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faatal

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faatal last won the day on September 11

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  1. I'm not having them tag anything. The world is full of cover, you just have to scan and find it similar to how destroy area works with the added problem of you need to be on a side that covers you. Destroy area find is pretty expensive, so this probably more so. Having them duck down would help too, since that is cheap. Lay in the grass. Now I can't see you.
  2. 1 Don't know. 2 No. People don't know what those mean. I can hardly remember half the time. 3 Yes. SMAA or whatever, see I already forgot, is still in there at the lower settings. Easy way to tell is the sharpening option gets grayed out if not TAA. 4 No because they each use global values that are not easily separated. 5A Maybe. It already clamps the angle. The more you clamp the more it looks wrong... 5B No. I'd prefer to keep them in sync for what we feels looks best. 5C Maybe. Turning it on may not be as simple as just turning it on. 6 Not planning on it. IF we have time before gold we may do more fluff, but that is a big IF.
  3. I was never impressed by decision trees. Technically we use decision lists, but some AI like the vulture is just a state machine. They all get the job done and are not hard to do, until you get to the gory details of what all of those decisions have to do to actually work. Health < 50% run away. Cool, but to where? Taking cover is going to be one of the hardest parts of bandits, since what is cover in an arbitrary voxel world? People love to gloss over the details, but the details are what take all the time and kill you in the end if you don't do them right. Priorities get in the way of lots of fun. Last Friday I was thinking I could mess with the raft, but nope someone needed me to look at a light block bug. Today I was thinking maybe some raft time....nope new short grass needs to be tested, so artist can get feedback, which sounds simple except for the new mesh generation short grass will use and adding to the biomes, splitting from the tall grass code, shader changes so it blows in the wind since it is too short and lots of testing. All of that eats up time, so maybe it will be done Monday. We have our A20 must fix list going now. 111 currently, 8 of which are mine, but in the beginning it tends to grow as fast as you can fix them, so fun keeps having to wait. Someday I look forward to a water world. Lots of islands. They will be functional. They will not be doing brain surgery on each other. Back in the spring I did a full play through of The Outer Worlds. Their enemy AI was not amazing, but competent. If we got to the same level I'd be happy. Their AI does not even find cover, so maybe we can be a bit better.
  4. Nope. Raft just needs to get water level. Old or new water blocks will provide that.
  5. I probably said they could be done fairly easily, not that they are, because you could reskin a zombie as a bandit, stick a weapon in his hand and say "look bandits!", but we are planning on doing something better than that.
  6. I don't know what extra traps there would be. Don't think drone is going to have any weapon mods. Traps might be referring to traps in POIs.
  7. A20 is on a newer version of Unity, so Vulkan may be better (or same, or worse).
  8. We have had the LightLOD code for 5+ years. I'm fixing problems in it, not making it suck the performance from your computer.
  9. Issues with LightLOD code and prefabs.
  10. There are 20 ticks per second. On any single tick, there will be no more that 2 sleepers spawned period. This applies globally to all volumes, so any remaining volumes will have to try on the next tick. Snow, probably not. The rest I don't know.
  11. In A20, sleeper volumes will globally only spawn 2 per tick. Wandering is the same.
  12. It is a new model. The AI acts the same.
  13. I added and edited a few things too.
  14. 1 Makes sense since you want the main thread and graphics threads on the the best cores by themselves. Don't know how we would make Unity do that. Added to TODO list. 2 boot.config is generated by Unity during a build. We do not change it directly. gfx-enable-gfx-jobs=1 is already in A20's because graphics jobs is a player setting that was turned on months ago. I did not notice a performance boost, but it would depend on what your bottlenecks are. Thanks
  15. Features and the data formats that back many features will continue to change until beta. Beta should happen before gold. That means previous alpha's worlds usually won't load. The simple way to lock in and not break your worlds is to not update the game, which would be similar to us saying hey we are done now and everything in the future is 7dtd 2. Now if you locked in to a version, you would be missing all the new features. Like the massive pile of new block shapes coming in A20 and shape UI that goes with it. I'd prefer new zombies not act like old zombies, since then it is just a reskin, which is boring. Maybe, but not planned.
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