PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You may have noticed by now that I sometimes fail to play well with others. It's not the release schedule that worries me, it's having to be "nice" and "inoffensive" all of the frickin' time. I really don't think I could do it :-)

 
Nope. I think its a choice. With implications. Which doesnt open the doors for other "devs" to treat it like non EA and act like they have the solition for all , hiding behind some closed non existing beta in 6-12 months. Which of course is gonna be "perfect"

Allergic.

Cheers

 
Nope. I think its a choice. With implications. Which doesnt open the doors for other "devs" to treat it like non EA and act like they have the solition for all , hiding behind some closed non existing beta in 6-12 months. Which of course is gonna be "perfect"
Allergic.

Cheers
Perfect is a subjective concept in this case. If it's perfect to one person it has succeeded, in at least one instance, of achieving perfection.

Addendum: The terrain engine alone took 1.5 years to build but now I have one trillion square kilometres of wrappable terrain to play with. You think I just started this today?

 
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You may have noticed by now that I sometimes fail to play well with others. It's not the release schedule that worries me, it's having to be "nice" and "inoffensive" all of the frickin' time. I really don't think I could do it :-)
so basically, when the time comes and you are being harassed by others... just remember "careful who you step on going up the ladder.... you will meet again coming back down" :)

 
so basically, when the time comes and you are being harassed by others... just remember "careful who you step on going up the ladder.... you will meet again coming back down" :)
For public relations I need a PR person. There are plans to hire such staff but it's not necessary just yet.

Inter-personal skills I can handle as long as I'm talking to a grown-up... not necessarily always the case in a work environment. I've met people over fifty who have the mindset of schoolchild.

I've already out-sourced mesh building because it just bores the ever-living hell out of me.

 
Ok, my one issue with A17.

CharacterFrameWindow had playerstats added to it (even though the existing PlayerStatsWindow controller could have been used to display stats as subtab without all that code being added to the CharacterFrameWindow controller) (in fact my HUD modlet demonstrates that).

PlayerStatsWindow controller is thus depreciated (fine).

However, CharacterFrameWindow display of stats in real-time is LOCKED behind a button press because by default it starts with the Character Preview tab and there is no way to tell it start with Stats; thus making it mostly unsuitable for HUD usage.

Code:
        if ((this.currentTab != Tabs.Character) && (Time.time > this.updateTime))
       {
           this.updateTime = Time.time + 0.25f;
           base.RefreshBindings(this.isDirty);
       }
As PlayerStatsWindow controller continues to break (and possibly gets removed) many HUD mods will become impossible without code/SDX patches.

Currently there are some data elements that just cannot be retrieved and others that can only be displayed on the HUD after button presses.

Here's a test I did of 3 controllers trying to get accurate food and water details. Looking closely at this shot you can even see a bug in the HUDStatBar controller when Water is the Stat (BarContent Fill 0 = Health not water even though Water Specified - Food has been completely disabled in HUDStatBar)



To break it down as to which values can be found where (with alternatives when possible):

Current Value without Overeat:

  • PlayerStatsWindow controller
    Food: Yes, {playerfood}
  • Water: Yes, {playerwater}



Current Value With Overeat and Display of Max:

  • CharacterFrameWindow controller - after button press:
    Food: Yes, {playermodifiedcurrentfood}/{playerfoodmax}
  • Water: Yes, {playermodifiedcurrentwater}/{playerwatermax}



Percentage without Overeat:

  • PlayerStatsWindow controller:
    Food: Amost, {playerfoodfill}, close but needs to be multiplied by 100 (up to 0.999)
  • Water: Yes, using {playerwaterfill}, this is why it is broken for a fill in 17.1 (up to 99.9%)

[*]HUDStatBar controller:

  • Food: Almost, Stamina {statmodifiedmax}, close but needs to be multiplied by 100 (up to 0.999)
  • Water: Yes, {statcurrent}, close but actually one point low (up to 99%)



Percentage with overeat:

  • Not possible


Bar Fills:

  • PlayerStatsWindow controller:
    Food: Yes, {playerfoodfill}
  • Water: No

[*]HUDStatBar controller:

  • Food: Yes, using Stamina {statmodifiedmax}
  • Water: Yes, {statfill}
If XUI could be updated to have full access to buff CVARs this would not be an issue. This would not be an issue as these values are all available to buffs and thus buff CVARs already. Buff CVARs can already be mathematically modified and even new ones created. Thus having buff CVARs as fully integrated into XUI usage would allow a wide breadth of new functionality, not just simple bars. Example: buff Compass gets set when you hold item compass and marks a CVAR called hasCompass as true, then compass window gets set as visible={@hasCompass}. Then a buff could change visibility of a window.

For now I've worked around it by starting with PlayerStatsWindow values, gave a button (little character next to bars on bottom) that toggles modes (PlayerStatsWindow current values without overmax, no display of max, CharacterFrameWindow current values with overmax and display of max, and percentage).

However, as HUDStatbar and PlayerStatsWindow become more depreciated for those values, the only valid accessibility to those values will be either through buff CVARs, and CharacterFrameWindow controller (which has updating locked behind the button press).

