PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I think someone mentioned a question in this thread as to whether or not the animal harvesting perk will increase bones. I have tested and it does but it may take some perks before it may increase that one item much. At the full 5 levels I was getting 6 bones from a boar instead of 2 at no levels for the perk.

 
Soo I've been reading and no one mentioned throwing stones to attract zombies. It's working rather too well. To the point that zombies will jump off the building to investigate a stone I threw standing few meters away from them.
Really looking forward to new release with more bugs fixed. As for melee balancing, will have to play it. In B208 even with all issues clubs are still too powerful. Might need more fine tuning later.
Thats how it should be though lol, zombies shouldnt be like “well ♥♥♥♥, that sound came from over the ledge i best not fall.”

 
I guess if they wanted to leave for tomorrow they would wait to compile another build with tomorrow's fixes. The fact they compiled a new one about an hour ago maybe means their last try for today. I suppose it's being tested still.

 
You can get plenty of bones from the carcasses in the streets, so im not that worried about getting them from animals.

 
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Thats how it should be though lol, zombies shouldnt be like “well ♥♥♥♥, that sound came from over the ledge i best not fall.”
Yeah but it's inconsistent. Zombies are smart enough to attack your base at the weakest position. They should also be smart enough to not dive off ledges.

 
Faatal, you mentioned zombies don't see light from a mining helmet through walls/ in a deep cave. Is is supposed to work the same for burning effects?
Specifically I have a burning shaft mod on a machete and it wakes nearby zombies, but I'm pretty sure this included zombies from other rooms. I could record / pay more attention to test this again, but would be nice to know if there's something else to it (maybe the heat aspect?)
I don't know about that mod, but if it lights you up then it would effect seeing. Seeing is blocked by obstacles. If it has a sound with noise, then they would hear it.

 
I don't know about that mod, but if it lights you up then it would effect seeing. Seeing is blocked by obstacles. If it has a sound with noise, then they would hear it.
Does a torch have a sound? I mean I know it has a sound effect, but does it have sound in-game?

 
Yeah to the player it shows a torch effect on the machete. I actually had that machete when I recorded the old spike AI bug, maybe u missed it :(

 
Maybe people would think this is too exploity, but I'd love to see the stealth meter split into "sight" and "sound" bars, so when we're in our well-lit but windowless base and can't be seen from outside, we still have an idea for how much noise we're making for zombies.
And while we're at it, faatal, does the "volume" of noise we're making correlate to the distance at which a zombie can hear us? Is there a maximum distance that basic activities can be heard by zombies? Not mining or firing guns, just moving around, crafting, cooking, etc.
I've thought about split meters, but not sure that is better. Design may not want.

Many sounds have noise values which determines how loud and long they last for the stealth system. You will find them in sounds.xml.

<Noise ID="2" range="7" volume="10" time="1.5" muffled_when_crouched="0.5"/>

That xml range value is no longer used and is now done with:

noiseRange = Utils.FastMin(noiseTotalVolume * 1.1f, 70);

 
About the "too-many-sleepers" gate, while waiting for the patch, I wanted to test the exploration of a new POI with a newly created character (enter the game, make the first quest for the 5 points and go towards a building).Difficulty "nomad" but running zombies, for fun of course.

I took the time to edit the video so it was not boring. Rather than going around in circles waiting for a hypothetical patch, I suggest you watch me mess. Or not.

nice video man :)

you are really an amazing player ;)

 
No new experimental build today. Testers found a few last minute bugs. Two were AI bugs. One fixed, but the other is MP only, so making a local test build to figure that one out. We can release without that fixed, but it is too late today, so we will try again tomorrow.

 
No, it is 50% of your light and 50% of your noise values. Both of those are numbers generated by many different calculations.
Light is based on the light on you modified by contrast with your background, reduced by couching using a power curve and increased by movement speed.

Noise is based on the sounds you recently made, sorted by noise level in a diminishing geometric sequence using a power curve.

They are both modified by player effects (like perks) and attenuated by distance and entities can have different light and noise sensitivity, so some may see or hear you easier than others.
So, in other words, 42 blocks. :-)

based on the light on you modified by contrast with your background
I find this part very interesting. Does clothing/background color factor in, or is it strictly luminance? I can haz camouflage?

 
I'd think of that perk that decreases detection could be your camo in a sense. Be interesting to see actually adding in color dye to actually do something since it'd be based on where you are, colors around you, time of day, etc. A flat detection decrease based on dye alone would be just like the perk.

 
I'd think of that perk that decreases detection could be your camo in a sense. Be interesting to see actually adding in color dye to actually do something since it'd be based on where you are, colors around you, time of day, etc. A flat detection decrease based on dye alone would be just like the perk.
I take your point, I was more just interested in the technical solution and how it works.

 
So, in other words, 42 blocks. :-)
I find this part very interesting. Does clothing/background color factor in, or is it strictly luminance? I can haz camouflage?
It is actually your emitted light (like a torch) vs the light on your (ambient + direct), so your torch does not do much when the sun is on you, but at night it counts as a lot, since your surroundings are dark.

 
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