PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The new block ID list:

74400fbfd19f0b7ea0032b9ab246a085.png


 
Wouldn't make construction slower because you have to select the shape (and orientation maybe) when you place the block? It would mean that it would be pointless carrying around a wet cement block, may as well carry cement mix and a trowel.
Use the right material block (you do allready)

Choose right rotation (you do allready)

Choose right Shape

Place

after that at the next block

Use the right material block (No need in such a system)

Choose right rotation (No need in such a system)

Choose right Shape (This is new)

Place

If you do it right its much faster than what we have

And if it works as i think you can fill your belt with 8 Material Blocks and choose for each a rotation and shape and build as you do it now

 
I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.
Its good for everyone.

Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.
Horrible idea, which has been the downfall of the modding community over there at Bethesda. That system leads to a flood of low quality individual cosmetic mods (sparkle pony syndrome) instead of larger high quality content mods, because it encourages making a quick and easy buck over being devoted fans cooperating on a vision. Greed over dedication and creativity. If you want to spend a few bucks to support your favorites, most of the more serious modders here already have Paypal or Patreon donation links.

P.S. We already have something similar to Steam Workshop, but it is entirely community-driven, courtesy of Sphereii and many other devoted modders:

https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die

 
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If a modder get a fair price for his work am not against it.

But if you make a mod with 2000 Hours work and get 200€ its a joke and i would not want that money, it would make the generous modder a slave.

Besides that many will become greedy and it will be harder to use other mods as part of your own. Means bye bye for 99% of all large mods that add new blocks/items with a model/sound/texture.

 
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Very much against the idea; if the modders work is sufficient enough he/she will be picked up by the developer and either made a dev or offered a chance to make Counterstrike.

 
The meta values already exist in the blocks, so the space is there... Just needs to be filled...
I'm still against this method though.

But Jax is right, about people installing EVERY mod available... Hell, people try to do it with this game, and the launcher has what, 15 mods? Go look at mc or your precious skyrim and see how many people install at once. =)

Tldr; need more id's. Y'all are still adding blocks too. Need recipe lag gone. Y'all are starting to see the issue as well.
Need to get rid of ids all together so that one mods ids don’t mess with another mods ids.

 
I have two hopes for the modding system.

The first is integration of unity's built-in asset bundle system which would provide texture, mesh, animation and audio optimizations for imported assets.

The second is a decent scripting language to allow real-time calculation of variables.

*cough* python *cough*

 
I have two hopes for the modding system.
The first is integration of unity's built-in asset bundle system which would provide texture, mesh, animation and audio optimizations for imported assets.

The second is a decent scripting language to allow real-time calculation of variables.

*cough* python *cough*
The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.

As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.

EDIT: Looks like the source code for IronPython is still being updated even though there are no binary releases since last year. Unfortunately, IronRuby is still dead.

 
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As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.
Yeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.

Highly recommend this method, since official mod support is a loooooong way away.

 
Yeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.
Highly recommend this method, since official mod support is a loooooong way away.
well old man, then perhaps you are the one I should ask to make minor mods! I still have probs with adding things in that arent xml's

 
The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.
As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.

EDIT: Looks like the source code for IronPython is still being updated even though there are no binary releases since last year. Unfortunately, IronRuby is still dead.
I know it's a PITA, I've done it several times already. Don't bother with a binary though, just integrate the code directly into the project, it's far easier and safer.

You can create asset bundles with the free version of unity and the asset bundle system itself was designed for streaming assets over the network. Why reinvent the wheel?

 
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The second [hope] is a decent scripting language to allow real-time calculation of variables.
*cough* python *cough*
If you think it's poorly optimized now, wait and see how responsible modders are with that additional runtime layer. ;)

 
If you think it's poorly optimized now, wait and see how responsible modders are with that additional runtime layer. ;)
You would prefer we have no ability to modify variables at runtime? You have a better option? Python's far from perfect but it's still the best of a bad bunch. <sarcasm> LUA FTW! </sarcasm>

You could probably build a compiler for pretty much any language and compile scripts on load but that would be a lot of work.

Hell, even Ook would do just to increment a value :-)

http://www.dangermouse.net/esoteric/ook.html

 
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I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.
Its good for everyone.

Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.
Monetizing mods opens up too many problems, if you want to support the authors of your favorite mods, just donate.

 
Can you tell us when A17 is expected? Should we expect another year long wait? Better yet, can you guys release smaller patches, like to test the new skill tree stuff and POIs etc? I mean, wouldn't it save time to release it like that instead of having game breaking bugs for weeks after the big release and having your community wait another year to fix old mechanics that broke like zeds smelling?
You could walk from the East coast to the West coast of the United States and then expect a patch. While you are out do not check for updates and then, surprise!! You have stumbled upon A17.

 
I'm sure this has been discussed before, but is there a plan to make bodies stay after log out? Like a sleeping body of a player that, when logging out converts his body to a "block" as to not eat up resources. You can loot or destroy said "block" killing the player. Would also solve the, "log out on day 7(s)" problem as zombos would still try to attack them.

Example of sleep state to represent 1 block

24633.jpg


 
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