PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I have a question for the modders, with A17 I assume your mods will not work at all? Do you have to hand code all the changes back in ..no copy and paste? If you made buildings, do they have to be redone? Does all the xml recipes need to be all typed in one at a time? I know you haven't seen the code, but is this how it typically is for each alpha? If so, I feel for you. It could be an huge amount of work. I thank all the modders for their dedication of prolonging the fun of 7dtd and I love seeing each modders vision. I'm hoping to one day to do my own. Is it bad that I spent a crap load of cash to build a new pc just to play A17 but pretended I need it for work?
I can field that. Yes, any existing mod that makes nontrivial changes is unlikely to work as is. Updating a mod for a new Alpha is a major undertaking, but it shouldn't mean rewriting everything from scratch. Most important is a good merge tool - I use Apple's FileMerge. With a merge tool, you load in your mod's old script in one window, and the A17 (vanilla) script in a second window, and the merge tool highlights all the differences. The modder goes through each difference and splices in lines from both files (and writes new script as needed) to come up with a syntactically correct new file that modifies the game as desired while also incorporating A17's new stuff.

As to your new PC, I'm sure it will come in handy for more than just A17. :kiwi-fruit:

 
My question was "Do they create distant images of single pois, towns or chuncks?" That question can't be fully answered with "yes" :smile-new:
I'm pretty sure distant buildings are generated per POI rather than per town or per chunk. That makes perfect sense for how they're used now, but it also means other things are difficult.

In particular, what is a building? What defines the extent of a building? Sure, a lot of people convert an existing POI, but then you've got people making huge sprawling castles on virgin soil, and they'd want to see their buildings in the distance, too. So the game would need a rule to define a dynamic building, like 'a volume of space ≤ a with a density of player-placed blocks ≥ b.' And even with that, you'll have someone who thinks it's neat to build a railroad track from one end of the map to the other, and wants to see it in the distance.

To make a long story short, if they actually want distant buildings to incorporate player-made changes, I would switch to a generator that calculates things per chunk, and storing that much distant 'building' data may or may not be feasible.

 
Why are you called unholyjoe? You seem like an okay guy to me! :smile-new:
from my old WOW days.. even thought i played since BC.. when the death knights came around, i chose unholy spec and tagged all my WOW characters with unholy and most of the way thru the internet... so i am known by... unholyjoe, unholy, cchjoe, joe, idiot, some names i cant say because of well.... :) and my dad for some reason always called me jesus christ... i couldnt figure out why... but everytime i did something it was JC this and JC that... go figure...

just kidding about my dad tho... he hardly said anything... the strap or switch did all the talking. :)

 
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As far as I know changes to the terrain aren't shown in the distance either although the mesh is only calculated at runtime.

It would make sense to unify both the distant buildings and terrain into a single system which removes the need to define a "building". The systems in we have now are good placeholders, and contain a lot of useful code, but it'll be far easier to blend them together for the final system.

 
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Thanks Crater Creator for the insight...still sounds like a lot of work. I'm thankful there are lots of folks that go through the trouble updating their mods every alpha. It will be interesting to see what modder updates their game to A17 first. Modders, take your time, enjoy A17 vanilla...we can wait🕛😁

 
:spy:Super Secret Video Feed of TFP in bug squishing action.
200w.gif
So true

 
When do tfp weeks end? Friday night? Saturday night? Sunday night? Only a few days left before we can all go in to a rage for not getting a video this week :)

 
When do tfp weeks end? Friday night? Saturday night? Sunday night? Only a few days left before we can all go in to a rage for not getting a video this week :)
Many times, Madmole would make a video on a Sunday... But it could still be any day really.

Some of the TFP crew work on weekends too, sometimes.

 
Hi all -

If you go to 0 - 0 in the game, I will have that campfire going really good.... and diapers, piddle pads oh, and some steaks! Who is bringing the cooler full of beer?

-Wiggles

 
from my old WOW days.. even thought i played since BC.. when the death knights came around, i chose unholy spec and tagged all my WOW characters with unholy and most of the way thru the internet... so i am known by... unholyjoe, unholy, cchjoe, joe, idiot, some names i cant say because of well.... :) and my dad for some reason always called me jesus christ... i couldnt figure out why... but everytime i did something it was JC this and JC that... go figure... :)
lol! ive been nukemded since diablo first came out. wizardly! fireball fireball fireball!!!

before that i was fishkiller

you would not believe the flaming i got back in 98 from the tree hugging dolphin stroking hairy armpitted femanists whilst playing moria!!!

 
That Header Red Bar is used for Quests now ? 1/125 decayed mother, seems like he got some quest to finish right ?
reckon i can see a decayed mutha off to the right on the floor. maybe the last hit or last focused on whilst swinging left?

 
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