PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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So when I complete the tutorial quest and it points me to a trader; it doesn't.It just states Trader is 0.0

Does that mean that no trader has spawned on the map generation? (Playing Random Gen btw)
goto 0 0 coords, it triggers the quest

console command

tp 0 0

 
Heh -^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^

So when I complete the tutorial quest and it points me to a trader; it doesn't.It just states Trader is 0.0

Does that mean that no trader has spawned on the map generation? (Playing Random Gen btw)
Traders are somewhere on your map. Its a bug so Short term-> Travel towards 0,0 (or teleport if you can't wait) and eventually it'll show the location.

 
You don't have to do quests but it seems to be worth it. HOWEVER.... it can be a lethal distraction as I've found myself loving the quests so much I don't work on a base and then its too late come horde day and my base fails. Time management is always a thing in this game.
Yes. But even if I only want to do a few quests a week, if I sit near a trader, that saves time I can use for base building for example instead of the roundtrip time to the trader.

And there is not much reason to not do quests from time to time if you have to scavenge anyway.

 
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I know the trader thing is a bug, but in a way, it makes more sense to not know where a trader is (depending on how you look at the back story and even then, still can find loop holes). Mainly, when you wake up, you don't know where a trader is, and me thinking I need to find a trader doesn't mean I know where one is. Yes, maybe I woke up in the town I lived in, but if something like this happened (zombies, apocalypse, etc.) a normal trader, more than likely, got run out of his own home or business and had to start elsewhere, I don't know where that is until I find it. But I do see the simplicity and the help of the quest pointing you in the direction of your first trader. I'm a bit stuck in the middle of should it or should it not tell you where one is until you find it or at least see one in the distance.

- - - Updated - - -

Yd0eszK.png

Is it some kind of joke?
Demon pig. RUN!!!!!!

 
But I'm not a programmer so no idea if it's even possible in Unity to call a 32-bit library for a 64-bit build and have that cap virtual memory size.

Anyway.. :) My sister is eating "tofu pups" (I kid you not) for dinner, so I need to go add some sound effects, ha!
That is not possible, by the way. Even with tofu pups added :smile-new:

 
So I deleted my current games after the new update(b199) came out but it didn't look to me like the world files are deleted. I'm assuming if I start a new game but use that same world I won't get any fixes to world generation like new POI's etc? And did it automatically update Navezgane or would I need to somehow refresh that too?

If I do need to delete the old world files is that in the GUI anywhere or do I need to do it manually?

 
So I deleted my current games after the new update(b199) came out but it didn't look to me like the world files are deleted. I'm assuming if I start a new game but use that same world I won't get any fixes to world generation like new POI's etc? And did it automatically update Navezgane or would I need to somehow refresh that too?
If I do need to delete the old world files is that in the GUI anywhere or do I need to do it manually?
I kept my save for Navezgane, and it seems to have got the updates well enough. RWG, I don't know.

 
Okay, this warrants some explanation.

RWG, and the changes that were made.

Old.

RWG would be made, and all of the data would be put in the save folder, and as you explored chunks, "region" files would be created. The calculations were done as new chunks were loaded, so the game didn't know that it would be say, a forest biome with an ore cluster until you entered the new chunk.

New.

Rwg creates a world. A height map (DTM), splatmap images (biomes) and a prefabs.xml, just like Navezgane uses. The files are stored in the game folder, under data/worlds, and are NOT AFFECTED BY SAVE GAMES. They simply "exist", like a Nav map does.

Now, when the user enters a new chunk, the game already KNOWS what data to expect, so creates the region files faster.

THE GOOD NEWS IS:

Because the map is literally a DTM file (grey scaled height map file) you could literally load mars and use it as a map. Like, it's been done.

You can also use an image edting program to CREATE YOUR OWN MAP. You can specify which biomes go where by editing the splat map. You can put specific prefabs by telling the prefab.xml where to put them. You can SPECIFY SPAWN POINTS. Where water goes. Roads. Radiation. Entities. Spawners.

So, although this is the first iteration (although I think it's rwg v4.0) of this method, can you start to see the potential now?

Look familiar?

biomes.png


...that's nav's biome mapping.

Want some snow in the south? Edit that .png file, throw in some white at the very bottom. Save the file. Then load the map.

That easy.

 
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Same issue, place seed with R-Click, punch and pick seed back up. Have to place it and immediately look away.
Yea Imran into that too. Really annoying! It's really really easy to unplant your seedlings as you are harvesting the grown plants. Not sure what it takes to fix but I sure hope they find a way.

 
okay, one thing I've found that freaks me out, especially at night, when I power attack with a pickaxe, there's a few times it has like a zombie growl/grunt. I look around, nothing is there. Is that intentional for that sound to be part of that random pick or no? Makes it harder to actually tell if a zombie is around or not.

 
I know Gazz said the power attack grunt sound is a placeholder, but I suggest to remove it completely, because when mining (sometimes for hours), you instantly grow tired of hearing this sound every second.

 
MM can we get a little bit of love on the construction tools. none of the perks seem to work with the wrench they all just take 10 from the vehicle being harvested. with a new car type, that is 90 times to be fully harvested. so that is 90 uses on the wrench which can go through lower level tools very quickly on just 1 car.

motherload only does rocks trees and the like, but not ac units cars, other electric devices. perhaps add it to the grease monkey perk?

 
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