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Crater Creator

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Crater Creator last won the day on June 14 2021

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  1. I appreciate the restraint. 😊 Truly, it helps a lot. Here, the topics can drift more.
  2. We’re doing the overflow thread again to maintain organization/topicality. This is directed at everyone: if the subject of your post isn't mentioned in the top post of the dev diary, or by a developer, then please find or create a more appropriate thread to discuss it. Where to draw that line can be tricky, so please mind where you’re posting so we don’t have to move your post.
  3. We’re doing the overflow thread again to maintain organization/topicality. This is directed at everyone: if the subject of your post isn't mentioned in the top post of the dev diary, or by a developer, then please find or create a more appropriate thread to discuss it. Where to draw that line can be tricky, so please mind where you’re posting so we don’t have to move your post.
  4. The largest designed curves in the game are the 13 meter radius sidewalk tiles used in places like residential cul-de-sacs and traffic circles. I went into the prefab editor to see what’s available and how useful they’d be. It turns out the only version of these shapes I see are the plates, which are suitable for sidewalk tiles but not for a banked turn. And more surprisingly, they’re not even available from the shape menu. They’re dev only blocks. So it seems the largest radius you have specific blocks for is 7 meters. For a race track curve, this is probably the gentlest/most forgiving wall you can create. Now I know you weren’t looking for a wall. You were looking for a banked curve, as in a sloped road surface. Options here are even more limited, and theFlu is probably right that the 5 meter radius “dome” shapes are the least sharp shapes you’re going to find. There are all sorts of ramps/wedges but their corner pieces tend to make the turn within one block. As it turns out, a banked turn doesn’t work anyway. I drove a motorcycle around some steep terrain in Navezgane, and it confirmed my suspicion that the physics aren’t there. The bike will pitch up and down to match the slope, but it won’t roll. There is no centripetal force pushing you into the curve. So really all you can do to actually constrain the vehicle’s movement is to put up a wall like the above, whether out of terrain or blocks. Curves via terrain are somewhat easier now with the dev terrain modeling tool, but I would still find blocks to be cleaner to use.
  5. That’s three times you’ve said players will be “forced” to wear the shoes, so I’m going to call it out. If I go to a fast food restaurant, they typically have prices resembling this. Entree: $5 Side: $3 Drink: $2 Combo meal (entree, side, & drink): $9 All of the items separately have a combined value of $10, but if you buy them all together it only costs $9. To phrase it a different way, the restaurant gives you 10% off as a ‘set bonus’ if you have all the parts. I usually don’t want a drink. I only want the entree and the side. Do I get the combo meal anyway for the sake of the discount? Do I grumble that the restaurant is forcing me to get the drink, because otherwise I don’t get the set bonus? No. I just don’t get the drink that I don’t want. I pay $8 for the entree + side and I’m happy. You’re free to not like the shoes, and you’ll be free to not wear them. But no one is “forcing” anyone to wear anything (besides the underwear the base model has). The bonus is a player choice and choosing whether to miss out on it is not the same as being forced.
  6. Welp, my hat goes off to Morloc. He figured out how to make Discord skip over all the images I posted when previewing a link to this thread, and make it look like A22 is about horse girls. Well played, sir. Edit: it's grabbing whatever the last posted image is, regardless of the spoiler tags. So as a temporary fix, enjoy this encore presentation of the collage I made for the top post.
  7. You can see your hands, though, and I know I’m not the only one that was excited to learn the hands change to reflect your character and armor. It’s nontrivial to do, and it’ll be a nice immersion feature.
  8. Speaking for myself here, I see no issue with this style. You want something to protect the bottom of your foot, and you need some way to keep it attached. Ergo, simple toe thong sandals. They’re one of the oldest forms of footwear, seen in many different cultures. They’re exactly what a primitive survivalist would make if they wanted footwear.
