PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Selling outside of steam is a huge can of worms and I really hope TFP is focused on finishing the game and not trying to cater to a few people that don’t want to use steam...

 
It isn't selling outside of Steam though. Current steam games, Killing Floor 1 & 2, are Uneal Engine games. Mods and mod files are handled just as I posted about. Mods for steam games do not need to come through Steam itself. I own and play both of those games so know that the mods are not through Steam.

 
when can we get the save feature on the world editor fixed? at least this way if we dont like the way some of the RWG come out, we can go in and fix the map ourselves.

 
I should of said "high priority" bugs or features. Improving RWG is a high priority for him.
Thanks faatal for the response. One of the things that I love about TFP staff is your willingness to respond to people. Please don't forget stop posting replies and keep up the good work.

 
# No, no glue but sturdy block. Gate
I need a block with no (or under 10) glue value that is not pickupable and has over 1000 HP

Cant find anything sensefull
I'm not sure I understood what you're after fully. Apologies if I got something backwards.

Made a quick and dirty modlet to add a centered I-beam that won't support a block on it's sides.

But supports weight of blocks above it.

And if stacked say 5 tall and the middle one is destroyed then the 2 above also fall; so nothing left 'sticking' to the underside.

Posted the contents of the files over in Mods/Discussions;

https://7daystodie.com/forums/showthread.php?105745-Royal-Deluxe-a-zero-glue-low-Mass-column-I-beam-block-(rough)

Hope I didn't misunderstand and it gives you some ideas :)

 
Any chance you guys can increase the hitbox on the sleeper spawn blocks in the prefab editor?

The sitting ones are especially difficult to remove once placed. Right now, I don't even bother to try because it just results in me busting up all of the surrounding blocks... instead, I place a voulme (z), move it over the sleeper, then press j to clear. It works flawlessly, and I have no problem doing that, but it just takes a lot more time than it should.

EDIT: for some reason the hitbox to use "e" on them is fine, but to try to destroy them is just a tiny spot.

 
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Same reason why hay has no longer a 100% falldamage reduction. They hate builders :fat:
yep same with hay I built to bed rock put hay at the bottom because going up an down ladders is so slow to jump down the ladders to break my leg nice one
 
So any news when we can expect a17.1 stable? It's been a while..
I doubt there will be a 17.1 stable. The code is already beyond the 17.1 state, it's more likely that the next stable will be 17.2/3.

Normally I'd say don't rush the stable build but even a hotfix for RWG would be a good idea at the moment.

 
I doubt there will be a 17.1 stable. The code is already beyond the 17.1 state, it's more likely that the next stable will be 17.2/3.
Normally I'd say don't rush the stable build but even a hotfix for RWG would be a good idea at the moment.
According to TFP the new RWG code wasn't really finished and needed some more development. So they put in the old A16.4 RWG. Kinjayuu won't make any hot fixes on A16.4 RWG as that is "legacy code". And I don't think that you could call it a hotfix what Kinjayuu is doing with the new RWG.

 
According to TFP the new RWG code wasn't really finished and needed some more development. So they put in the old A16.4 RWG. Kinjayuu won't make any hot fixes on A16.4 RWG as that is "legacy code". And I don't think that you could call it a hotfix what Kinjayuu is doing with the new RWG.
Fair enough, I didn't realize he'd reverted the code, I thought it was buggy from trying to sort out the new code. Seems a little strange though, even the first pass of RWG 17 was better than what's used now.

 
A few thoughts…

Maybe we can make the respawn scale able - now “no” is also preventing the 7-day horde and is depopulating the whole world from Z's. Not what I would like to have. Just preventing Z’s to respawn in buildings would be great as an option.

Later in the game there are lots of green glowing Z’s and screamers spawning which is also a bit overdone. It literally makes working underground (mine, cellar with forge…) in a solo game impossible because I always have to run outside killing them.

Rest feels great so far (some bugs, but they are all discussed and on the bug list)

 
Ships falling apart

I just started playing a new game V-240B, the latest non-experimental version.

I want to a dock and to my surprise, I found some ships sitting at the dock. I got onboard and found that the vessel was both free floating and immobile. So it was more like a floating platform made to look like a ship.

I found a oil drum of gas on this ship and I took it.

Well ladies and gentlemen, when I did that, all hell broke lose on the ship. It literally fell apart on me. I was at the back of the ship and looked just time to see what I heard, that the ship was breaking down. I jumped off of it onto the dock and watch the whole ship completely fall apart and drop into the water, leavening a hole in the water were the ship was.

I was playing the Navezgane map at the fishery near Trader Joes. Incase anyone was interested in testing this.

Has anyone had this happen to them? Has it been reported already?

If not I can make the report.


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(edit added comment by QA Tester-unholyjoe)


 


yes the ships have known issues and already reported


 


Thanks
:)

 


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Thanks. :)

 
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