PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Soooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo* Cough * ooooooooooooooooooooooooon!

 
if the bugs are fixed then release a17 if you wanna add new stuff in it then do it with little updates
It is not about fixing every bug. Big games always have bugs, it is about reducing the important bugs and tasks to 0 for experimental.

Some of the new stuff, I consider a requirement for balance and to get proper feedback. If a new perk does not work yet, that is a feature that needs to be completed. If we released as is, you would call it a bug.

 
This week a ton of feature finishing, balancing and bug fixing has been done by the team and more continues.

Some of the work I did:

Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps.

Added AI JumpMaxDistance property and varied for a few zombies.

Added AI ? task and set Spiders to use.

Fixed AI so only jumps on a blocking entity, when that entity is blocked.

Added block DamageType property, EnumDamageTypes BarbedWire, set on barbed wire blocks and made it always cause a pain hit.

Fixed vomit attack firing an extra shot on release and not bursting correctly.

Added ranged attack getDirectionRandomOffset (an even spread) for the vomit attack.

Fixed AI RangedAttackTarget using a very slow attack cooldown and added cooldown to params.

Cleaned up AI RangedAttackTarget.

Added 4 round wide burst to feral cop.

Added 6 round slow wide simultaneous burst to radiated cop.

Fixed SDTD-8857 Vehicle in ground console spam (only check if local).

Changed vehicle net sync to use vehicle remote status, not driver's.

Changed SDTD-9043 Simplify zombie limb dismemberment (changed dismemberment calculations, hooked up tags for primary/secondary/head/arm/leg, updated debug info).

Added hunting knife power attack 50% chance to dismember.

Fixed perkHeadshot ranged requirement.

Changed environment audio to fade out twice as fast and finish when below 1% volume.

SDTD-8893 Zombies continue to attack when stunned (adjusted stun checks).

Fixed AI SetNearestEntityAsTarget alerting sleepers by setting an investigate pos.

Fixed SDTD-8946 Sleepers not waking easily enough. (Decreased wake thresholds (xml) and used random range. Decreased noise time on most sounds (xml) and a few volume changes. Increased quieter sound noise (power func) and decreased the distance attenuation.)

 
Fixed vomit attack firing an extra shot on release and not bursting correctly

...do they still not face the direction they're shooting or is this already solved?

 
Fixed vomit attack firing an extra shot on release and not bursting correctly

...do they still not face the direction they're shooting or is this already solved?
No. Seemed fine in testing. Never saw vomit from back of head.

The extra shot was always north, since it was after the look direction was cleared.

 
This week a ton of feature finishing, balancing and bug fixing has been done by the team and more continues.
Some of the work I did:

-snipped-
Thanks for the update, faatal! Since you have been working on the jumping mechanic, have you tested zombie parkour performance? Are they smart enough to jump on a block and use it to jump over a 1 block gap to grab a ladder that is 3 blocks off the ground if it is the path of least resistance to their target? I think it would be exciting if they can, but I wouldn't be mad either way. I'm just curious to see how complex their pathing abilities are when different obstacles are put in their way.

 
AS per FAATAL..

STDs confirmed for a17!!! Hence the added medical supply !!

Coughs * It Burns * Coughs

 
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Thanks for the update, faatal! Since you have been working on the jumping mechanic, have you tested zombie parkour performance? Are they smart enough to jump on a block and use it to jump over a 1 block gap to grab a ladder that is 3 blocks off the ground if it is the path of least resistance to their target? I think it would be exciting if they can, but I wouldn't be mad either way. I'm just curious to see how complex their pathing abilities are when different obstacles are put in their way.
They can jump off ledges in certain situations.

 
This week a ton of feature finishing, balancing and bug fixing has been done by the team and more continues.
Some of the work I did:

Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps.

Added AI JumpMaxDistance property and varied for a few zombies.

Added AI ? task and set Spiders to use.

Fixed AI so only jumps on a blocking entity, when that entity is blocked.

Added block DamageType property, EnumDamageTypes BarbedWire, set on barbed wire blocks and made it always cause a pain hit.

