PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
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.
I'm pretty sure we get a lot of minecraft players here and they want trains because minecraft has trains.

The logical reason to have trains is the same reason that we build mining carts in the first place. It's a way of transporting a lot of material from point A to point B while using the least amount of energy. You could run a track from your mine to your base and not have to worry so much about filling your inventory while mining.

 
I am just a big fan of train/rail karts in real life, that's why I would love to see them implemented in my favourite game. But I know how difficult that would be implementing it in voxel game and can just imagine people reporting bugs like: "guys wtf i was driving my train and then suddenly the rails ended abruptly..."

Btw i remember back in around a14/a15 in one of Joels preview videos he made a reference that one day they would want to have like rails as decoration to begin with. If only i could find that video for reference...

 
Thanks for the enlightenment guys. I never did play minecraft.

@RussianMafia

Well that is a valid reason :) . Maybe you'll luck out, and a dev or two share your interest in trains ;)

 
Anyone been in the "Alpha 17 Stream Event" sticky thread lately?

Reeks of entitlement in there... Atleast it's not so much here anymore :D

 
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.
This would be great. Maybe add that sleepers go back to sleep if they don't find or hear anything for a few hours.

Could help overall game speed and performance.

 
faatal

Regarding A* pathing single file. Can the same visibility cone used on the turret

be used on Zombie AI?

In open ground it may spread them out so each still finds a

direct path to the player, but expands the group.

I asked because they spead and surround me once at contact point, if they cant hit me

through another zombie at times.

Im only asking if this is possible to be programmed.

 
Been a while since I logged on, I'm seeing some progress is made towards the random gen. I always found the generated cities pretty boring and not very interesting at all and they seem to be arranged in a very "programmatic" way. There are various algorithms that can be used to generate cities/road structures relatively easy with a more natural structure.

Voronoi

Fortunes-algorithm.gif


Random points will be set on the map then it will fill the circles until an intersection. Each intersection represents the road and between there are typically the buildings. Probably the most promising candidate.

Subdivisions

http://www.citygen.net/files/Citygen-Thesis.pdf subdivision by deviated perpendicular bisector of the longest side.

Reaction Diffusion System

They are mainly used for chemical reactions however they are not limited to that, the algorithm usually mimics natural reactions so for example the texture of a zebra can be simulated by two simple reactions. However its not limited to textures, one can use it to produce pretty much anything with it.

This example mimics the spots on a leopard:

2d_turinganimation.gif


From a 2d perspective this could also represent a heatmap where cities are supposed to be.

So my point is: Please make the random gen less dull, thank you.

Also applying for a job at TFP is like russian roulette, you either get a response or you don't, so thanks for not responding at all, a simple no but no thanks would have done the job :upset:

 
Phew!

Finally finished catching up with a couple weeks of posts. All I have to say is: Everytime someone writes "Hoard", a little imp comes up from hell and rapes a puppy.

Please, save the puppies.

 
I have a question, yesterday I was gaming on the server I run with while talking with the host of the server, he mentioned that he was not going to up date the server till 17 became stable. I'm good with that, but what I'm wondering is if I up date to the a17e can I still bounce back to 16 to join up on the server?

 
I have a question, yesterday I was gaming on the server I run with while talking with the host of the server, he mentioned that he was not going to up date the server till 17 became stable. I'm good with that, but what I'm wondering is if I up date to the a17e can I still bounce back to 16 to join up on the server?
To join a server you need the same version of the game :upset:

 
Been a while since I logged on, I'm seeing some progress is made towards the random gen. I always found the generated cities pretty boring and not very interesting at all and they seem to be arranged in a very "programmatic" way. There are various algorithms that can be used to generate cities/road structures relatively easy with a more natural structure.
Voronoi

Fortunes-algorithm.gif


Random points will be set on the map then it will fill the circles until an intersection. Each intersection represents the road and between there are typically the buildings. Probably the most promising candidate.

Subdivisions

http://www.citygen.net/files/Citygen-Thesis.pdf subdivision by deviated perpendicular bisector of the longest side.

Reaction Diffusion System

They are mainly used for chemical reactions however they are not limited to that, the algorithm usually mimics natural reactions so for example the texture of a zebra can be simulated by two simple reactions. However its not limited to textures, one can use it to produce pretty much anything with it.

This example mimics the spots on a leopard:

2d_turinganimation.gif


From a 2d perspective this could also represent a heatmap where cities are supposed to be.

So my point is: Please make the random gen less dull, thank you.

Also applying for a job at TFP is like russian roulette, you either get a response or you don't, so thanks for not responding at all, a simple no but no thanks would have done the job :upset:
Hey man :) I agree with you!

Cities in RWG always looked in a grid to me and they generation algorithm could use some improvements.

The difficult part is probably to arrange the cities in a way that doesn't clash with the environment, for examples not on mountains, but in valleys.

 
Maybe its wishful thinking, but I'm willing to bet its not - alpha 17 is going to be a blast. Just having motorcycles and trucks is going to change alot of play styles. Looking forward to stealing my first truck. Looking forward to stalking motor noise to hunt unsuspecting victims. Then going to go kick a puppy after that. Going to build a gas town in the desert to harvest shale for gas - the cars will be taken apart too quickly to rely on them for gas. Oh, what a day. What a lovely day! WITNESS ME

 
I have a question, yesterday I was gaming on the server I run with while talking with the host of the server, he mentioned that he was not going to up date the server till 17 became stable. I'm good with that, but what I'm wondering is if I up date to the a17e can I still bounce back to 16 to join up on the server?
Try making a backup copy of a16 before updating to a17 experimental. Put an icon for your a16 copy on your desktop and open the game through that icon when you want to join the server. Then when you want to play a17, get out of the game and open the version you have in Steam. It works. I have several different full installations of the game saved on my PC and I just have to make sure I click on the icon for the right version when I'm opening the game.

 
Last edited by a moderator:
Can someone comment on this? will the next alpha allow for bigger procedual worlds?
I want to host a massive world with no limits, or as big as the engine would allow (in the case of Minecraft it's 30 million blocks)

So the server would get upgraded as needed, as players travel further from spawn and the world grows in size, I would try to get donations going to keep it hosted and invest my own money as well.

I just want a massive world, the current limit is tiny.

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 :)

Not sure how the blocks are calculated but I was thinking it was like so...

1km = 1000m (1000 blocks)

So map would be 8km x 8km which is 8000m x 8000m which = 64,000,000 1 meter blocks.

That would be surface area. Not sure what average depth would be so never calculated it in.

Ok looked it up and see where I was confused but left this all in for anyone else who would have made same mistake I did. (Never played Minecraft)

Info below was googled

How many square miles is Minecraft?

The world is 30 million blocks across. A block is one square meter. 30,000,000 meters is 30,000 km. 30,000*30.000 is 900,000,000, so the Minecraft world is nine hundred million square kilometers.

 
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.
They have a limited version of it.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top