PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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@Kinsince you do the rwg and you dont have time to fix it fully yet. would you be willing to give us some clues as to what these sections do individually so that we can make some changes on our own?

-snip-
How this works, in short, is that RWGMixer consists of multiple "modules" that are linked together. Some modules generate signals (like the Voronoi and FastTurbulence modules in your example), others take signals as input from one or more other modules and combine or change them (like scaleOutput and biasOutput).

If you want to really know how these work and interact together then check out the link below. It has helped me a lot to get a grip on it all:

http://libnoise.sourceforge.net/docs/index.html

-edit-

A little warning though. This rabbit hole can go pretty deep (just ask Tin, he lives in one :p ). Before you know it you'll be pulling all nighters writing stuff like this:

Code:
<biome_generators>
	<biome_generator name="vanilla">

		<!-- generates snow, pine_forest, forest, plains and desert -->
		<module name="biomeBaseGen" type="FastNoise">
			<property name="frequency" value="0.00050"/>
			<property name="persistence" value="0.01"/>
		</module>
		<module name="biomeBaseSB" type="ScaleBiasOutput">
			<property name="sourceModule" value="biomeBaseGen"/>
			<property name="scale" value="0.40"/>
			<property name="bias" value="0.40"/>
		</module>
		<module name="biomeBase" type="FastTurbulence">
			<property name="sourceModule" value="biomeBaseSB"/>
			<property name="frequency" value="0.001"/>
			<property name="power" value="0"/>
			<property name="roughness" value="1"/>
		</module>

		<!-- generator for wasteland and burnt_forest -->
		<module name="featuresBase" type="Voronoi">
			<property name="frequency" value="0.0035"/>
			<property name="displacement" value="0.5"/>
		</module>
		<module name="featuresSB" type="BiasOutput">
			<property name="sourceModule" value="featuresBase"/>
			<property name="bias" value="0.5"/>
		</module>

		<!-- add burnt_forest to the biome mix -->
		<module name="burntForestBase" type="Select">
			<property name="controlModule" value="featuresSB"/>
			<property name="sourceModule1" value="biomeBase"/>
			<property name="sourceModule2" value="featuresSB"/>
			<!-- to increase occurence, decrease min value "#,1" but keep it between 0.8 and 0.9 -->
			<property name="bounds" value="0.87,0.89"/> 
		</module>
		<!-- only allow burnt_forest to appear in forest, pine_forest and plains
		     so this removes it from desert and snow biomes -->
		<module name="burntForest" type="Select">
			<property name="controlModule" value="biomeBase"/>
			<property name="sourceModule2" value="burntForestBase"/>
			<property name="sourceModule1" value="biomeBase"/>
			<!-- keep these values the same as in biome_spawn_rules -->
			<property name="bounds" value="0.16,0.64"/> 
		</module>

		<!-- add wasteland to the biome mix -->
		<module name="wasteland" type="Select">
			<property name="controlModule" value="featuresSB"/>
			<property name="sourceModule1" value="burntForest"/>
			<property name="sourceModule2" value="featuresSB"/>
			<!-- to increase occurence, decrease min value "#,1" but keep it between 0.9 and 1 -->
			<property name="bounds" value="0.98,1"/> 
		</module>

		<!-- add some dithering between biomes -->
		<module name="biomeDither" type="FastTurbulence">
			<property name="sourceModule" value="wasteland"/>
			<property name="frequency" value="0.25"/>
			<property name="power" value="12"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="biomeDither"/>
			<property name="bounds" value="0,1"/>
		</module>

		<output module="clampOutput"/>
	</biome_generator>
</biome_generators>
 
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I sincerely apologise for provoking old age, hopefully you'll recover. :)
apologies not needed.

young ones (think) they know they can deal it.

old ones know they can (actually) take it.

old ones know that because they have taken it - actually. many times. over many years.

old ones were young ones once so know they can give it too.

it cracks me up that my teenage boys cant make me react when given a free shot for a dead arm.

when i say its my turn they disappear like smoke

nuggety. yeah. hard and nuggety. bring it. age rocks. (deveg - haha)

lol! one more day and holidays woohoo!

 
apologies not needed.young ones (think) they know they can deal it.

old ones know they can (actually) take it.

old ones know that because they have taken it - actually. many times. over many years.

old ones were young ones once so know they can give it too.

it cracks me up that my teenage boys cant make me react when given a free shot for a dead arm.

when i say its my turn they disappear like smoke

nuggety. yeah. hard and nuggety. bring it. age rocks. (deveg - haha)

lol! one more day and holidays woohoo!
With ya all the way bro :)

 
What problems make different configuration files for both modes?
And why have combined in one?
I'm assuming they made the choice to allow all SP games to invite other people to join their game at a future time if they wish. They don't seem to want put SP and MP in separate boxes. Probably the right move overall as co-op games are very popular.

