PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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So..there is censorship on the big letters guy, but not on adult diapers suggestions ? Hmmm
What? He still has big letters and I moved his link advertising his blog to a signature style area to demonstrate to him how it could be done. Where was Madmole's link to a diapers website?

People are all kinds of sensitive towards advertising so we listen to complaints of spam and advertising when we get them and err on the side of getting rid of the advertising. My first thought was to just delete it or move it to off-topic but then I read Menace's quote and thought it might be nicer to let him keep his post but change it to a signature so he could see that ANYTIME he posts he can leave a signature style link to his blog.

That's just one of my many shades...

 
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Hey Roland, Please tell me those flashlights from the screenshot are buy-able/craftable and placeable, they would make the apocolyptic feeling be awesome and not just in someones home, im hoping.

 
I've always wondered about why sigs are disabled. I'd think a small 150-200px section would work out pretty well. Especially for modders and server owners.

 
They only dig down if they sense you below them. So if you were both at ground level and your walls were steel but it was just a few dirt blocks to dig to go under and up on the other side of the wall....they wont do it. But if you were to descend to a basement and they could sense you (ferals and bloodmoon night hordes) then they would dig. But again they wouldn't dig under the wall to come up on the other side they would dig downward towards you.
sooooo only ferals and blood moon hordes dig?? Not any regular zombies on any other day?

That blows. What happened to dogs digging too? Dogs should dig regardless of whats in front of them.

Coughs * VIDEO * Coughs

 
Okay so who here thinks we will get A17 experimental released on Aug 31 for streamers for maximum viewing since people will be off in the USA for the holiday and a release to players on Sept 3.

 
My biggest issue with finding them is the damn fog, why the hell was my game a foggy mess with the last 15 out of 18 days the game went on. That crap needs to be toned down because its annoying as hell. Literally my last game I played for 15 days it was foggy out, was only 3 clear days. Was a trader nearby I walked passed many times because of the fog. Couldn't see it at all. Found it on day 18 when it was finally clear out.

You hosting a co-op game? Every time I host a co-op game and the game has been running for a number of hours, I get the perma-fog bug where I will have severe fog on my system but my husband has no fog on his system even when his character is standing right beside mine. They only way to get rid of the fog is to shutdown the host client and reload.

Not sure if this has been mentioned already, but wondering if the permanent fog bug in 16.4 (latest on steam) could be fixed? It seems after you've been playing for a while, at some point it will get foggy and the fog then never lifts. It sticks through all biomes and never ever gets clear, day or night. Have to exit the game and reload and then it's fine again until it gets foggy again.

In order for it to remove the heavy fog that happens around 3-5 days and then stay endlessly. You need to install the server tool, Set up the config to what you want, then run it on the same rig you play the game on. Then start your game and enter your server (make sure you put a PW on it). It will keep the endless heavy fog from happening. It won't stop it from raining or it sometimes getting foggy now and then.

A question! in the current alpha 16 build, when playing for so long and you are the host, i think its... 2 hours on the dot, the world becomes blanketed in a thick fog. you need to restart in order to dispell it. has this bug been fixed in alpha 17?
The permanent fog issue has been mentioned quite a bit in this thread already, and there are quite a bit of other forum posts dedicated to this specific issue. I haven't seen any response from TFP about it, so not sure if they're aware of it or not. I hope with all the engine updates and work that's gone into changing many systems, it's been fixed up even if they weren't aware of it.

 
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Decided today was bridge day:

Changed: Bridge open speed to x2 and removed bridge anim delays

Fixed: Bridge disappearing when looking at top

Added: Path area update uses multiblock size (bridge is big)

Added: Path area has a next entry, so a delayed update can happen separately from the current update

Added: Doors do a delayed path area update (bridge anim takes time)

 
Decided today was bridge day:
Changed: Bridge open speed to x2 and removed bridge anim delays

Fixed: Bridge disappearing when looking at top

Added: Path area update uses multiblock size (bridge is big)

Added: Path area has a next entry, so a delayed update can happen separately from the current update

Added: Doors do a delayed path area update (bridge anim takes time)
Nice!

 
Okay so who here thinks we will get A17 experimental released on Aug 31 for streamers for maximum viewing since people will be off in the USA for the holiday and a release to players on Sept 3.
Nope! It's been confirmed by many streamers that it will be released to streamers on the first or second weekend of September (if all goes well obviously). The first weekend is labor day weekend so it's doubtful it will be released at that time, but on the second weekend, it's very much possible... If all goes according to plan.

Remember that anything from now until then could happen... Hopefully all goes well.

It's best to just wait for Madmole's video, scheduled to be released this week... Maybe he has something special to say???

- - - Updated - - -

Decided today was bridge day:
Changed: Bridge open speed to x2 and removed bridge anim delays

Fixed: Bridge disappearing when looking at top

Added: Path area update uses multiblock size (bridge is big)

Added: Path area has a next entry, so a delayed update can happen separately from the current update

Added: Doors do a delayed path area update (bridge anim takes time)
Hi faatal!

Will there be a 3 or 5 blocks wide drawbridge, in addition to the 4 blocks wide we have right now?

 
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Yeah I set my week off for the first week of sept but I can push it back if it doesn't happen then.

I think labor day makes it a no-go but I took a chance.

 
Yeah I set my week off for the first week of sept but I can push it back if it doesn't happen then.
I think labor day makes it a no-go but I took a chance.
That could work well for The Fun Pimps since they would get an extra day of streaming on labor day weekend, and then release to all on Tuesday.

For people who don't know... Labor Day in 2018 is on Monday, the 3rd of September (3/9/2018)

 
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I know it needs to be done right, but man am I tired of waiting for this one. When did the last experimental drop... has it been over a year now?
A16 early streaming was on June 7, 2017

A16 Experimental was released to all on June 10, 2017

(as posted by Richard Huenink, username: The Fun Pimp)

 
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sooooo only ferals and blood moon hordes dig?? Not any regular zombies on any other day?
That blows. What happened to dogs digging too? Dogs should dig regardless of whats in front of them.

Coughs * VIDEO * Coughs
No. They all dig. It’s just that they have to be able to sense you to get triggered. When zombies don’t sense you they just wander and don’t destroy blocks. Feral and blood moon zombies are just able to sense you with much greater ability

 
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How was this not RENT?

 
No. They all dig. It’s just that they have to be able to sense you to get triggered. When zombies don’t sense you they just wander and don’t destroy blocks. Feral and blood moon zombies are just able to sense you with much greater ability
ok.....thought it was only a blood moon thing.

General questions Roland:

Overall how do you find the flow of the game now compared to A16-16.4?

Are the wandering hordes actually sensing you now? Or do they still walk on by?

Does the pathing actually make more sense now...more realistic flow?

Do the spider zs actually climb now, instead of feeling up and humping columns?

On a side note... I would like someone to discuss the possibility of giving the bedroll a "NO SPAWN" area of say 20x20x20 when placed. It would make more sense when starting out , because most likely you will take over an existing POI. It would be removed from said POI when you move on and place another bedroll. Immersion wise, it doesn't make sense to clear a building, secure it and then have zombies spawning inside the "safe zone." I thought this was supposed to be the way it was supposed to work...what changed??

MTFGA

 
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Hello faatal, how long new zombies in feral horde can detect with a vertical distant player?afaik, piling up wood frame to build restriction give totally safe base in A16.
Don't know. I'll have to test that.

 
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