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4sheetzngeegles

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4sheetzngeegles last won the day on December 19 2023

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    I'm a JOAT
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    Southern USA
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    Technolgy,My cars, Electronics

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  1. Thanks for the compliment. That is the condensed version. 🙂 It has evolved with each alpha. I get kind of verbose when writing about a subject I like, which is a complete reversal in conversational speech. I pick my words carefully and go straight to the point. Lucky for my coworkers, huh.
  2. I was and still am, as curious as, I was the first time I learned about 7daystodie. What brought it together, RWG, combined with build-ability, and destruct-ability. I have played multiple games, and the themes will always have similarities. One thing that stands out is the potential for a different terrain every time I play. A single map for me is like reading the same pamphlet over and over. It gets boring and predictable and set aside. The terrain gen and RWG, can actually be packaged alone, and would make a difference in lot of games. You covet that which first you see. I see the terrain before and in combination with all else So I guess I see the forest, the trees, and the tree. That is what makes the story for me. My final thought, is symbiosis. TFP needed Robert as much as he needed them. He had a dream as well as Joel, and Rich, and Jim. But he was an independent, they had a dream but needed a difference, he helped to provide it. *https://okgamedev.com/2013/08/05/zombie-survival-game-a-wasted-life-comes-to-kickstarter/* Two separate entities, with two different paths, and one simple goal. The goal was to make a video game. The title "A wasted life" is ironic. Because it turned out to be anything but that. Two separate approaches that when combined helped to evolve this game. That's bucking the odds. 7daystodie is like a book or movie for me. Structures and models are the characters, RWG is the setting. The two are necessary to make a work that stands out. Sometimes I wonder what would have happened if they had not found each other. I'm truly glad I didn't have to find out. Miss you.
  3. Thoughts about reusing resources already in play with out the need for much adding, but yielding new possibilities. Is it possible to use the sitting pose and animation, used for the vehicles, and add it to the furniture? If the chair collider and tag on the minibike is used on stationary furniture. It can add a feeling of a rest mechanic, like squatting can regen stamina faster. Not an automatic sit, but a manual targeting. Other wise it it would make it look like duck duck goose. Imagery; sitting by a campfire or fireplace to warm up is one image, In multiplayer war council, and/or conversational, or general sitting for a builder when in a crafting menu. Also is it possible to repurpose the sleeper pose fetal position, and reverse the get up animation to allow lying down. To simulate sleep when logging off for a gameplay? There have been so many aspects added over the years, some are only used in a single circumstance. When I saw the render of the Cycles, I saw potential that could add feeling, or integral context. Even immersion for some.
  4. If it had a shader and animation, allowing it to wrap around or A* passing objects then a slither of them would be a challenge. They are small and flexible enough to pass between most of the protective bars, through cracks and under doors. I wouldn't be surprised if Joel sanctioned a batch.
  5. I was working on my pet project. Had created a 2k custom world, when I saw it. I had walked by the poi multiple times, before I noticed the rope suspended from the beam. I got curious and approached it. The rest is recent history. It allowed me to climb, and it blended with the scenario. The nicest part about it was that it felt like a natural alternative, and compensated for the invisible part of partial blocks. PS: The zip lines that I mentioned, a long time ago was a misnomer on my part. Sorry about that. It was actually a grappling hook that i had thought of. But of course a grappler used at the right angle would provide a zip line. Finding this reminded me of that.
  6. I have a two questions, because, I happened upon the Wagner residence. Will climbable rope become a part of the regular game, and if so will dogs be able to climb the rope too? Suggested recipe, cloth and fiber woven from grass.
  7. @theFlu Yeah, those are for the weapons. Since the file format has changed in A21, its been a lot harder to view the files. There is a ton of overlap, and things that haven't been released yet. For example, A firetrap, an arrow trap, and what seems like a template for the bandits. A lot seems like either place holder, or leftovers from a decade of work. All I originally wanted to do was go in and adjust the lighting textures. Considering the game started as a few hundred meg, and is nearly 25gig raw now. It gets overwhelming for me to try to look for anything in a single sitting. But I'm going to still keep looking, because there may be some redundancy that can be trimmed.
  8. That's the thing of it all. I don't have full context, I'm trying to understand it all though. The fbx viewer I am using doesn't recognize the animation as it is extracted. So, that's why I asked the various questions. I had these visual representations, but knew that others had either explored more in depth, and or had different experiences with the animations. And also that if I unintentionally had the wrong concept. This is the place it will get corrected. I welcome correction because it helps me to learn and inspires me to want to learn more. That's why I said thank you, because, as I've read each post, it made me go back and look at a different possibility that I hadn't thought of before. I was trying to bind the animation to the object, but the player hasn't recognized it yet.