 
Had some fun since a17 came out with the game, despite some hit-and-misses here and there.

I do have a few things i'd like to ask.

1st off - is 12 bears + boar boss + some zombies a normal mob spawn at day 38 in one house? Actually bears were present in all the houses (the location East from forest biome trader, NVE SP) just max 3 of them. Pawn shop was the bear den :]. Or is it simply something that came about cause the save I'm playing at originates from A16?

It would be strange tho if that was the case, since before 221/223 PoI spawns were not this crazy.

2nd - from my experience at this point of time, using strong attack with tools is less efficient than just left clicking. The only reason u might wanna use SA is if 12 bears were chasing you through the house and you needed to break the door fast, but it wouldn't work either way (bears too fast and even if u made it in time u would have no stamina left to run ;p)

3rd - the game really needs noise blocking mechanics. In all honesty 30 layers of rock should make it impossible for zombies to hear me crouch left hitting iron deposit with a stone axe.

4th - skill and experience revamp is one of the things I would consider a hit-and-miss. Altho the system is not badly made and is OK in general after some tweeks, it shifts the gameplay from crafting/survival to action/survival. It's my opinion tho, since there are some, who gladly welcomed that change. Others, me included, would rather get better at mining by mining in a survival game rather than get better at mining by killing zombies. At this point the 1st Comandment of 7dtd is - "And you shan't let even a single zombie off" :]

5th - performance drops when entering highly textured enviroments (wallpapered houses the main offender here). I understand it was addressed in the latest build, which is a good thing but somehow along that fix, performance during bloodmoon night dropped for me drastically.

I know starting my 1st post with a longass list of complaints is not a very classy thing to do so now let's ballance it out a bit by some praises :]

For starters - texture work - tytanic. Compared to A16 the game is gorgeous. Also all the terrain alterations, little ravines, rock formations, Ps o I, all those tiny details that make the world more believable - outstanding job.

Next - game difficulty. I consider the raise in difficulty a good thing. 50 days in A16 were not as exciting as 1st 7 of A17, especially the early build where 1st blood horde was already crazy (had a policeman, vulture and zombie soldiers in my horde). Left me anxious to upgrade my defences, cause I was not sure if i could withstand the even crazier horde week later. Altho I do agree that toning it down a notch was necessary, especially early so not to scare new players who don't yet know the little tricks (I didn't discover cobble/flagstone for quite a while when I started playing). Also removing new zombie hobby of sealing themselves inside the walls somehow to jump at the unaware passerby is also a plus :] And while we are on the subject, altho it might be a little much to ask for, some better way to discern ferals amongst the sleepers would be a great help.

Tweeks to zombie pathing last build - early A17 zombies were way too smart to be believable. I still think zombies are way too dexterous now, being able to jump using rotten muscles and bend to dig under their feet supported by rotten bones. My proposal - do it like Dying Light did it. Regular zombies could climb but they were slow and clumsy, only special kind of zombies were fast and nimble. In case of 7dtd let only crawlers dig directly under themselves for instance and, say, footbal and maybe cheerleaders jump. Make the rest just crawl up the ledges.

Quests - a simple yet genius idea. Some balancing of rewards compared to other acivities are in order but overall a great addition to the game.

Skill system and related mechanics. Altho I already said that i prefer "mine to be a miner" gameplay, from action rpg point of view this ain't a bad skill system. Also switching progress towards killing, made all the weapon skills, which could be very well forgotten in A16 for a large part of the game, a lot more important to have.

Mods - another simple yet very desirable idea. If you can't make your shoulder pads into flaming skullheads, you're not playing a crafting game xD If you can follow that idea with increased customization in the looks department (some patterns to be imprinted on your armor, custom shapes and such), it would be recieved with a lot of enthusiasm I believe :]

That's enough for a start I guess :]

Hope any of that keyboardtism will be usefull for something ;p

 
Someone didn't read the perk descriptions.
setting the "explosive weapons" perk didn´t work at all. or did I miss something ?

I tested limb dismembering in creative, set this perk to max and tested to cut off a leg with all kinds of weapons (incl. explosive crossbow arrows, rocket launcher, pipe bombs, firearms, chainsaw...etc)

It didn´t manage to get it work a single time. the only thing that worked is to shot off the head.

 
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This has now happened to me 4 times tonight and has never happened before. Also occurs at different points in the game and in 2 different games. I will be playing along just fine with video on mid settings and all of the sudden the game completely freezes to the point I have to hard reboot my system. Not sure if I am doing something wrong or if it is my system, which although a few years old, is still a pretty decent system. Any ideas anyone?

 
apologies not needed.young ones (think) they know they can deal it.

old ones know they can (actually) take it.

old ones know that because they have taken it - actually. many times. over many years.

old ones were young ones once so know they can give it too.

it cracks me up that my teenage boys cant make me react when given a free shot for a dead arm.

when i say its my turn they disappear like smoke

nuggety. yeah. hard and nuggety. bring it. age rocks. (deveg - haha)

lol! one more day and holidays woohoo!
Hehe age rocks. And rocks age.

