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faatal

Fun Pimps Staff
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Posts posted by faatal

  1. 10 hours ago, AtomicUs5000 said:

     
    What if there was some intermediate object like a simple version of the instance that should spawn there without any AI or animation... and it gets replaced at the moment the real entity would normally pop into existence?

    As Blake_ had said, there are many issues with that.

     

    The main overhead is instantiating the entity, not AI or animation. There are ways to speed up spawning and they are not trivial, but it will probably be improved at some point.

  2. On 3/6/2021 at 8:58 PM, NinjaMoa said:

    What is done for the Y aspect then?

     

    The main problem I have found with this is dropping / climbing into another room and having them appear as i do so.

    Y is about 1m, but it varies depending if up or down. Y is low because I don't want AI spawning in rooms above or below you and dropping your FPS. We may possibly do some type of entity caching before we go gold.

  3. 3 hours ago, wolfbain5 said:

    can I have an official response to how far away from a volume you can be before triggering spawns? not just them showing up, but also them being calculated in?

    It is 8m in XZ for them to start spawning. Don't know what you mean by calculated in.

  4. On 3/3/2021 at 8:06 PM, The Civillian said:

    Ok, I have a bunch of questions, I hope some can get answered, or maybe these are new I don't know :)

    1 - Wandering sleepers

    I assume this is for POI's, are these 'wandering sleepers' going to replace the horribly immersion breaking 'trigger traps' where no matter how quiet you are, you wake up several zeds from the other side of the room because you went over an imaginary line.

     

    1b - Does this mean that POI's will be able to load ALL the zeds within the POI (sleeping ofc) rather than have them horribly pop into existance the second you walk into a room. I've had several rooms where I've opened the CLOSETS, nothing in them, walked into the room and poof, zombies just appear in them.

    2 - Verchial mods

    PLease let the first mod be to remove the spikes from the Truck and bike, those things are useless and get the verchail stuck soo much. (Also, a buildable army truck with a boatload of storage would be AWSOME XD)

    1 How they will work has not been determined. Trigger traps will probably be the same, but at some point stealth may add a chance they don't trigger.

     

    1b Sleepers work how they do for performance reasons. They don't spawn until you are near the sleeper volume. That has not changed in a20, but as the game gets more optimized, some of those rules may be relaxed.

     

    2 Those spikes have no colliders, they are just cosmetic, so removing them won't change collisions,

  5. 8 hours ago, Blake_ said:

     Hi @faatal, It's me again with a few random daring questions:

     

    Robert talked about rivers and water bodies and stuff in the last video.

     

    1. Have you guys talked about water threats  (piranhas, sharks, submarine Rolands, swimming WereJoels, etc) for  7dtd  ?

     

    2. Is there any vehicle (or mod) planned for traversing/navigating water bodies ?

     

    3. Could you mention any new awesome feature that has been implemented lately to the test build?

     

    My regards.

    1 We have talked about it. We have a shark model/anims, but don't know that it will ever get used. Maybe some bored day in the future looking for fun....

    2 Mod, no, but we have a raft model and someday it would be nice to added it as a vehicle. I'd like to see a heavy water map eventually.

    3 Can't think of any awesome, but my bar is high.

  6. 21 hours ago, Blake_ said:

     

    I have a couple of questions:

     

    1. What is the "Super Charger" mod and what does it do exactly? 

     

    2. Is there any mod planned to make climbing moderate hills/ slopes easier ?

     

     

    1 Increases the normal and turbo speed caps, so it lets you move faster.

    2 No plans, but it could be done by increasing wheel torque, but don't think I'm changing that for a20.

    15 hours ago, Gamida said:

    Could you expand on the expanded seat. For instance does that mean we can finally take a passenger on the motorcycle and pop a couple more people in back of the 4x4? Will it also affect the minibike? Bicycle I can see staying as single seater...

    It will add more seats to a vehicle. The 4x4 is the one I will be doing first. The others will depend on how much time I have and if they look ok bolting a person on and if not, then will need model changes, which means artists and more time.

