to get locked into banging on a block or even the air in front of them till they see you or you kill them. I could be wrong though, I just remember in A15 they'd lose interest and quiet back down after a short time.

Directional audio would also be a blessing, Can often never tell what direction they are coming from as the game seems to lack positional audio.

 
hey faatal,

have you tested zombies behavior on drawbridges? on A16 they try to walk on closed drawbridge, they walk on ramp up and down forever trying to reach player

 
I know I am probably asking for too much but will trains or at least rail carts ever make it into the game or atleast dlc? :jaded:
I'm curious. Why do you want this?

Pure atmosphere? Or to drive?

Kinda restrictive compared to the jeep! It should go everywhere. :)

 
I'm curious. Why do you want this?
Pure atmosphere? Or to drive?

Kinda restrictive compared to the jeep! It should go everywhere. :)
I think Metro Exodus has the player on a train with some NPC's, basically a mobile fort for at least part of the game. Not a free flowing game like 7D2D but it works for the linear type quest/FPS games.

 
I think Metro Exodus has the player on a train with some NPC's, basically a mobile fort for at least part of the game. Not a free flowing game like 7D2D but it works for the linear type quest/FPS games.
I see. How would it work in 7D2D though?

In Navezgane I could see it added (after months of working out the train/rail system), since the map is created by the dev's.

But in RWG? Would need to be a finite "ring", that the train/cart could ride on.

The roads in A15 and A16 was/is kinda buggy still. Throw in the rail system, and I think Kin is gonna have a mental breakdown :p

 
I hope the shovel has mods to make it a more effective weapon. Maybe in exchage for upping entity damage it sacrifices block damage depending on mods you put in. for example adding nails or spikes to the shovelhead, would help killing zombies, but really would damper digging with it.
I'd really just (rather than sticking on nails or spikes) prefer to go over to my workbench, hammer it flat, and then shave and reshape it down with a bench grinder (workbench, no need to actually HAVE a grinder or make us use one) into a spear, like an assagai (or however it's spelled. It's a boar spear). With this you can impale and slash. Throw it, and it's heavy enough to carry good impact, but you could also pin zombies to things, like buildings. Trees. Etcetera, etcetera, etcetera.

You already have a decent animation for throwing and for thrusting with the shovel. Those could be modified. The model shouldn't be too hard, or even possibly finding a Unity asset. The real trick would possibly be adding the behaviors and events.

At least this is my thought process for modding a shovel, and making it useful and unique. Also gives the melee boys and girls a new toy to work with. Develop new strategies. New tough choices. (Do I throw the spear and pin that zombie, blocking the door, and then run... or do I step back after and use my pistol to shoot the conga line... Do I do something else? What if I lose the spear, either by missing or say a target breaks the thing trying to get off of it? ... Etc)

Directional audio would also be a blessing, Can often never tell what direction they are coming from as the game seems to lack positional audio.
I don't know why this keeps coming up. They DO have directional/positional audio. It is very noticeable. It's also very noticeable when you don't have your headphones right. Eeeeverything is out of position.

I'm visually challenged. (Tough time seeing some things, but not blind.) I use my hearing a lot to give me an edge. Sound is maaaajorly important to me. I normally play with Logitech G430 headset on. (Great headset for $40.) It has full directional audio support. BUT my latest pair broke last month. So I've been using a pair of my old Sony over-ear, 2 channel (Stereo) headphones to play. I've gotten them on backwards a few times when I was in a hurry (coming back from AFK).. and it seeeriously screwed up my situational awareness. I was looking in completely the wrong direction, until I flipped them around. And with them positioned correctly, I was back on target for looking, finding, spotting.

Today my NEW G430's came in (replacement set). The difference? Night and day. Positioning became even more precise, as well as I could hear things from farther way. Not even that it was louder necessarily. Bigger drivers on the headphones portion, so probably more energy delivered to the eardrum. So potentially louder, but I had made no volume adjustments between yesterday and today, or even a month ago with my old set. It is simply the difference between using old prescription glasses and a new prescription you can actually see with.

If you're having trouble with directional audio, consider what you're using. Are you on desktop speakers? How many channels does it support? Are they arranged properly so the right and left channels (and others if available) are working properly and arranged properly? Are all of them powered? Do they have good channel separation?

If you're using headphones, make sure you're wearing them right. Test to make sure the channels are functioning properly. Is there good balance? Is there good channel separation?

I *can* say that positional audio for above and below could be a little better, but that's probably more difficult to do. Without surround sound speakers or headphones it is likely more difficult to tell whether above or below. Maybe that's the actual complaint?

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One thing I would love for the Devs to do, and I think would create a better game environment is altering audio based on not just distance but .... like audio occlusion. Basically the way that sound propagates through materials. It's the muffled effect you get through walls... cutting out some sound s like higher pitches, while bass is fine. Etc. - I have no idea if this has been worked on at all for Alpha 17 as there were mentions to changes in the audio (music, but also there are new sounds of course because vehicles).

We use our ears a lot, just as much as our eyes to tell us where things are, and where danger is. Sometimes it is a little difficult to tell if a zombie is in the next room or three rooms over. And of course it's not a deal-breaker. But basically most game sounds are played using volume to approximate distance and channel balance to approximate direction based on input to the listeners ear. They often don't account for things in the way. And rarely reverberation, that I've seen/heard anyway. Some do, like Battlefield, and I think some other shooters. Rainbow Six: Siege I think. Escape from Tarkov a bit. Maybe Arma III these days. But the real one that has put a lot of thought into it is Interstellar Marines. I'm a Spearhead member (an original backer).

One of the features I helped the devs there with is audio implementation, especially with this kind of problem. And I will say that it makes a huge difference when you're in the middle of a pitched battle, OR going room to room trying to be sneaky, when sound and object interaction comes into play. I've always been an audiophile, but I'm more so now.

I raise the idea, not to copy, but in that it plays an important role to the game experience. It creates better spatial awareness, as well as creates more atmosphere. Sound is life.

The Devs are doing a wonderful job, hands down. I'd love to bounce around ideas to model this in the future if it's not already in play. If it is, I'd love to see and discuss, and test what could be done to tweak it and polish it. I do think this can be aped pretty quickly, depending on what the digital audio workspace and software is like for TFP, but I'm sure there'd have to be a framework built so that the system knows what to do in what environments with the audio pipeline. Maybe there are a few conditions, five or six that alter the sound. (Wood, metal, stone, air, water, underground.)

Though this will have to interact with stealth and detection, so maybe it's just a big PITA.

Anyway, that's enough of my mad ramblings. I've got zombies to kill and buildings to loot. And a bunker to finish.

 
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Not all train tracks are circular. The real life methods of dealing with this issue are to have an engine at both ends of the train, replace the forward facing engine with one at the back whch faces the other way, or have a rotating section of track.

 
I'd really just (rather than sticking on nails or spikes)...

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Interesting...

If you're serious, you should consider writing directly to the Pimps staff.

If they dont want it/need it, then no harm done.

If they like it, you may just have a new assignment, and we all get a better game experience.

I see no downside here :)

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Not all train tracks are circular. The real life methods of dealing with this issue are to have an engine at both ends of the train, replace the forward facing engine with one at the back whch faces the other way, or have a rotating section of track.

Sure sure... But how great would that be?

Then the train would stop at times. I imagined that OP wanted the train to run constantly...

Granted, he didn't say that. But felt like that sort of thing. Could be wrong ofcause.

 
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