 
Minibike headlight works again and motorcycle and 4x4 have them now too. Bicycle and gyrocopter are not getting headlights (for now, maybe someday with mods).
View attachment 26455
What if I have a mining light on before getting on the bicycle? Will that still give light like headlights?

- - - Updated - - -

Is this truly an on purpose feature? If it is I feel it makes using the power attack almost pointless. I can do more dps on a zombie for longer with regular attacks and the constant stamina regen. Making the power attack cost more stamina and halt all stamina regen for nearly 3 seconds seems way too costly.
Well, that depends. I think if the zombie staggers, you do bonus damage if you hit them with a power attack at that time plus higher chance to knockdown the zombie. I'd also guess that later on, there will be other perks pertaining to combos. Say if you have a sledgehammer, zombie staggers, you can power attack him into another zombie doing damage and knocking them both down, or something along those lines. With the new systems now in place, I could see things like that happenening at some point.

 
Good Morning from Texas!

My feedback on B33 after getting to level 10.

1. Graphics and lighting - once I realized I needed to reset my settings all is good again. getting 55-80FPS on 1060 with 6GB graphics RAM and i7-7700.

2. playing on RWG - I love the landscape, the mountains the valleys are all really nice.

3. Roads - the roads are kind of broken, most run into hills, drop off, or turn into a Picasso art piece.

4. Game play to level 10 has been smooth, most looting, zombies and a bit of mining

5. I got a Candy Cain level 2 club! love it. 1 extra damage vs same iron club level

6. new Perk system is great, I had to make tough choices. I put 2 in STR, 1 in Pack Mule, 1x in Chef so I could cook stuff (this is key IMO), 1x in T-REX (stam help) and the rest in INT to get to a Forge and Iron tools. I can now make level 4 items at level 9.

7. I feel Stam/hunger still run out faster then they did a few builds back. I have been luck to get a few rabbits, 2x boars, and 1x buck along with a lot of water bottles and 30x eggs I was able to boil water, make B&E, etc. by level 10 I had harvest about 100 meat from those animals.

So this is the right direction! keep up the good work, get the roads fixed so bikes don't break all the time.

Still need to find a Christmas hat!

oh PS: I tried licking my candy Cain to see if I would get health like in RUST, nope :(

 
Known issues:

version w:

- Trader Jen has a deep voice

version x:

- Trader Jen has a deep voice

version y:

- Trader Jen still has a deep voice

Fixed:

version z:

- Trader Jen has a deep voice (she is just a cross-dresser so we left the voice as is and call it fixed!)

 
Just found some scrap chest armor at the trader that had "Jump Jets" mod on them. You can jump up 5 blocks high but it slows you down. I was able to jump on the top of Garage looking building at the trader lol

 
Lol, The changes can be dramatic, I remember one year when the in-laws dropped down from NQ for Christmas, it was 17 degrees Christmas eve, and boy did they female dog about the cold... then the desert came to visit and it was 43 plus for the next three days... they were stunned.
lol, 17 is about normal summer temperature here. can not call it cold. my coldest day was -42C. that was really FREEZING. only 1 day tho, it was all time subzero record.

 
lol, 17 is about normal summer temperature here. can not call it cold. my coldest day was -42C. that was really FREEZING. only 1 day tho, it was all time subzero record.
You should have put a campfire.

 
Anyone else having NRE-errors popping up after finished the tutorial quests? I've had this happen now 3 times in a row in 3 new maps. It's literally game-breaking.
i had that. not tried other seed yet. i guess, on that seed has no trader on map. that's why NRE error occures. but it is only my wild quess.

 
Hi! Dont mean to be that guy, but i was wondering if anyone has info on whether the stable version is likely to come out before the 26th? Im going away to see family and i must know if i have to take my laptop with me or not :p .

 
Had some fun since a17 came out with the game, despite some hit-and-misses here and there.
I do have a few things i'd like to ask.

1st off - is 12 bears + boar boss + some zombies a normal mob spawn at day 38 in one house? Actually bears were present in all the houses (the location East from forest biome trader, NVE SP) just max 3 of them. Pawn shop was the bear den :]. Or is it simply something that came about cause the save I'm playing at originates from A16?

It would be strange tho if that was the case, since before 221/223 PoI spawns were not this crazy.
You're playing an older save with the newest patch. That happens. Used to be glowing radiated pigs would show up.

 
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