PC v1.x Developer Diary

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Its a repurposed POI.   I'll go through and replace all the courtyard tiles and see what happens.    I think it was A17? that they would spawn inside your base, even with landclaims down until you replaced the entire floor.

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That is a 60x60 POI.  Perhaps the lcb / bedroll is not large enough to cover the entire plot?

 
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@Laz Man I believe there is a problem with LCBs in this version.  Here's a clip from Grumbul, who I've been watching.  You can clearly see both the bedroll icon and LCB icon within a very short distance of where these 2 zombies keep respawning.


Spoiler





 
has anybody pointed out there is still a disclaimer when you start up saying it is pre release software?
Yes, and I laugh every time.  While it is not at gold, it is out of alpha and therefore no longer "pre-release". It is at standard release, just not yet gold.

It has been fixed a few times, but seems to keep coming back. Those old buildings are sure leaky.
Rain through the ceiling happens in custom made bases as well.  I have a one block opening for my underground base, standing several blocks away and getting wetter.

 
has anybody pointed out there is still a disclaimer when you start up saying it is pre release software?


Technically, until it's gold, it's still pre-release even when out of alpha/early access.  But a good claim can be made that once out of early access on Steam, it's technically released.  In any case, we are still in experimental, so not released yet.  And they are free to keep the warning until gold so players understand that things will still continue to change and some features aren't yet available.  There's nothing wrong with that either.

Rain through the ceiling happens in custom made bases as well.  I have a one block opening for my underground base, standing several blocks away and getting wetter.
He was just making a funny statement.  He knows it happens in bases.  :)

 
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@faatal I wonder if in the future, from a completely smooth landscape texture (which is drawn flat bumps, branches, grass, ground, etc.) developers will make of this flat texture volumetric texture pbr, as it was with the textures of columns once upon a time (with convex pattern) it will have a very strong impact on performance or still it is possible to realize team artists?

 
@faatal in the 1.0 update we got new textures for the effects of earth/asphalt flying apart after an explosion, it looks much better than before. But we still have the old textures of rocks, landscape, especially bad they look when a block of this or that soil/sand/mountain rock/mountain slopes, large rocks, etc. reduces its strength from our blows, gradually becoming smaller and smaller. And here we have the problem of stretching this texture. It's not the best quality, so it starts to look worse and worse under this deformation from our digging. A lot of players extract resources by creating their own mines. Yes actually on this is built the game (on the destructibility of all objects). And here we meet such a low quality product that requires improvement. Is it possible to improve these textures of rocks/soil/earth/sand/big stones/landscape/mountain slopes or somehow improve the stretching of these textures when their downgrading strength points and their stages of reduction, because they are very old?

@faatal And by the way, is it just me, or was the old stone that fell apart in two or three stages better than in 1.0, which falls apart in 1 stage and just disappears immediately? Yeah, maybe the texture of the new stone looks better, but I miss that old stone falling apart.

 
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That is a 60x60 POI.  Perhaps the lcb / bedroll is not large enough to cover the entire plot?
It is a 60x60 and I pulled the walls in to perfectly match the line of the LCB (51 blocks).  Just got back from dinner and now replacing the courtyard.  Will see if that does the trick 

 
@faatal I wonder if in the future, from a completely smooth landscape texture (which is drawn flat bumps, branches, grass, ground, etc.) developers will make of this flat texture volumetric texture pbr, as it was with the textures of columns once upon a time (with convex pattern) it will have a very strong impact on performance or still it is possible to realize team artists?
I don't understand what you are asking, but we are not planning on doing any kind of volumetric 3d textures.

@faatal in the 1.0 update we got new textures for the effects of earth/asphalt flying apart after an explosion, it looks much better than before. But we still have the old textures of rocks, landscape, especially bad they look when a block of this or that soil/sand/mountain rock/mountain slopes, large rocks, etc. reduces its strength from our blows, gradually becoming smaller and smaller. And here we have the problem of stretching this texture. It's not the best quality, so it starts to look worse and worse under this deformation from our digging. A lot of players extract resources by creating their own mines. Yes actually on this is built the game (on the destructibility of all objects). And here we meet such a low quality product that requires improvement. Is it possible to improve these textures of rocks/soil/earth/sand/big stones/landscape/mountain slopes or somehow improve the stretching of these textures when their downgrading strength points and their stages of reduction, because they are very old?

@faatal And by the way, is it just me, or was the old stone that fell apart in two or three stages better than in 1.0, which falls apart in 1 stage and just disappears immediately? Yeah, maybe the texture of the new stone looks better, but I miss that old stone falling apart.
1. I don't know what art the artists still plan to change.

2. Pretty sure that boulder is done. It will not be changing.

I just remembered that a new pig model was teased on twitter not too long ago. Is that going in to the game like the rest of the new models? @faatal
Probably, but I don't know the status of that art.

 
we're still in the experimental phase...it's not fully released yet
Yes, 1.0 is a full release which is a prerequisite for console launch.  Also why there was a price hike on Steam.  While not common, this is an official release but not gold as admitted by TFP.

 
I have played v1.0 for a week and I found that there are still some mistranslations in game of Chinese localisations. I don't know if you have any professional team working for localisation, but I can work at it as volunteer if you need.

 
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It is from these changes I made back in May (should be in the notes):

Added AI active sleepers will sometimes be awake and wander (1 in 10).
Added AI wandering sleepers use spawn position as center of wander.
Added sleeper volume trigger type Wander.


Very interesting, so I understand you set just 1 in 10 because performance?

Could be easy modable for us the relative number of wandering sleepers in POIs? maybe like 3 in 10

 
I have played v1.0 for a week and I found that there are still some mistranslations in game of Chinese localisations. I don't know if you have any professional team working for localisation, but I can work at it as volunteer if you need.
Most developers won't use random people for localizations, but if you post the info about mistranslations, they are good at looking into it and fixing it, either with what you suggest or something else.  I just saw a Japanese localization fix mentioned a couple of days ago, so they do look into it when you let them know specific issues.

 
What was your party gamestage?
I think the highest is 65 - 70,  and level 35, I may be mistaken.

We are getting radioactive wright's already in POI, we did the Minotaur Theatre ( One of the best POI I have seen) and it was far harder to do than horde night . 🤣🤣🤣

 
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