PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
<snip>
Hitman: here is a story about an assassin, which you must follow to reach the end. The more you play like a proper assassin, the better you will do.

7D2D: here is a world with (mostly) understandable rules, and also zombies. Go have fun. Do not do things which are not fun for you. There is no end, except in death.

 
Funny how they're all spread out since when you spawn 25 of anything in, they all drop directly on top of each other.

 
brain : I need a 4x4self consiousness : you will need more than one because you are reckless even in creative mode

finger: click

brain : wtf
Oh! so that's what happened!? Thanks. lol
What a luck that i am immune to such things

brain : Porn

self consiousness : Porn

finger: click

brain : w̶t̶ f

tumblr_inline_o85kktUCWl1tj0sf6_500.gif
 
Back jumping zombies

I just saw one of the craziest things in the game.

It was at night and I was on my bicycle coming up behind a zombie in which I was fully intending to ram him. Suddenly, it jumps up and backwards. I ride under him going full speed. The timing was perfect.

It was so funny that I forgot all about ramming him and went on my way. lol

 
The upgrade functionality you speak of would just swap out the tent, for another prefab, in that same spot (simplified obv)
Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game. And it's not trivial to handle, either - how would you make it moddable? How would you deal with RWG pre-generating everything now? How could you effectively hide the swapping from the player? Etc.

It's a lot more complicated than just resetting the containers in a prefab/POI when you start a quest, since that already happened (more or less) whenever loot respawned; the functionality was already in the game.

TFP would have to program in (and balance, and support...) entirely new functionality - and they have shown no indication that it's even something they're interested in doing.

I supposes a modder with a lot of SDX experience could give it a go, but I really doubt they would be able to do it in any reasonable time frame, since they'd essentially have to gut and re-program vast swaths of the vanilla game code.

I'm certainly not saying it shouldn't be done, I think it would be really cool, I'm just not expecting it to ever be possible in this game.

(Also - haven't played with the wandering traders yet, the only A16 mod that had them was one I didn't care for, but they do sound pretty neat.)

 
Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game....
Sure it is (more or less)

Disable SI

Replace POI bounding box wide all blocks (swapping pois need to have the same Bounding box measures)

Enable SI

You can do that manually. All it needs is a simple 3 lines long script. (Maybe a bit more for the finetuning, but the core are only that 3 lines)

If you want to hide that, just spawn some clouds together with Toolssounds

Or much simpler, swap it on reload sector

 
Sure it is (more or less)
Disable SI

Replace POI bounding box wide all blocks (swapping pois need to have the same Bounding box measures)

Enable SI

You can do that manually. All it needs is a simple 3 lines long script. (Maybe a bit more for the finetuning, but the core are only that 3 lines)

If you want to hide that, just spawn some clouds together with Toolssounds

Or much simpler, swap it on reload sector
That's interesting, I haven't tried replacing POIs so I don't know how it works. This can happen at runtime - that is, while the game is still running, without having to restart?

My guess was that the game had to update the map itself, and that the map isn't reloaded unless you restart the game (restart the server in MP, or you quit/restart in SP).

I'll take a look in the modding section, and maybe play around with the editor a bit. If that is already possible to do, e.g. in creative mode, then maybe it's not as difficult as I thought - from a technical perspective at least.

 
Right, and currently, runtime swapping out prefabs (i.e. POIs) is not even in the game. And it's not trivial to handle, either - how would you make it moddable? How would you deal with RWG pre-generating everything now? How could you effectively hide the swapping from the player? Etc.
It's a lot more complicated than just resetting the containers in a prefab/POI when you start a quest, since that already happened (more or less) whenever loot respawned; the functionality was already in the game.

TFP would have to program in (and balance, and support...) entirely new functionality - and they have shown no indication that it's even something they're interested in doing.

I supposes a modder with a lot of SDX experience could give it a go, but I really doubt they would be able to do it in any reasonable time frame, since they'd essentially have to gut and re-program vast swaths of the vanilla game code.

I'm certainly not saying it shouldn't be done, I think it would be really cool, I'm just not expecting it to ever be possible in this game.

(Also - haven't played with the wandering traders yet, the only A16 mod that had them was one I didn't care for, but they do sound pretty neat.)
That's completely doable and has been for a few alphas; several API mods support it, Hal supported it...

Just need the coordinates, and voila, import a new prefab.

It is also what the quest thingie does.

- - - Updated - - -

That's interesting, I haven't tried replacing POIs so I don't know how it works. This can happen at runtime - that is, while the game is still running, without having to restart?
My guess was that the game had to update the map itself, and that the map isn't reloaded unless you restart the game (restart the server in MP, or you quit/restart in SP).

I'll take a look in the modding section, and maybe play around with the editor a bit. If that is already possible to do, e.g. in creative mode, then maybe it's not as difficult as I thought - from a technical perspective at least.
Naw, works just like you placing a block... Updates the chunk which is always checking to see if anything new has occurred.

Would need a chunk observer active to make it happen on an unvisisted chunk, kind of like how the treasure chests work.

Also, check this out

 
That's completely doable and has been for a few alphas; several API mods support it, Hal supported it...
Just need the coordinates, and voila, import a new prefab.

It is also what the quest thingie does.

- - - Updated - - -

Naw, works just like you placing a block... Updates the chunk which is always checking to see if anything new has occurred.

Would need a chunk observer active to make it happen on an unvisisted chunk, kind of like how the treasure chests work.

Also, check this out

Wow - I stand corrected.

Also, I'd forgotten about the fact that quest POIs also reset any building/modifications that the player did, not just the containers. Swapping out the POI for the default one would explain that.

So, I guess it is possible without adding a couple thousand lines of code. That's good news.

I mean, obviously, there would still have to be a lot of technical issues to work out (how should rwgmixer.xml handle it? what can you expose in the XML to make it moddable? would it kill performance? would it bloat save files?), and obviously player perception and balancing issues. But it does seem doable at least.

It also could be expanded beyond traders. Say, for instance, that we finally see NPCs in the game. During later game stages, the perception could be that the world is being repopulated, so instead of an empty house POI, you could have that same POI except "rebuilt" and spawning in an NPC colony that made it their home.

...Still not holding my breath for TFP to implement it though. :)

EDIT: Also have to give props to Stompy's "multi block machines" in that video. That looks rad.

 
Finaly its simple

Controlled by a quest you need the variable "MyPoi" (what means the quest is linked to a existing poi)

(Should be not that hard, works at pois in the currents quests too)

And then as gamereward "Markforswap" Value = "name of new poi"

or different said Trader 1a will become Trader 1b (what btw change the trader NPC1a (lets say MM) to trader NPC1b (again MM but with other quests/stuff) )

Only difference would be that the POI(aka Traderoutpost) dont swap in front of the player and instead when nobody is near

Do the same with 2-3 Farms, Factorys, Mines on the map and you can simulate the restart of a society

 
Last edited by a moderator:
This update ain't gonna be small. RWG + trader balance is my guess.
If done well, it could be their best release ever. So many things are currently 70-95% done. Some things just need balance or an encompassing options menu.

Bandits should use some of the current zombie AI and zombie AI could go back to an A17/A16 hybrid.

A LOT of good suggestions have been given about Traders, their quests and economy systems. Hopefully they use some ideas.

 
Status
Not open for further replies.
Back
Top