  9. This is what I was writing about, as far as what I saw. There isn't a collider assigned to arrows unless it's under a generic title in another file, and the club has that cylindrical shape. That's what made me think the arrow collision leaned more toward a ray trace point calculation. I wasn't able to find a Zombie collider, but reading through nearly 23000 labels I probably missed it. Right now I'm messing with the Physicsbodies.xml But I am learning from reading the posts I have not been digging this deep in the files in quite a while. Thanks for the inspiration.
  10. Isn't there a dissimilarity in the collider size for a melee weapon vs a projectile ingame and IRL. For instance a club collider would be shaped like the inner perimeter of the object giving it a greater chance, to contact more colliders or surface area. While a projectile has a diminished collider size and a single point trajectory vs the angular sweep. The visual I have is of a a bullet, and a club both hitting a shatter resistant piece of glass. The bullet impact area is a point, and the club, depending on the angle fractures an area. I-frames don't have to be intentional, it could be a simple disconnect between transitions of a state engine, or since most representations of colliders I've seen are planes. So conceivably if a zombie is at the correct angle during impact, you are only presented the edge as a target, vs the normal surface area. like a paper doll turned side ways
  11. @meganoth You're right in hindsight I should have said, may, instead of will, as an absolute. Since Rukbat14 was newly posting and wondering as to the rules, I went by past observation, and faith in you. I guess. Tis the season for it. The good thing about this thread is getting to see all of the different ways that players observe the system, and how it functions for them under their individual circumstances or use. If Faatal can make water work in this environment the way he did. Then this would be a cake walk for him.
  12. In the end TFP would have to check it out. But there are more coincidences on various ways of using it to be a complete fluke. I think they will, it just might take a while. If it registers as a bug to them one of the mods will automatically xfer the post to that directory for you. It did bring up one coincidence from another game that I still play often. Dying light, the fast infected humans, they wreak havoc on hp. Whenever, and this is on a regular basis, they are right up on me, i can drop 8 shots with the German 9mm in the chest and not hit a thing. So I have to kick them and back up a few paces then the shots register.
  13. Rukbat14 It's allowed, that's really the only way to show it. there is an overall limit to the size i think 50 meg. or if really large you can store it on one of the share servers and save a link here. It seems to follow what zztong posted. Reading each of the posts it seems to point to proximity. In other words, up close a z that is 4 blocks away is closer to 2 blocks with the arrow nocked. It may be traveling too fast at that range for the raytrace to calculate. Similar to a zombie on one side of a door, block one the door block 2 the player on the other side block 4, and you are able to be hit. Easily seen with the legless crawlers. that may be it, timing and collider check. I just thought of something else forgot to add before. I set my turn movement to 24-26 and my zoom movement to 18-20.
  14. @zztong Thanks for the feedback. It gave me an idea. Maybe if TFP added a command to allow Raytrace and object collider "similar to seeing poi spawn volumes"to be visible in DM it would give a clearer picture. @FranticDan I agree also, when transitioning animations the they do have IFrames. I can see it at times. There is also a stall or a stutter, between ray hit and the fall back. During my time using it, one thing i did notice, where the reticle is pointing when loading the bow sometimes its offset to the left, so i have to quick switch to another weapon and back to straighten it out.
  15. Everybody; I have a few questions. Does it seem to happen more when online or is it primarily off line play. Online may be packet lag vs render. Second are you moving, meaning your feet, at all during the shot? Third question are you in basic aim, or stationary focus mode, or panning focus mode during shot? Fourth if in focused shot, do you hold it the same length of time as it takes to full power throw a rock or spear, meaning that green power bar? I ask because the primitive bow/stone arrow is my primary weapon, second is my re-modded stone spear. The only time I have a consistent problem missing a moving target is if I don't hold the full charge up cycle. Similar to sniper elite long range slomo shots. I kind of got accustomed to leading the target to a stationary release point for me. The second for a head shot, and i asked about this before. When i need a more accurate head shot, and the sticky arrow mechanic helps me see the results, I have to shoot beside the head. to the right between the head and collar bone. I think the head collider size maybe offset and smaller than the visual. Shooting small game at max distance, I elevate to allow for drop, but I noticed testing this at pitch night hunting. The chicken has a larger hit box than rabbit when aiming for the head. Maybe over time Iv'e just gotten use to the offset. There are ray trace glitches though. To check it, crouch and be out of range of detection. Zoom the scope on zombie, head and suddenly they see you. Last there is a definite delay between trigger squeeze and hit it sounds like a pick hitting dirt. But there is a noticeable delay.
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