PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You know, I'm liking we can craft our own worlds like Navezgane. We can even start with a picture and generate a world based on that.

Just need to have a way to tell it to generate the roads, POIs, and biomes for us.

Right now it is find image.

Edit and save image as TGA.

Generate world. (auto from image)

Smooth world (smoothworldall command)

paint roads (manual)

place POIs (manual)

place water (manual)

paint biomes (manual)

Need commands to take the smoothed world and auto generate roads, POIs, and water. So it could go swa, genroads, genpois, genwater, genbiomes. :)

 
When I completed enough Tier I quests, the trader gave me Shamway's Secret Recipe or something like that. It looked like a magazine that give you a temporary skill buff but it was not a magazine. I read it, it made the reading noise but I have no idea what it actually did for me. Anyone have any clue?
The food you can cook with it is called "Can of Sham" according to xml

 
They are in there but there is no recipe to craft it. Im working on a mod that puts all uncraftables into the game again.
I'd at least be careful with the Jail Cell Door. Since as others have said, it cause an AI pathing issue. Don't know what it was exactly, but I doubt adding something that causes issues elsewhere is something you'd want to do unless you or someone that works on it with you has it fixed. Playing Ravenhearst, I know you and the team put everything into your work.

 
You know, I'm liking we can craft our own worlds like Navezgane. We can even start with a picture and generate a world based on that.Just need to have a way to tell it to generate the roads, POIs, and biomes for us.

Right now it is find image.

Edit and save image as TGA.

Generate world. (auto from image)

Smooth world (smoothworldall command)

paint roads (manual)

place POIs (manual)

place water (manual)

paint biomes (manual)

Need commands to take the smoothed world and auto generate roads, POIs, and water. So it could go swa, genroads, genpois, genwater, genbiomes. :)
+1 for this

Even better would be a world generator, and you could choose which step you do want to insert "manually". And then the world creator would bake the world out of our files and would generate the missing ones.

This would please the people which:

-want a special biome layout but dont want to mess with creation of the other files

-want to modify the first generated world in one or several aspects

-and finally would allow for creators to modify everything

 
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Can we have a slider or server xml option, to turn on and off the irradiated greenies?? Is that possible for peeps who dont want to play the sci fi version?? I personally would like to have more regular zombies than the greenies.

Also, can we get the old POIs back in the mixer, so that every building... isnt a dungeon crawl?

Any chance that explosions ( ex. barrels) will actually cause damage again to both blocks and zombies?

Regards

Ouch

 
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When A17 is done, A17
Right, but by asking "when will A17 be completely done" what you are asking is "when will development on A17 stop and A18 development begin?". Well, it took about 17 months from the release of A16.0 to the release of A17.0. It was 4 months from 16.0 to 16.4. Do your own math to guess how many point releases A17 will have, and how long they will take.

My own guess is that, as with A16, you will be waiting many months - maybe a year or more - before you get to play A17, if you are waiting for (again - complicated to define for an alpha game) "completely done".

 
Right, but by asking "when will A17 be completely done" what you are asking is "when will development on A17 stop and A18 development begin?". Well, it took about 17 months from the release of A16.0 to the release of A17.0. It was 4 months from 16.0 to 16.4. Do your own math to guess how many point releases A17 will have, and how long they will take.
My own guess is that, as with A16, you will be waiting many months - maybe a year or more - before you get to play A17, if you are waiting for (again - complicated to define for an alpha game) "completely done".
TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.

 
TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.
Yeah agreed.

In my dedicated-server co-op game, we're about level 25-30 now and coming up to day 14. Overall I think the game is fine. We've got a forge and a crapton of iron so we'll be ready (in our appropriated POI - the cabin with a tablesaw in it) for the day-14 horde with two layers of iron spikes and barbed wire. Foundation upgraded to cobblestone (concrete soon) and an iron-bar ledge 5 blocks up on the outer wall.

For whatever reason, we don't have the troubles others have reported. No crashes. Stamina doesn't seem to be a big problem, but we spend part of each day hunting for meat so our food stocks are always full and high-quality (meat pies). Red tea is the drink of choice. With food & water never going below 85%, we can run/bike quite a while, and chop trees without taking a break. Shoveling drains stamina too quickly, tho. Digging up 2 chunks of dirt will drain to zero, whereas I can break down a boulder completely without running out. And that's with a steel shovel vs. an iron pickaxe.

I opened up an iron ore mine and we have like 10,000 iron in the forge even after making two rows of spikes for the POI and at least 50 iron bars (and of course 1,000+ iron arrowheads). The veins are down there and they seem to be pretty big, though yield is low at the moment (about 65 per block). I've only got 2 levels of Miner 69'er though. I chose an open-pit mine, though I have started to under-cut the walls and collapses don't seem to be more of an issue than what I remember from console (15.3). Stand back when shoveling out gravel, and buttress the walls/ceiling as needed.

