Maybe. That is way old and I was not even a player of the game back then.
Maybe. That is way old and I was not even a player of the game back then.
Problematic. When you turn on the 3rd person body, the camera is inside the head, so you see edges of your face and eyes, which is ugly.
For example, if we say we want these 3 features in A22, then yes, we would have to take whatever time is required to complete those 3 features to a releasable quality level. In the past it was dozens of feature changes, each with varied dev times leading to devs with shorter tasks switching to more features, further extending time and making for long releases.
That just adds complexity and we want food to be consumed with whatever you are doing in the game.
What features will be released in any specific alpha is not a given. A22 is planned to be short duration with targeted features.
I am not sure how many places in code/xml would need to change to just get a stub.
Yes. The plan for A22 is to be much shorter than A21, which means there would be less room for 21.x updates.
I am not aware of the issue, but playing a sound at the hips (the ragdoll root location) is no harder than at the entity position (controller ground position), it is a matter of finding all the places in code playing sounds on the entity and changing them all to account for ragdolls being on or making it always use the hips.
I made a ticket.
21.1 will have a variety of fixes. We put our changes in trunk which is the next version of the game (A22) and then branch some changes to the A21 project for building and testing.
Yesterday, I finished a loot console command that lets us loot a container x amount of times and logs results sorted by count/name/quality.
Command: loot container [name]
Yep. I fixed that one last week and should be in .1.
I also fixed that corpse heads were getting the head damage bonus when you were harvesting them.
Balance is not done and will continue to change right up to gold.
It is not sound. My own personal theory, since this is not real, is your scent from touching the parts combined with vibrations, makes them interested. I could say the same for the cement mixer. Your feet tapping the ground as you walk around could really do it too. Next up...sand worms.
AI will randomly attack or jump if they think they are stuck. One of those checks is if they are making forward progress over time. Sometimes it appears to even happen when walking slowly up a slope just out in the world. It certainly could use more tweaking, when I have the time.
It think you mean events, not triggers. An AI director chunk event actually covers 5x5 chunks. It stores them in a List, so you could have tens of thousands or more of them, but code may start running noticeably slower as you add thousands of them.
You may want to use very short duration events, so you don't accumulate a lot.
Trigger volumes are new and POI designers want sleeper volume zombies to attack you when triggered that way. There is no stealth check like an attack sleeper volume has. I play agility/stealth, but never expect it to work 100% of the time. My solution is fight them head on or run away, lose them and come back, then stealth kill them as triggers only happen once. Repeat as necessary.
Nothing is locked in stone. All values in the game are candidates for tweaking. I think we have made balance adjustments to every stable release, since I have been working here and I'm sure 21.1 will have some adjustments as we play more and get more feedback.
There are a variety of things that could be going on. They don't path constantly. Like they could of heard you first and went to investigate and seeing you did not happen yet. Or if a player is deemed off the ground enough, like you fell or jumped and they entered destroy area mode, which takes a while for them to exit.
Or it could be the bug I fixed yesterday, which is not released yet, where vertical movement of entities did not update their chunk layer, so a search of entities in a bounds using chunks could return incorrect results. That is why the junk sledge would not hit zombies that fell a good distance down to the sledge until the zeds changed the chunk they were in.
21 and possible future versions.
21.0, 21.1, 21.2 or 22.0 and so on.
Stable now!
The faster the vehicles are, the more risk there is of outrunning the chunk loading speed, which would cause you to instantly stop as you can't drive where there is no chunk ground collider. Chunk loading speed varies a lot depending on hardware and network speeds, so our max values are fairly conservative.
Zombies only attack blocks that are in the way of them getting to what they want. What they want is flesh.
Individual AI does not care or know about the "heat" map. The AI heat map code spawns a zombie and says go investigate over there. The zombie goes to the point and looks around, then wanders.
In game development, the rules change often. Normally you don't see this, just the final released product. In early access you get to see snap shots of those changes with each release. I actually like it, as I get bored with games fairly quickly, so when something like World of Warcraft or No Man's Sky has a big update, it is fun for me to learn all the new stuff.