faatal

faatal



22 Aug

Comment
    faatal on Forums - Thread - Direct

It adds 2 at level 1 and that number goes up to 10 at level 5 like so:

There are some that only have 3 or 4 levels.


The base value is 1, so if there were 10 items in the list, each being 1 they would add up to 10, with each being a 10% chance. Adding 1 would make it a 2 out of 11, so now a 18% chance and so on. I think there are 23 magazines in the full list.


Your sample size of you vs them is not large, so randomness could be a big factor in what you saw.


21 Aug

Comment
    faatal on Forums - Thread - Direct

Yes, I generally do, but I have not been keeping up with this thread for about a month now, as I am busy elsewhere.


Some topics I am not going to say much about and tend to skip over, like art style or design directions as I don't make those decisions or contribute much to them. I may complain about them like anyone else on the team but those are not my call.

Comment
    faatal on Forums - Thread - Direct

Trader area data is no longer stored inside chunks. It calculates if a position or bounds overlaps a trader when one of those functions gets called by using each trader bounds. That is the dynamic part. Not pre storing it in chunks.


21 Jul

Comment
    faatal on Forums - Thread - Direct

Maybe. That is way old and I was not even a player of the game back then.

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

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.


20 Jul

Comment
    faatal on Forums - Thread - Direct

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.


15 Jul

Comment
    faatal on Forums - Thread - Direct

I am not sure how many places in code/xml would need to change to just get a stub.

Comment
    faatal on Forums - Thread - Direct

Yes. The plan for A22 is to be much shorter than A21, which means there would be less room for 21.x updates.


13 Jul

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

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]


12 Jul

Comment
    faatal on Forums - Thread - Direct

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.


02 Jul

Comment
    faatal on Forums - Thread - Direct

Balance is not done and will continue to change right up to gold.


01 Jul

Comment
    faatal on Forums - Thread - Direct

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.


30 Jun

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

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.


29 Jun

Comment
    faatal on Forums - Thread - Direct

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.

Comment
    faatal on Forums - Thread - Direct

21 and possible future versions.
21.0, 21.1, 21.2 or 22.0 and so on.