  9. Looks like an issue in A21, so moved to Support. Though it may warrant a bug report if there isn’t one already.
  10. It seems unlikely since everything that can be worn will be integrated into one system. Historically they’ve eliminated nearly all the items whose only use was to be scrapped. If the old clothes were kept, it would beg the question from players “Why can’t I wear this?” From the screenshots, we see that some options appear more like armor and others appear more like clothes.
  11. The hair Boe doesn’t have can now come in a full range of invisible colors. Unclear. Info on that feature is coming from recent posts right here on the forum from @Laz Man. You can check the source links for what he’s said.
  12. Absolutely! I want to thank Adam the Waster and SylenThunder for their unofficial dev diaries. Both were useful in pulling together what was already publicly known about A22... especially with Twitter/X being harder to mine for information than I would’ve thought.
  13. The Alpha 22 Developer Diary is for discussing features and content coming in Alpha 22. Discussion in that thread should be limited to A) items mentioned in the top post; or B) topics a developer may bring up in the diary. If your post gets moved here, it wasn’t one of those two things. It may have been thoughtful or funny or of great interest, but it was off topic for the dev diary. This is not a punishment. We do this because when we haven't, the dev diary balloons to a size where it's too unwieldy/watered down, both for the devs and for the readers that want to keep up with the thread as an actual diary of development. This overflow is still a discussion thread, so feel free to continue discussions you see here. Again, the reason it exists is to keep the other thread focused.
  14. Gallery Note: Alpha 22 is not finished (obviously), and some content was labeled as a work in progress at the time it was shown. New armor & player character systems New zombie variants New animal art New vehicle art New points of interest (POIs) RWG improvements (no media) New props/world art New graphics & visual effects Optimization/Performance (no media) Console
  15. After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die. Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed. A22 Target Release Date: 2024 (source) Confirmed A22 Features New armor system All new art Replaces old clothing & armor systems Themed armor sets like farmer, lumberjack, commando Armor sets still consist of pieces that can be mixed & matched Acquire and wear the complete set for a bonus First person hands reflect what you’re wearing New player character system All new player character base models to choose from Customize appearance with different parts like face, eyes, hair, facial hair Redone animations to support the new characters & armor New shaders for hair, eyes, and skin Updated player profile editor (source) New zombie variants Individual zombies will spawn with one of several albedo texture variants Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc. Performs better than old UMA zombies New animal art Animals use a new fur shader New stag New cougar with new animations New bear New pig and/or boar New coyote New wolf New rabbit New Grace (mutated boar) New vehicle art Vehicle appearance changes depending on the mods installed New bicycle New minibike New motorcycle New 4x4 New gyrocopter (source) New points of interest (POIs) Tier 4 army camp Tier 5 school Haven Hotel Tier 2 commercial business strip Tier 5 football stadium (source) Tier 2 apartment building (source) more wilderness POIs unconnected to roads to discover new POI trigger improvements, like AND/OR logic for doors (source 1) (source 2) RWG improvements reduced memory usage improved stamp performance faster road generation (source) improved road smoothing roads carve through mountains improvements to RWG preview camera improved UI layout for RWG creation new biome generation algorithm places less blocky biomes, insures all biomes are present, and may put one biome in the center (source) burnt forest biome is back in RWG New props/world art Pallets of recycled cans and cardboard Campsite tents Road decals Can place blocks on top of road paint (source) New graphics & visual effects Fire barrel New blood effects when bleeding New blood effects when dismembered New gore art/tech for dismembered zombies New contact shadows and ambient occlusion (source) Optimization/Performance A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers. Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source) New lighting update manager Ambient occlusion better handles large amounts of props (source) Block entities (props) spawn over multiple frames (source) Gameplay balancing is ongoing. Console Alpha 22 will be released for PlayStation 5 and Xbox Series X/S along with Windows/Mac/Linux. It will be the same game on PC and console, with the same features & content. TFP are in talks hoping to offer a discount for players that own the old 2016 console release. Known to be coming, but not ready for Alpha 22 Bandits Weather improvements Improved biome progression (source) Story & factions Steam Workshop support
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