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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. 1 In A21. I think most have been replaced at this point. 2 TAA needs the flicker or it does not work. 3 It probably needs HDRP.
  2. You collect "Water". It is shown as water in a jar. When you use it, it adds water to the player and disappears.
  3. They should, but I have yet to find a working machine.
  4. I've been doing some overall play testing lately. My current game (8k RWG and default settings) is starting day 4. The water struggle is real. I've had to drink about 5 bottles of murky water so far and managed to not get dysentery. I can boil water now and make 2 kinds of tea. I've never been so excited to loot a red tea. Tea is +4 water over boiled, so definitely making tea. Got my water back up to 90%, but the only drink I currently have is one golden rod tea. Trader so far has had no water. I know how to make the dew collector, but don't have the filter. Hopefully I can find a filter at a trader.
  5. 1 Not planning on them looting anything. If time permits, they may get some fun bonus abilities, but that is a big if. 2 They move like zombies, so jump/crouch and any future modes of movement. 3 Not decided. 4 Both. Lite ones fast and heavies less fast. Stamina use is not planned. 5 Don't know if art has plans for that. 6 Feet. 7 No. If they could loot your corpse, they would take your dukes, but as it said....bonus. Yes. Chunk distance is quite far. That final LOD culling is important to performance, else you are paying for a lot of draw calls, even if it was just a billboard.
  6. It already does that. Block models are Unity prefabs. Most have LODGroup components in them which determines the render height at which each LOD is shown and when it is culled. Getting them consistent with each other is a challenge as there are many heights and differing amounts of LODs. You also want more trivial models to disappear sooner. The Video>Quality>Object Quality setting determines how quickly distance causes it to step through those LODs, but it gets expensive using the higher settings. Is actually one of the more expensive graphics settings.
  7. We would not track weather on a container. It would be of the world and not per player. My point was, I'm not spending time tracking weather on anything. The idea is to have balanced systems. Not have useless parts of the game. Balance takes time and is subjective.
  8. There are ways to make it work, but they would require a good amount of work, which we do not have the time for in a21. Weather does not have a history. It could, but it would need to track many days worth and for every biome.
  9. Unloaded chunks and weather don't mix, so there is no current way to make it work with rain.
  10. Not decided. 1 Maybe. Not decided on what their damage will be. 2 Yes. 3 Not that exciting yet. They do talk too much. 4 Like 5 (that is more a heavy group, could be 2 or 3). 6 Only to the extent artists add the content and I don't know if design/art is wanting to do that.
  11. As of now, yes, but it is a gimped copy of the normal club so basic bandits don't just wreck you. Bandits will probably get a game staged strength bonus, so tough ones will hit harder with the same club. The final version may have them using the player weapons, but with the strength mod added.
  12. 1 Not bad. 2 Recently I made bandits hold and use a club melee weapon, which mostly works. I then worked on some dismemberment bugs. Worked on explosions being able to dismember multiple parts and dismember corpses. 3 Not just now. 4 Maybe, but our schedule is full right now.
  13. Yes, that is the plan, but it may be a while before we do it. I thought it would be cool to have a driveable police car, but it is not setup for that. The blimp was a joke vehicle I did years ago. Don't know what art is planning for crops.
  14. No. Lots of zombie will still need similar CPU/GPU resources. They are not linked. You can delete farming all day long and it does nothing to help me or any other programmer with working on anything to do with vehicles or most other things for that matter.
  15. Depends who you ask. There is no one date. Just it would be cool by x, but could be y. x and y being very different, like this year vs next year dates. I definitely want x, even if it means delaying features to later alphas, but if a feature is not quite done, but devs want it in, then you slip to get it done. Yes, it should get fixed before gold. A while ago, I spent a limited amount of time looking for the slowness, but could not tell what was going on.
  16. The water simulation changes how water data is represented and how it flows. The player checking if in water and moving is the same end result with old or new water. The poor movement of the player in water is just a bug as far as I'm concerned with the player code and not water's fault.
  17. 1 It does not flow constantly like a river. Water can fall, but it does not really work for waterfalls as the water would just drain and no more falling. 2 It depends on the block. A solid block would remove the water. Other blocks would sit in the water. 3 No changes have yet to be done to water rendering, just the simulation. Rendering will probably not be that different. 4 Not that I know of. 5 We have talked about sharks, but not really seriously. 6 Hard to compare, as the old water sim was heavily throttled, so it did not really work well and some of the bugs it had may be from that. The new water will actually do stuff, so you could say performance will be worse than broken gimped water. In any event, it is being designed to not be a resource hog and work within reasonable limits.
  18. Voxels are just cubes of data with the world being full of those cubes. Blocks are voxels, but we call them blocks. Water is no longer a block, it is separate data, so it is no longer a block voxel, but a water voxel.
  19. The water simulation is completely new code. It flows into neighbor blocks that are marked to allow it, like into air blocks. Water is no longer a block. It is a water voxel, which means the water voxel can be in the same place as a block, so you could have water flowing into and past grass, a fence or a pole block. The game is not a real water simulator. The new water sim is designed to be performant and work in a basic fashion that makes sense for our game play.
  20. Yes, I added block tech that allows some mesh "sides" to be opaque and others transparent, so a window block can have a frame and glass with each being in the chunk's combines meshes, instead of each window being a separate prop, which did make for a lot of draw calls. Allan has made many window blocks using this tech for the POIs. I still have a few tasks with drops from and how upgrades work with those blocks, but nothing major. It is just a tractor model used by a tractor block and not a vehicle. You can't drive it.
  21. Nothing in particular. A few editor improvements. Performance seems a bit better.
  22. Yes. I've been developing A21 using 2021 LTS. Currently on 2021.3.3 with plans for the rest of the team to switch in a few weeks.
  23. 1 No new mods, but showing the mods on the vehicle. Don't know if it will make A21. 2 Not yet. 3 No changes there. 4 Probably not. 5 I've been working on AI director clean up, some block rendering cleanup, bug fixes and improvements for our new opaque+glass blocks (downgrade, upgrade, drops). 6 I don't make videos, but the day may come when I feel so inclined.
  24. It does not. Only the chance to find that magazine returns to the normal default percent. I looked at how they did the percents today and it seems fine to me. Good stuff.
  25. Yes, I've seen an artist making changes to other zombies.
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