I think they could maybe lower the level gates for Hammer & Forge perk levels 3 & up, only because keeping wrenches repaired requires steel. Then again the trader usually has some steel for sale so this is probably just me whining about wanting to level up that perk because I WANNA more than a real game problem.

Fixing the "no switching weapons during crossbow reload" bug is big. I 'bout got whacked last night because I shot a Z in the face and then switched to club to run up and finish her off. Except I didn't actually switch to the club because the game made me wait through the agonizingly-slow reload animation. Should let me switch right away, and force me to wait for the reload next time I pull out the crossbow. Every other game I can remember works that way - instant switch, but ya still gotta wait for the reload when you switch back. I don't have any problem with the slow reload itself; there's a perk for that and I'm working on it. I'm the perception specialist in our co-op team.

Fix that, and work out the RWG/biome weirdness, and I really don't have that many issues with the game. Still a blast to play and blows away every other game I've owned, except perhaps Minecraft, for hours-of-fun-per-dollar. And I don't even have a 4x4 yet, nevermind da choppa.

 
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TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.
They also released the stable version knowing full well that RWG still needs both fixing and improving, which would definitely force players to restart worlds for the fixes, so it's not pointless to sit and wait at all. Even if the framework might be backward compatible from now on, RWG will never be.

 
They also released the stable version knowing full well that RWG still needs both fixing and improving, which would definitely force players to restart worlds for the fixes, so it's not pointless to sit and wait at all. Even if the framework might be backward compatible from now on, RWG will never be.
This is a good point. If not having to start on a fresh world is a primary consideration, then holding off until RWG is where you like it would be a smart move. You still would have to decide on a fresh world (or not) as they add POIs down the road, but if RWG as it is (which I agree is pretty wonky) is unplayable, it makes sense to stick to 16.4.

My main argument with the OP (not you) was the idea of "completely done". How on earth could TFP predict when that is? At some point if he/she wants to play 7D2D A17 at all, s/he's going to have to take the plunge. Maybe after RWG is better will be a better time to do that. But waiting for "completely done" seems unwise. I expect OP was trying to make a point, though, not seriously asking TFP to tell us when the final A17.x point release was going to come out...

 
Are there any plans on buffing the hunting rifle? It's in a pretty weird spot right now. It does too little damage and has too slow of a reload to be useful early game outside of slow day fights, and late game when you have reload perks and attachments there's no point in using it compared to a marksman rifle or ak-47.

 
This is a good point. If not having to start on a fresh world is a primary consideration, then holding off until RWG is where you like it would be a smart move. You still would have to decide on a fresh world (or not) as they add POIs down the road, but if RWG as it is (which I agree is pretty wonky) is unplayable, it makes sense to stick to 16.4.
My main argument with the OP (not you) was the idea of "completely done". How on earth could TFP predict when that is? At some point if he/she wants to play 7D2D A17 at all, s/he's going to have to take the plunge. Maybe after RWG is better will be a better time to do that. But waiting for "completely done" seems unwise. I expect OP was trying to make a point, though, not seriously asking TFP to tell us when the final A17.x point release was going to come out...
I'm kind of digging the RWG now. It's has a very apocalyptic vibe with all these pockets of destruction everywhere. The more I play the more I don't miss the huge swatches of wasteland and burnt forrest that I used to totally avoid in A16. Now I love the ruined buildings sprinkled everywhere. Not only is it a good atmosphere but these ruins are the best sources of cooking pots & water in the start of the game.

 
TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.
Yeah...

They said the same when they started working on a17.

 
You know, I'm liking we can craft our own worlds like Navezgane. We can even start with a picture and generate a world based on that.Just need to have a way to tell it to generate the roads, POIs, and biomes for us.

Right now it is find image.

Edit and save image as TGA.

Generate world. (auto from image)

Smooth world (smoothworldall command)

paint roads (manual)

place POIs (manual)

place water (manual)

paint biomes (manual)

Need commands to take the smoothed world and auto generate roads, POIs, and water. So it could go swa, genroads, genpois, genwater, genbiomes. :)
Loving this progress too. I remember making custom maps through coordinates only lol.Region by region and using existing prefabs to mod Navezgane. Alot of work but it was fun in the old builds.

 
They also released the stable version knowing full well that RWG still needs both fixing and improving, which would definitely force players to restart worlds for the fixes, so it's not pointless to sit and wait at all. Even if the framework might be backward compatible from now on, RWG will never be.
Um, the entire map is generated when you start a new game/server. So new RWG code will NOT affect current game saves/servers. It will only take effect when you create a new map. So, unless you're planning to reset your world you don't have to worry about RWG changes.

 
Um, the entire map is generated when you start a new game/server. So new RWG code will NOT affect current game saves/servers. It will only take effect when you create a new map. So, unless you're planning to reset your world you don't have to worry about RWG changes.
Not every block is pre-calculated. Due to variations in the setup of the noise algorithms you'd likely have massive cliffs and terrain changes all over the map.

As far as I know there's now a check in the code to prevent you doing this, it'll refuse to allow you to load a map generated with a previous build.

 
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