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Laz Man

QA
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Everything posted by Laz Man

  1. Have you submitted a bug report? If not, I encourage you to do so along with your game settings so QA can see if it's happening in A22.
  2. The history of RWG maps is an interesting one. I remember back in the days before tiles were introduced how POIs were placed strictly by code in a grid and felt very disconnected / unnatural. What I appreciate about the tile system is it eased some of the responsibility off of programming to create a natural looking city scape through code and pushed some of that responsibility onto the level designers. Although still not perfect I feel it was a huge improvement. We have some new RWG and tile updates coming in A22. Stay tuned. 😎
  3. Tile design is very intricate. There are alot of things to consider such as how many POI markers can fit into one and what variation of road placement can you have. For example, it is generally bad to design alot of roads on the edge of a tile since it creates strange parallel roads when 2 such tiles would happen to be placed next to each other.
  4. Imagine if all the roads were filled with vehicle models. That is more polys for the game to render when the player comes upon it. Downtown is already the heaviest district verts / tris wise. We also intentionally design spaces for players to drive their vehicles through in tiles and POIs.
  5. Maybe we can create some more road/tile parts similar to what we do in intersections. There is a careful balance we have to maintain in performance and spacing when it comes to POIs. Especially in the downtown areas.
  6. I think Jiggle physics has received an optimization pass in A22 but not 100% sure. I recall it being talked about (e.g. disabled at a certain distance). We have several remnant strips being worked on currently which will add to the variety and help with downtown city performance.
  7. Although this console footage, this does provide a glimpse of the state of A22 for anyone interested.
  8. If I recall, faatal mentioned many things are on the main thread because of unity. I know some users have posted suggestions in the past and he explained why it wasn't so easy. As far as optimizations are concerned, they are happening all the time. There would of been no way the game would work on the consoles without them. More optimizations will keep continuing to happen.
  9. Great job! This is my favorite one 🤣...
  10. Could you draw a picture or create what you are referring with the missing space?
  11. The game has been around for a long time but we are always interested to hear thoughts and ideas from players, especially new ones. It is one reason why we have a pimp dreams section on the forums so players can post things they would like to see in the future. Although we are at the tail end of adding features for 7D2D, doesn't mean we won't consider them for future content (e.g. DLC, future games, etc.). Edit: Thank you for posting your ongoing experience. Will share with others on the team.
  12. One correct guess... 🥾 Head: Body: Nerd Outfit Hands: Feet: Biker Outfit
  13. Anyone want to take a guess which pieces of armor is being work in that screenshot? The body piece is obvious but guesses on the others?
  14. Is this rouge enough? 😆 (courtesy of Diablo 4)
  15. We have had plans for zombies with special abilities in the base game for a while now, its just other things have been given higher priorities. Hopefully some of those special abilities still come to fruition at some point. We will see how things come together once bandits are introduced as that will allow us to create different experiences, especially the ranged bandits. 😎
  16. Stay tuned for A22. I think we have a few new POIs like that.
  17. Not aware of any plans to add that in but maybe in the future. Experimental build for the consoles? I would imagine most console players would prefer a stable version after waiting as long as they have.
  18. I believe this has been improved in 22 but don't recall the specific details on how.
  19. We have a new function that allows locked doors open by triggers to be switched to the unlock state afterwards. Not all applicable POIs have been updated with this yet. It will also be a case by case thing since depending on the use case.
  20. They are still shapes but have a property that allows blocks to placed over them.
  21. Lots of optimization has gone into A22. When new features go online, more optimization becomes necessary at times as well.
  22. Oh cool, did you get a chance to talk with Allan or anyone else? I was helping on the bloodmoons side and didn't get a chance to chit chat too long with many fans.
  23. AFAIK, we have run the console version on both X and S series.
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