 
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I do like the idea behind the sleeper volumes and how they are used to spawn zombies at their spawn locations. It makes POI building a lot of fun and not very difficult. However, I am thinking that perhaps they need to add single-use spawners in POIs. Once activated, the spawner destroys itself and can never be used again for the duration of the game. Either that, or add an extra xml attribute to the spawner that represents whether or not the spawner is recycled. Then, replace many of the sleeper spawns with these.
Agree as well. If I clear out a house and board it up, there should never be another zed spawning back in unless something got through from the outside and its clearly visible.

 
Dont forget to yank out your entire core system and redo it a few years in. I hear thats the road to a truly successful launch ;)
You would be surprised how fast systems change during development. There is an application we launched and the core system was already outdated 1 year after its release. :)

 
I really have to say thank you because the game is amazing!

Faatal, MM, Gazz, I have a death wish, or two. I think diseases of zombie damage should occur more often. It will put the player in a situation that he has to decide if it's really necessary to engage in a fight. That could be an option on game menu such as the zombie stances (run, not run etc.). The game is a survival game so choices like that increase this aspect.

Other thing I want in the game is more ways to deal with zombies without destroying them. Sometimes, I want to explore or scavenge but I do not want to level up (fast).

If you can immobilize zombies (with a shocking weapon or tying them with a rope) or delude them (using clothes soaked with zombie blood) that would give another flavor to the game and will really please people who have a play style more focused on construction, for example.

I really appreciate the news on regulating the gain amount of XP on menu. I do not like to rush (in my opinion we should not gain more than 1 level per day!) so an alteration like that will be really good for me!

Keep with the good work, guys!

 
I'm pretty sure that games that use the steam workshop can be manually modded as well. I'm only assuming this because I've seen game in steam workshop also have mods on Nexus mods you can download so it is an assumption on my part.
If the game does not specifically access the workshop API to determine the state of mods then you can definitely bypass the delivery system of the Steam workshop and "simply" write the data into the right places yourself.

For online games you may not want one guy playing "his" mod on your server when everyone else is playing the mod that the server is running...

Since the original suggestion was that servers should distribute the actual mod content (graphics, sound...) to clients this is a completely different topic.

 
If the game does not specifically access the workshop API to determine the state of mods then you can definitely bypass the delivery system of the Steam workshop and "simply" write the data into the right places yourself.
For online games you may not want one guy playing "his" mod on your server when everyone else is playing the mod that the server is running...

Since the original suggestion was that servers should distribute the actual mod content (graphics, sound...) to clients this is a completely different topic.
Ah ok, makes sense.

 
I'm thinking if I want to read about *your game* I'll click on a thread about it. Stop ♥♥♥♥ting up this one and make your own space to self fellate yourself.

 
I had to stay home with the sick kid while my wife went out to loot (work). Since I'm the one home, I have to cook dinner tonight. I really should have perked into Master Chef...

 
I had to stay home with the sick kid while my wife went out to loot (work). Since I'm the one home, I have to cook dinner tonight. I really should have perked into Master Chef...
Ah... Just call Luigi ;)

 
I'm thinking if I want to read about *your game* I'll click on a thread about it. Stop ♥♥♥♥ting up this one and make your own space to self fellate yourself.
I was just answering questions.

The last couple of pages should end up in the off-topic thread, if not be deleted altogether anyhoo.

 
Can we get dismemberment to work? Or more heads exploding? I miss that.
I been playing with the numbers on this. Seems you can do enough damage to legs to make them into crawlers.

But unfortunately the graphic for the missing leg/legs is removed.

I do remember that when arms were blown off the zeds still attacked and you got hit.

Perhaps they are working on right and left swings for when this happens. and perhaps a bite animation?

But I do not see why they removed the leg dismembered graphic.

Hopefully they are working on this issue and bring it back in full.

 
I have heard some interesting things about modding, some stuff that may actually deter me from actually continuing modding this game. Would be nice to get some kind of guideline or plan for the future when it comes to mods, even though we know its not a priority for them right now.
It isn't a deal breaker for me at all, just don't want to waste time on assets if I can't ever get them to people.

For me its less about making my mods "look pretty" and more about the functionality and features they offer. I'm totally fine with built in assets, but if it will be an option then I would start looking into it.

If the game could simply say "hey this server requires X mod, download now?" that would be baller AF.

 
It isn't a deal breaker for me at all, just don't want to waste time on assets if I can't ever get them to people.
For me its less about making my mods "look pretty" and more about the functionality and features they offer. I'm totally fine with built in assets, but if it will be an option then I would start looking into it.

If the game could simply say "hey this server requires X mod, download now?" that would be baller AF.
Getting your assets to people is as easy as them downloading the modlet. so whether on a server or in sp they STILL have to download a modlet to get localization and icons.

But i get what you're saying. Some people don't care if icons for wheat look like potatoes etc.

Im with you though, the more they can push from the server the better it is. Project Zomboid and Conan both will either install mods from servers for you or point you to them so you can install. Id love a system even remotely similar to this.

 
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