Jump to content


  • Content Count

  • Joined

  • Last visited

About Talksintext

  • Rank
    Advanced Member

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Talksintext


    I'm curious as to how it could and who's saying that.
  2. Yessss do it. Do it. Do it. It doesn't. Do it.
  3. Well, that swaying part at least. Now... onto gusts... then, zombie raptors. Anyway, looks really good guys, good job A+ would buy again!
  4. Dividing this into a discussion of "just regular wind animations" and "the gust system on top of that": Unless I missed something, all they're adding in are weather systems that move over the map and fog and precip and shaders. I've looked back at all the recent weather vids, and I don't see any of the sprites actually swaying in the wind or anything like that. It's sorely missing in this game (gusts or no gusts), and makes the map just look so static. Understandably it's a good bit of work to execute well, but on the other hand visual wind is extremely common in games (the proposed gust system less so/nonexistent, but easier for someone like Turbo to handle since it's just coding). It would also give the artists something to do once the whole team gets banging on the NPC system once anims are done. Like, it's something new to animate while everyone's busting through coding, so it might work well with their pipeline (not sure what additional art work is planned post-anims). As for how to do it (once you have animations for vegetation in place), it's really not that complicated. You create a tileable raster of wind gust patterns, then abstractly overlay it on the map, moving in the direction of the wind, its speed of course determined by gust speed, and any vegetation models/sprites tagged to "sway in the wind" will do so based on the values of the raster, such that RGB0,0,0 would be "no wind" and RGB 256,256,256 would be "full gust speed", with linear progression between, and that determines the "sway amount" for the model/sprite. Additionally, you can have the difference between gust speed and base speed affect the gamma/grey point of the raster. The additional performance cost over "just standard everything-blows-the-same-amount 'global' wind" animations would be extremely minor, and while this would take some time to code up, it doesn't look like an extreme undertaking, certainly by comparison to the massive overhaul Turbo's been on for months. And yes, trombo, it adds literally nothing to gameplay other than better visuals and immersion, something you can say about an awful lot of things that are included in lots of games, so I'm not sure your negativity is warranted. The benefit is it would certainly look cool/standard for a modern game.
  5. Basically, have gusts of wind spread over vegetation/etc and animate a "swaying" effect, but not all on screen at once (well, excluding base wind effect), so you see "lines" of wind propagating through the world, depending on direction. It seems like it would be easy to do once you got a swaying animation for objects. It wouldn't work in interiors (except curtains on open windows, imagine those blowing about, would look cool), and perhaps not have it be exact lines, but slightly curved crescents that propagate. You guys know what I'm on about, right? I mean, you can get crazy with it (seems like you guys enjoy taking systems a bit further than most games would, which is awesome) and calculate wind shadows from buildings/dense forest and such, and do a whole physics simulation for where the gusts go exactly, but probably a simple system is sufficient. Hopefully something for the swaying can be worked into the massive animations overhaul. It's definitely a lacking visual feature that most games have. Tell you guys what, I'll definitely buy a second copy if you do this. Big money on the line here, big, big money.
  6. I might mod it in down the road. I know from doing previous loot mods that the system is mostly moddable. I'm not sure if there's a way to edit the main code so you can take all the containers in a room at once, which is required for such a mod. I never got that into the weeds on modding this game. If the code works like: [i have a new room spawned],[for each singular container run a loot gen script] then it might be hard to do. I need: [i have a new room spawned],[here's a list of all the containers],[take the entire list and run a loot gen script] I would guess it's possible. I don't know. I don't have the game files on my system any more.
  7. The current* loot system has a very rough feel to it, in that you have very random assortments of objects in a given "room" container. As in a kitchen cabinet might have a spoon, a bag of flour, and a hammer in it. I don't know what sorts of kitchens TIS has at home, but it makes me very concerned for them lol I propose a saner loot system with sub-room categories (SRC), like "dishes cabinet" and "food cabinet", even down to the level of "baking cabinet" if we want to go crazy with it. It's all just a few lines of code, so why not? Currently, I believe, when you spawn a room, it randomly assigns objects from a "room list" to each cabinet, based on weightings and roll chances. But that's it, every container gets spawned with the same random crap. Hence spoon, flour, hammer. Instead, when a room is spawned, it should: Step 1: get a list of these real-world containers Step 2: check the room type, then make a list of the appropriate SRC, grabbed from an XML file Step 3: (optional) some of the SRCs should be "mandatory", in that they will all spawn first at least once before going full-random. This way we don't have kitchens with 20 utensil drawers and no actual food, just because the RNG can be crazy some times. Step 4: for each container, randomly choose an SRC type, then fill it with the loot contained within that SRC file (loot generation as it currently is in-game) SRC types would include weightings (so a kitchen might have a 20% chance of food, 10% chance of utensils, 20% chance of dishes, 5% chance of pet food, whatever), and then each type also has a list of loot, weighted also (so "utensils" would be 20% spoons, 20% forks, etc). Here's my very hackish and definitely-not-functional attempt at coding it. This just bothered me so much while playing. I suppose I can mod it in later if you guys don't include it, but I'd rather not, and the as-is system really feels like an "alpha feature" that should be updated for 1.0. *(note that I haven't played for a few releases, as I've been on a gaming hiatus, but I assume this is still the case, and if I'm wrong well I've wasted 30min but at least I'm happy that it's fixed )
