I don't use the Linux. All Windows here. Well, a bit of Mac if I have to.
I don't use the Linux. All Windows here. Well, a bit of Mac if I have to.
The Dark Side is there because some players enjoy exactly that and it's a game so that's okay. =P
Nope. It allows biome entries in spawning.xml to be disabled based on the POI tags in each biome spawning area (80m x 80m) of the world. The designers are already using these tags for RWG.
Now I can do things like this in a biome where this spawn type is only enabled if commercial or industrial, but not downtown.
Every experimental has some MF bugs left. Lower priority MFs can be done throughout the experimental period. There are usually still some MFs when we go stable.
Screamers work the same.
No changes for demos planned.
It was talked about, but not yet.
Finished a wish list item today. Early tester feedback seems good. More zeds in towns.
Added biome spawning supports disabling spawn types using POI tags in an area.
Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).
The sky is basically the same as a19. You can often see the sun. Probably just the weather combination at that time.
Technically it's all the same, just less clumsy because the shapes are organised much better, have more recognisable icons and are available in all materials.
biomes.xml
Comments in the file:
A20 Biome Loot Modifier and Bonus
Biome Modifier A.K.A lootstage_modifier percentage added to the loot stage calculations
Pine Forest 0
Desert 0.5
Snow 1
Wasteland 1.5
Biome Bonus A.K.A. lootstage_bonus whole number added to the loot stage calculations
Pine Forest 0
Desert 10
Snow 20
Wasteland 30
Mostly bugs.
Because once new programmers come up to speed they can be a net positive to the team, you just don't want to be doing that while you are trying to get an alpha out and fix a hundred programming bugs. That is why one of our new programmers is working on player outfits for a21 and not a20 tasks.
As Roland said, people have specific roles. Programmers are not interchangeable. Over time two can be if they both learn a system well, but that rarely happens, since there is plenty of work to spread around. New programmers can be a time drain, since they often have to ask other programmers how stuff works and sometimes you could of just spent that time fixing it yourself. Then you get new bugs while fixing bugs, which just happened recently when a consultant tried to fix a bug where they don't understand all the game features, then I spend time looking at their bugs and trying to help, blah, blah, blah.