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faatal

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Everything posted by faatal

  1. Yes, specific traders appear in specific biomes in A22, but this could change as we test and iterate on the design.
  2. Towns flatten terrain, except for mountains. Terrain is generated first, so the more mountains, the less success towns have in generating and you would get less. I reduced mountain max scale a bit and may reduce the default mountain percent. I recently removed mountains from wasteland to allow bigger cities there, but their success rate is not as good as I hoped, so needs more work to figure out why. I don't think anything is adding them after. Cities/towns use up the space pretty well now. Maybe. Artists add those, not me.
  3. Is the same. I have not looked at that code. It may or may not change. Town planning changes involve more successfully making towns on the map. It failed a lot before due to excessive randomness and retrying the whole process instead of specific sections. The town tiles are the same layouts. A township is a city, town, countrytown, oldwest or roadside type of location made up of a random range of tiles and these change based on world size. Yes, we want better and more stamp variety, but there is no timeline for when that might happen. Towns don't have a shape. I think they just grow in random directions, but I have not looked at that code, but plan to as I improve the systems.
  4. No new stamps. Artists would typically make those. We could use more. Not planning on making it procedural. Yes. Any POI could be listed with any combination of biomes. It could do more than 10k, but no plans for it. We would have to test to see what memory is needed and if we need to, then disable it on some hardware. You should get more buildings now anyway with the recent changes as cities/towns generate more successfully and even more so if you increase Towns to Many.
  5. Yes. Future biome progression/survival/story will probably tie into specific traders, but that is all subject to change. You can change it by modding rwgmixer.xml: <prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="2"/>
  6. Well, if I added a colon as it would appear in our change log, it would be more clear: Added: Trader types are each in their own biome (with a min of 2). I don't think there will be more traders, but could happen in a DLC or sequel in a galaxy far far away.
  7. More RWG changes coming to A22: Improved player spawn locations. Added rwgmixer <prefab_spawn_adjust> biomeTags which limits to one or more biomes (requires partial_name). Added trader types are each in their own biome (with a min of 2). Improved town planning quality. Adjusted township counts and sizes. Added biome township count logging and trader logging. Balanced lakes, rivers, craters, canyons, township and wilderness settings. Added POI spawning limits based on surrounding density in world. Improved POI spawning fallback to use a smaller size but ignore name restriction. Added preview coloring for districts (3 brightness levels each) and traders. Improved preview POI descriptions and added score. This is the current default 8k map:
  8. That is why many of the games that have clothing/armor with bonuses also have cosmetic slots to allow them to look different for the players that care about cosmetics. Cosmetics is something we may do after a22. At this point most devs have their plates full for a22 and we are not doing additional features unless critical.
  9. Each zombie adds rendering, animation, collision and character controller overhead. You can turn off AI and watch the FPS drop as you spawn more and more.
  10. That has yet to be determined.
  11. There are about the same of each type.
  12. Yes, except the increase in players is not guaranteed. More players uses more memory in some cases, so additional memory optimizations may need to be found for it to run reliably. 8k RWG maps is the current limit. Also due to memory limits.
  13. LOL Yes, because the dozen programmers working on 7dtd are all needed to help artists get new content into the game. Some people...
  14. Console play is peer to peer without cross-play. Once cross-play is released then you could log on to a dedicated server running on a PC/Linux OS. I am not working on any of that, but I believe that is how it will be.
  15. I don't think modding zombies will be all that different, but it is hard to remember a years worth of changes. Textures? Artists make those.
  16. Split screen is a memory issue and a performance issue. A typical gaming PC will have 16+8 GB RAM. Xbox series X has 16 GB of total RAM, but only around 13.5 GB available for the game. PS5 is similar. That is not great. Series S has 10 GB total RAM, so even worse. We use half res textures and medium quality settings on S, which manages to fit into RAM while allowing for some memory growth as you play the game for hours. This was only achieved with a lot of memory optimizations to the point we have basically run out of big things to optimize. We can squeeze a bit more, here and there, but diminishing returns. Performance wise, you have to have a render a different part of the world, which uses a lot more CPU and GPU.
  17. Yes, any entity being drawn in the world decreases performance whether dead or alive, so removing them is also good. Inside/outside ambient light scaling is already in worldglobal.xml since it was implemented. It is not meant as a simulation of eyes. It was simply to make outside bright and inside dark as ambient light is a global value, so you can't use it to make part of a mesh dark and other part bright. Block ambient occlusion does allow different parts of the mesh at different brightness values, but the implementation had problems and was not fast. The improved version works better.
  18. No plans to add back zombie looting. I find it tedious. Block ambient occlusion has returned, so interiors are darker separate from ambient light. We still change the ambient light for indoor/outdoor, but subtle.
  19. There are no hard dates. Console delays would typically be from failing submission, having to make changes, resubmit and waiting on approval. Almost all console games fail certification the first few times as there are tons of requirements to pass.
  20. Pretty much any large game has its own engine on top of whatever game engine is being used. In the case of 7dtd you have entities, voxels, occlusion, AI, audio, dynamic music, networking, mod support, file/object/data management and many other things that are engine systems on top of Unity and could be used in other games. Blood Moons uses much of that, so it is 7dtd at its core.
  21. 1 The flicker is a limitation with settings due to issues with motion vectors in some of our shaders that needs research to fix. 2 Maybe someday. WIP 3 Maybe none. CPU use and main thread limitations is the main issue, not loading speed. 4 Hands use their own camera, which I would like to remove at some point, but then FOV issues. 5 All player anims have or will probably be changing. 6 Don't know 7 No plans 8 No plans 9 Don't know 10 Not likely 11 Unstable for some people 12 Don't know 13 FSR has motion vector issues as TAA does. DLSS has odd bugs making it unreliable and needs research. They don't just drop in and work. 14 No. DLSS looks good when it works. 15 Time 16 Vehicle wheel rotation speed clamping No new biomes planned, but we have plenty of ideas for future projects.
  22. It could still happen someday, but it is not on a roadmap or anything.
  23. It disappeared from RWG because we decided to remove it, so Robert stopped generating it, then later we decided to leave it in, so I added it back to RWG.
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