  8. First question: they'll continue working for TIS, which will fund another game. NPCs are not really necessary for Zomboid to be "complete". They could expand the map a bit and release the current version as final, and it's more than met whatever objectives they originally had. They'd get a lot of blowback from a no-NPC release, but I don't think it'd tank the studio's chances at another crowdsourced game. And yes, I understand what NPCs are supposed to be. My point was that -at the point they released the unfinished NPC product in this scenario- it might still be in such a simple state which would sort of ruin the game.
  9. I'm sort of happy to let the game keep evolving, rather than have NPCs finished and they release 1.0, on to the next one. That said, I've been putting off playing the game for a while now, because without NPCs or something "more" to the game than a very old and tired map there's little to get me interested. Certainly, a lot of the new systems and traits and such are nice, but I'm still going to find it all a bit pointless without something more than "lone survivor kills lots of zombies and builds up a small fort and loots the same 5 stores again." Anyway, there's not much for the community to talk about for NPCs. We have nothing but a general idea of what's planned.
  10. Perhaps you don't realize what a giant sized bite of coding they've decided to take with this NPC system. Far larger developers have struggled with far lesser AI goals. I would be seriously impressed if they get the NPCs they promised out by the end of the year. Not only do they need NPCs that can avoid getting killed by zombies and react accordingly to ever-changing threats, they need ones that can create dynamic social groupings, fight with teamwork, build forts and safehouses, interact with a player, have the player alter their behaviors, and eventually drive vehicles, know when to move stealthily, etc, etc. Most AI in most video games, even by AAA devs, is a fraction of that, and done in a far far less open world. And then it needs to "feel right", "be fun", and "not be impossible" to deal with for the player. Even if they can get all the code in on time, balancing and testing is going to take months. I'm not saying all this to disparage them, but IF they actually pull through on their promises, the community reaction really shouldn't be "oh, neat, this works okay, but wtf there's a minor bug or annoying behavior". No, the reaction should be, "holy **** this is amazing that you got such a functional system in such a complicated game." And it should be extremely grateful if anything resembling a "decent" NPC system gets introduced, even if it's more limited than what was promised. Other option: they start running low on money, want to move on to a new game, and release whatever they have, or are forced to just can the whole system because it won't fit together right or would just ruin the game with how simple it was.
  11. There are ways you can make the game more challenging AND realistic AND have this tied to the new food system: Whatever happens, you should be required to have a higher caloric intake than your base needs in order to gain strength. It's practically impossible in reality to gain muscle without gaining fat, meaning having more calories than necessary. Obviously, higher protein is necessary, but besides that a lack of caloric surplus basically prevents the body from adding lean muscle mass. So strength increase should be tied both to activity AND caloric/protein intake being above "normal". Also, activity (like sprinting/swinging) should increase caloric needs (and of course these activities are needed for a strength increase as well). So if you were sprinting/swinging all day, maybe double the caloric needs, then work back from that to see how much a single swing/sprint would add. Also, a caloric deficit should reduce strength over time, as the body consumes muscle mass to maintain itself
  12. It's totally 3D terrain and flowing physx water and rainbows.
  13. It would be very resource intensive (both dev time but more importantly CPU time and RAM footprint) for all 100+ zombies you might have in play to each have their personal map of the world constantly cataloged and updated. You basically need to have 100s of maps saved to RAM/disk and have the CPU spend time each cycle to update where each zombie is looking and what it sees. Tell me one other game that has this feature. I am aware of none. Every game I've ever played has had the AI pathfinding had full awareness of the level geometry. Just turn off pathfinding altogether if you don't want it. Amazingly the devs gave you that option, because they're awesome and give us tons of options to play how we want. There is literally nothing to complain about, aside perhaps from some bug on your end.
  14. Thanks for the answers! I feel greedy for getting 4 different questions answered
  15. Good idea. I like combat having more than 1 button. Given we barely use the keyboard at all, there's certainly a lot of spare keys sitting around for alternative attack types.
  • Create New...