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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. If loot respawn is 0, then sleeper respawn is 30.
  2. Interesting. I play with it off. Passed info to Zack. Thanks
  3. My description was not quite accurate. AIFeralSense in xml actually increases noise amount and seeing distance range values of a zombie. So if you make 10 noise, AIferalSense of 1.5 scales the noise by the number and adds it in, so it becomes 25 noise to that specific zombie. AIferalSense of 0 would add 0.
  4. Yes, reduce. Stealth works the same by reducing light and noise levels, while feral sense decreases the thresholds needed to see and hear the light and noise.
  5. I've not seen that. Can you try it with Dynamic Mesh disabled or Mesh Distance shorter or Land Claim only on?
  6. AI does not know if you are reloading, so bad luck?
  7. I'm pretty sure there is a MP weather sync bug, but have yet to track it down.
  8. I'd like to improve those at some point. Replaceable like grass may be a simple fix.
  9. You were probably using some system RAM. Lowered the max texture quality VRAM requirement to 3 GB (from 3400 to 2400 MB).
  10. Sorry, but there is no way to override that code. How much VRAM do you/they have?
  11. Sounds like the monitor. I bought a TN panel high refresh Gsync monitor a few months ago and in dark scenes the brighter pixels would dim as I moved the camera. No reasonable setting would remove it, so I returned it and bought a similar monitor with an IPS panel. No annoying dimming! Cranking up the brightness was the only way to reduce the dimming, which is unacceptable in nighttime scenes.
  12. Animals side stepping to space away from each other is in A19, you just don't see it unless multiple ones get around you. Pathing is mostly the same, you just probably had them coming from different directions in the world, so they pathed differently.
  13. The stealth check is in there. It is per zombie.
  14. Not disabled. Using in New game UI or Advanced gen UI are both enabled.
  15. Nice! What CPU/GPU and video res?
  16. It is a Unity effect and Justin and I have already tweaked it as good as we could. Increasing the blending actually causes motion blur, so we kept it low. We would have to customize their code to get it any better. Or they could update it, but they don't really improve the built in rendering pipeline anymore.
  17. I spent many hour this weekend fixing some block entity culling issues. It should be greatly improved. Sleeper volumes are 3d, so they are already managed vertically.
  18. In New Game it should show as a choice in Game World, like pregens do.
  19. The meeting was at 11 AM, but I said noon in a post/chat/something since anything can change and people don't need to know every exact detail, since they love to tie you to it. Just a lot of things hitting the main thread leading to spikes. I've spent the last year occasionally hunting the spikes and reducing them. A big one was chunk collider mesh baking, which now happens on a separate thread. CM now causes certain blocks to not reduce in count, which makes it easier on POI designers. CM is off by default, but if player does not wipe all their files, it could cause odd issues.
  20. There was no time set. We just made the hopefully final build and are still testing. Any date/time we give is of course going to differ with all the time zones that are in the world and potentially be after midnight for some people.
  21. One of the first things I noticed on Friday. I've spent many hours this weekend analyzing and fixing. Found our block entities were the issue with no culling or bad culling distances. Code now adds missing culling, enforces a minimum and warns us if devs don't set any renderers for a LOD level. Got big FPS boosts. Ultra Object Quality has also been reduced a bit, since this was hurting their FPS for little visual difference. MP paint bug was also fixed. Saw TexCubSF having trouble with his group not seeing each other's paint. Perfect examples of how streamer weekend allows us to watch real players test the game and fix stuff before a ton of people get hit with the issues, which would make for lots of complaints and duplicate bug reports. Now we could have our own testers play the game and somehow stream it, so we could watch and do the same fixing, but it would still release on Monday either way. Our own testers would also have to stop playing to repro the bug and make a report. No fixes yet. This alpha I've not spent a ton of time on AI and with all the new blocks combined with ducking, it needs more work.
  22. Massively positive. Maybe 90%. You always get the 10% who liked whatever some other way.
  23. We have made 3 builds since the streamer release and there is no final build yet, so we don't know. The team will be meeting around noon to discuss.
  24. We do as needed or if people choose to. There were 11 changes to SVN today by 6 different people and many are watching streamers, testing and making bug tickets. I do at normal times, but releasing is not a normal time.
  25. I understand your point. There is value in planning and many people work better with a strong structure. I'm self motivated and just tend to like to jump around and work on multiple things. Brainstorm stuff and just do it. I actually get bored working on the same thing for more that a few days. Documentation also bores me, so I prefer to do the minimum to get a task moving along.
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