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gonomonakak

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Posts posted by gonomonakak

  1. 1 hour ago, dannyisdude said:

    Eh, that, I'm not so keen on. Tanks would just be OP, regardless of who you are, however bombs and high caliber weapons could be decent if all they ammo and explosives are used in the initial infection. I think by the time the zombies killed everyone in the base, there would be no ammo left for anything, due the fact it was used in the initial attack and only attracted more zombies.

    if youve read WWZ,youll see how tanks are essentially useless along with conventional arms,antipersonnel(mainly shrapnel based) explosives wont do much against a horde of zed,all but the very closest zeds will be unharmed,shielded from the blast by the hundreds of other zeds,all packed together nearly shoulder to shoulder.you can run em down,may not kill,but will incapacitate any that go under the treads.but then ya gotta worry about fuel and hope the treads dont get gummed up with dedzed.

  2. 3 hours ago, Kuren said:


    Well one of these things was covered in the Mondoid I linked in one of my earlier posts ( http://projectzomboid.com/blog/2016/02/dark-places/ ).

    "The primary reason for the current (very limiting) 8-storey height map is that it’s pretty hefty in terms of memory: we have to be reserved with the maximum height as ‘one size fits all’. If a tower block has to be 8 high then so does the rest of the entire game, including all the bits above the fields and forests. All that space ‘reserved’ and swallowing up bits of memory and processing time.
    This will change however, since changes made for Creative will ultimately allow for each chunk of the map to define its own extents. Therefore a tower block chunk will have its own upper limit without cruelly condemning the middle of a forest to be the same height. While it’s not yet clear how far this could or should be pushed, it’s safe to say we’d be able to consider more than 8 height buildings. This, again, is vital to the foundations of our Louisville city map"

    Not sure how they'll deal with (if they even need to deal with) zombie numbers, as like gonomonakak stated, we can already have over a thousand packed on screen currently (with no issues for me at least).


    P.S. I'm glad your protest worked btw, xXSly_WolfyXx :P Loving these taller trees :) lol

    well in cities there will be waaay more than a thousand zeds,so to get the like 10'000 zeds on screen(gunshot in city center) without bad lag they could just merge the ai for large groups of zed into one super ai controlling several hundred zed as one sort of hive mind.that way you will see tens of thousands of active zombies,but the game is only running a few hundred ais(much less cpu intensive)

  3. 2 minutes ago, xXSly_WolfyXx said:

    That would be amazing but how would they get around the lag that would come with the huge city plus the hordes of zeds?

    maybe when the zeds get up into the thousands they start merging the ai for them into 10,50,100,so instead of 100000 active ai,s in one area,its more like 5 or 6 hundred. much more manageable,since we can already have like over a thousand zed on screen right now.

  4. the last mondoid said that they will be adding a new part of the map to "the south". and this has me VERY excited, its been getting stale with only two towns and like nothing worth exploring in the back roads.so i always welcome a new addition to the game world,but south is fort knoxx,not exactly a residential area,like they said. what do you guys think theyll be adding? im hoping radcliff,maybe they got in touch with the dude making the custom map,and theyre adding it to the main map since its actually kinda close,and to the south of mul.  ideas and conspiracy theorys are welcome

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