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Everything posted by faatal

  1. A2020.3.14? So how many centuries are we supposed to work on this game???
  2. I've been using 2020.3.14 for weeks and appears fine. Once builds gets tested using it, if it works well, then that will probably be A20's version. Raytracing, DLSS, etc has to be supported by the render pipeline not just Unity in general. Those are HDRP features. We use the built in pipeline, which does not and may never support them. We have no plans to update 7dtd to HDRP, since it will take a lot of time. We hope to use HDRP on one of our next games.
  3. Don't know. I'm sure it could if we wanted to. Probably no, but if it is an issue, we will deal with it. No, but probably a few.
  4. A few weeks ago, Lathan added a block trigger system which will be used for the restore power quest. Multiple triggers, like switches, can be on a layer and blocks, like doors, can respond to them by doing something such as opening or closing.
  5. In A20, surprise, there are some switches that open doors where they drop and were then staying asleep. You could also remove a block they were standing on.
  6. Damage or now also falling in A20 causes them to wake.
  7. It is in 3d. They can see in the direction their head is and hear all around. Feral Sense just makes the falloff with distance lower, so they see and hear farther. Sleeper volumes don't even spawn zombies until you are near them, then those zombies are passive (can't see or hear) until you are at the edge of the volume, then feral sense matters. Crops have no changes I'm aware of.
  8. Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21. A big part of it was separating the collision mesh from the visual mesh as this change describes: "Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)." More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did. It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle. And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."
  9. No. We have a while to go yet, but lots of cool work is getting done. I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.
  10. Sorry, I've not seen any skeletons.
  11. 1 Don't think so other that addition of primitive guns 2 No
  12. That is generally true, but not all the time. At 4k on a RTX 2070 with higher video settings I become GPU bound, so end up turning some video settings down. DLSS would potentially save some GPU, giving a higher FPS without having to turn down some settings.
  13. Unity games don't make their own render pipeline. You use the built in one or one of the new scriptable ones. The scriptable ones let you make a ton of changes, but Unity is still doing the heavy lifting. Unity is still what talks to the graphics API (DX, OpenGL, Metal, Vulkan). Not in A20. I think we all like it. Not sure why anyone would not. I think it is top secret at this point, so if I showed you, I would have to....
  14. Yes, but it is a scale, not distance. zombieTemplateMale is <property name="AIFeralSense" value="1.5"/> Currently only zeds that are different are zbear at 1.2 and zdog at 1.6. It does not mean anything expect our next game will probably be HDRP.
  15. Not likely. Any new graphics tech that Unity adds to the engine generally is done to the HD render pipeline (HDRP). We use the built in pipeline. Updating to HDRP is a large amount of work, so probably won't be done until our next game.
  16. Yes. Blood moon zombies are given targets. Senses don't matter.
  17. Feral sense is currently just Off, Day, Night, All. We don't plan on more options changes for A20. Maybe by gold. For now you can change some of that in entityclasses.xml.
  18. It is not planned, but it could happen.
  19. I don't know what Lathan is testing, but the next version will be 19.6.
  20. 1 That would be 19.6 2 Twitch and localization changes 3 Should be a normal release 4 No AI behavior changes in A20 I don't know of anyone using it and I could see it going away at some point.
  21. Artists are working on the 3d models and textures.
  22. Probably not much different. Performance should be the same. The shaders are doing the same amount of work and the c# code changes were trivial. Just committed it: Added wind simulation speed changes grass and tree movement (improved wind handling, added grass shader wind time and use constant sin offset so we can interpolate wind values without ugly shifting). Added grass and tree wind gusts (visual. adds to wind simulation). Improved biome wind values. The art is coming along. There will be no code work done on it until after A20.
  23. Yesterday I got it mostly working. Still tweaking. The direction will be the same, it just varies in frequency and intensity. The flag anim is just math in a shader and does not change. (someday?) Maybe in a month or two?
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