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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. 1 This week: Fixing holes/overlaps in block meshes/colliders (added shape ModelOffset). Testing (using) Unity 2019.4. Changes to skin quality settings, so can change on a per entity/LOD basis. Fixed a playtest load bug. Improved shape loading. Improved chunk debug grid drawing. Improving chunk mesh generation. 2 That will probably be A21 3 Saw some new screenshots today. New POI placement system is looking cool. 4 Artists are working on new weapon, block and zed/animal content, but nothing that has needed programmers for, other that the skin change I made.
  2. No. That would require a ton of code rewriting, which is not going to happen. That is not likely to happen. We have many other tasks that need our time.
  3. A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random. Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.
  4. Weather changes were not planned for a20, but after noticing the state of the code, that it was not gold quality, I ended up spending a lot of December overhauling it. The overhaul is basically done, but the simulation parameters are still being tweaked and needs testing/feedback. Now the players reaction to the weather is completely separate, so this does not change what happens to the player being hot/cold/wet/etc. The amount of logic we already run from xml adds a good amount of overhead to the game. It could be added, but it would be slow, so not likely.
  5. It is calculated by scanning through neighboring blocks. That algorithm is old and actually something I'd like to look at and see if it can be improved, since the results don't seem that great.
  6. The best reason for fighting anything is not dying. Granted our death penalty is not that bad, but maybe someday.
  7. The effect is not eye adaptation, which is a post processing screen effect. It is not about your eyes adjusting. It is about going into a dark house and it being dark. Ambient light from outside should not be brightening up a dark basement or mine shaft, so ambient is decreased when you go indoors. The old block darkening was buggy and slow, so it was disabled and replaced with the current system, which may or may not be what is in gold.
  8. Hopefully everyone can get it now, since Steam just installed it for me.
  9. Next year. We have been working on other things.
  10. The higher your FOV, the more fish eyed it gets. Decreasing FOV should help, but you will see less.
  11. Wandering hordes randomly skim along the edge of where a player is, so maybe you just got (un)lucky and they have not been noticing you? That would be an interesting thing to bring in closer as their target's GS increases.
  12. 1 Yes! 2 Nothing much atm other than the weather should change at a consistent rate. 3 The goal of these changes is to make it run faster, look better and not get stuck on ugly conditions. Rain comes and goes in a clean fashion. Snow looks pretty sweet now.
  13. You don't rewrite all your game code for each new release/update. That would be crazy. 95%+ is the same code. Now you might rewrite a system, but that is often overkill too. I am updating the Weather Manager, not rewriting it. Maybe 40% of the code has been touched. We are not planning on doing altitude changes for any of it. All creations by a person/company are automatically the copyright owner by default (in the USA anyway), unless stated otherwise.
  14. I've been working on weather manager cleanup and now starting on the simulation, so hopefully less gloomy days.
  15. I can look at that at some point, but busy with other things now. A lot of complicated code. For all the people who complain about lack of optimizations, if there were none it would be unplayable.
  16. None of that should be set in stone yet. Once RWG changes are further along, we can see where memory use is at and fix what needs to be fixed. Edit: Robert says 4k is still possible, so we will probably have that too.
  17. The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
  18. None of that has been done yet, so it remains to be seen how it will work.
  19. Yeah, death penalty is still too low. I've been gimped before and unlucky with finding a fix, so when I died it was "yay", no more gimpiness. It would be interesting to increase the penalty, but have a respawn with no penalty option, but at a distant random location, so you have to run back empty handed through whatever is out there.
  20. This is not an exact science, since Unity does a lot of things in the background that we don't have control over. 1 Depends on the asset, but everything uses some CPU and many assets use system RAM or VRAM or both. Unloading also tends to be delayed because many resources are not specifically tracked by the game and flushed by Unity by UnloadUnusedAssets, which is slow, so not called very often. 2 Only the gfx driver and Windows really know how much VRAM is in use and VRAM use is often padded to a higher amount that what it actually needs. Microsoft is working on tech t
  21. I don't know yet. There is a good chance doors will retain zero SI.
  22. Sorry. Don't know. I have never looked at our rumble code. We could, but probably better to wait for world events to get developed and have options for that. Cool. Thanks for the feedback! It could go either way. Probably depends if we find any major issues.
  23. Specifically, I've been profiling the game and our MinEvent system, which has to do with processing all the rules in our xml files, like progression.xml, continues to take a good amount of CPU. A good example is every 2 seconds an action tries to remove fire particles off the player, which was slow and made some garbage because it checked all the player transforms (200+). Now entities have a list of active particle effects, so basically takes zero time. The transform find function is also faster now and makes no garbage. A19.3 has some optimizations, but these changes a
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