Fixed vomit attack firing an extra shot on release and not bursting correctly.

Added ranged attack getDirectionRandomOffset (an even spread) for the vomit attack.

Fixed AI RangedAttackTarget using a very slow attack cooldown and added cooldown to params.

Cleaned up AI RangedAttackTarget.

Added 4 round wide burst to feral cop.

Added 6 round slow wide simultaneous burst to radiated cop.

Fixed SDTD-8857 Vehicle in ground console spam (only check if local).

Changed vehicle net sync to use vehicle remote status, not driver's.

Changed SDTD-9043 Simplify zombie limb dismemberment (changed dismemberment calculations, hooked up tags for primary/secondary/head/arm/leg, updated debug info).

Added hunting knife power attack 50% chance to dismember.

Fixed perkHeadshot ranged requirement.

Changed environment audio to fade out twice as fast and finish when below 1% volume.

SDTD-8893 Zombies continue to attack when stunned (adjusted stun checks).

Fixed AI SetNearestEntityAsTarget alerting sleepers by setting an investigate pos.

Fixed SDTD-8946 Sleepers not waking easily enough. (Decreased wake thresholds (xml) and used random range. Decreased noise time on most sounds (xml) and a few volume changes. Increased quieter sound noise (power func) and decreased the distance attenuation.)
Faatal,,,can you fix not being able to loot through iron bars and jail doors..

Regards

Ouch

 
Improved zombie jumping (variable air time based on distance and height diff) and added different heights for different types of jumps.

Matrix/Crouching Tiger Zombies confirmed for A17?

 
it's too long for a single alpha, my opinion is that TFP is working in parallel on a future game

I heard the game title is going to be this.
7 Days to: Build a space ship, launch it to Mars, find you have no air aaaand... die.
It seems like there's been enough 'information gathering' to support a:

7 Days to Develop a Minecraft/Skyrim/Tower Defense Zombie/Survival/Crafting/Driving/Flying/Digging/Farming FPS/RPG/MMO PVE/PVP game development simulator.

Some obstacles:

...Engine Updates

...Early Access

......'Testers'...

...Forums

...Streamers

...Partner development companies 'crashing'

...AGILE development methodology

......(Heck, might as well include a mini JIRA simulator...)

Etc.

 
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Food for thought..... When you harvest potatoes, wheat or anything (IRL), you don't pull up the entire plant and start anew. Do you do that for tomato plants, no. Corn is a non regen plant, I agree to a point there. It was stated that zombies will no longer be dropping by and delivering groceries as much as we (were) used to. Pease remember that you haven't player A17 yet.
Actually, you do exactly that on potatoes and most of our food crops as they are annuals and thus the plant DIES every year and must be replanted. In fact, harvesting potatoes IRL requires you to pull up the whole plant as potatoes are tubers, i.e. root nodules.

 
I love the idea of using a scythe/sickle to harvest
Ya see, we're working on a lot of framework here. I'm not aware of any such plan but it's a one-liner to make a tool harvest more crops. Or a perk just for more potatoes. No doubt someone will be crazy enough to do that.

it's too long for a single alpha, my opinion is that TFP is working in parallel on a future game
Damn! That must be it. But tell me more! What kind of game is it?

A bool, a timer and a percentage value should be about all you need to do this.
The ability for such a plant upgrade to have multiple random block targets has been in A16.

 
The one thing keeping A17e from being released already... The hundred pages of changes, fixes and additions, still being written.

That will take so much time! Good luck to the person involved with this. :smile-new:

 
That would happen no matter what. They stopped because of complaints, they started cause of complaints. Now it's just complaints, lol. I've seen in the business world, soon be a year to 2. The company I work for is an industrial electrical contractor. A lot of times, customers will send us everything to start, just need to wait for them to shut down their machinery, they say soon. 2 years later, they are ready x.x… One customer took 5 years after the plan was already made and basically paid for..... Just how it works
Is that company still in business? :p

 
Thanks for the update faatal. I am slightly perplexed that you are working on those things while roland was announcing streaming soon a month ago. It is what it is though. I really appreciate the transparency!

Excited to see what you guys come up with.

 
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