  7. 9 hours ago, pregnable said:

    I dare you to share more information on the clothing sets that have not been discussed yet, unless you are scared...

     

    Plant fiber set being viable when high enough quality sounded interesting. 

    Sure. I know exactly nothing about what they have planned. ;)

  8. 4 hours ago, khzmusik said:

     

    Do any of these visually change the vehicles? Or are they similar to tools in workstations, that just affect functionality but aren't visible on the models themselves?

     

    I'm asking because, back when vehicle mods were first introduced to us, it sounded like they would introduce something like player clothing but for vehicles. Like, the "cow catcher" on the front of the 4x4 wouldn't be there originally, it would be a mod.

     

    If that is being worked on for vehicles, it might mean that progress is being made on replacing UMA for players. So I'm genuinely curious.

    No visual changes other than the cosmetic mods (dyes) tint parts of the vehicle. The headlight mod does make more light.

  9. 7 hours ago, luki12163 said:

    That sounds really good and I really love Expanded seat. I am curious if it will work for every vehicle or just some of them? Fuel Saver and Super Charger ( I assume is for the max speed) is something I will use on every vehicle.

     

    Do you considered mod that would increase amount of storage space provided?  My friend have rough times when looting even with 4x4 truck. 
    By words "These are the planned vehicle mods:" I assume that there are no other mods to be added to the game at least in A20?

    I really like to see that you mentioned Drone hear. I have high hopes that it will made to A20 even in later versions. I am big fun of this idea and I am curious how good it will be. Good to hear that.

    Yeah, spikes could be cool to use especially on larger groups of enemies. I wonder too as how will mod system work and how many slots will each vehicle have?

    Some of them.


    Storage changes are not trivial. Maybe after a20.

  10. The mods I listed are all a20 will probably have. I spent today getting them enabled, icons set, tags set, slot counts set, fuel tank working and fixed a UI bug. Bicycle has 2 slots and it goes up from there for the other vehicles, but none of the 5 will probably be enabled for the bicycle anyway. The seat mod needs code still.

  11. 18 hours ago, luki12163 said:

    Are there any mods (for vehicles) that are already ready or in development? I would really love to know what mods are planned and how will they work?

     

    Also is there any news about drone and if it's coming to A20?

     

     

    These are the planned vehicle mods:

     

    Fuel Saver - Works

    Off Road Headlights - Works

    Super Charger -  Works

    Expanded Seat - TODO

    Reserve Fuel Tank - Working on today

     

    None of them are fully done, since they still need icons, schematics and put in loot lists.

     

    Drone should be in a20.

  12. 2 hours ago, KingSlayerGM said:

    Perhaps you could remove the alpha channel from biomes.png and splat3.png to save space? Moreover you don't actually need RGB channels for each pixel, do you? I mean, you could encode the same information in just 1 byte per pixel, instead of 3 (or instead of 4 if you use the alpha channel)...

    Also I've noticed that the RAW format that you use for the heightmap ('dtm.raw') uses a lot more space than a 16bit png... And png is lossless

    What do you think?

    Sure, we could do a lot of things, but that is low priority.

  13. 3 minutes ago, MechanicalLens said:

    @faatal Will there be an open listing for players to discover seeds on their own and then submit them to TFP for possible additional pregen worlds, provided they meet your standards? The more the merrier after all.

    Each pregen world adds 300 MB to the install size, so we would probably stick with shipping just 3 for now.

  14. 12 hours ago, Blake_ said:

     

     

    Yes. A big THANK YOU for all those changes. The profiler is a very nice plus indeed. Saves pain.

    Unity released 2020.2.5 today, which actually fixed some weird profiler UI behavior and a profler error, both of which I was getting, so good job Unity!

    3 hours ago, Xtracker said:

    So basic what i learned of 26 pages is that character overhaul won't be in A20 but why.. is so much to re-code ? or something is not on top priority ?

    @faatal or @madmole can you say something why it is canceled for now i will appreciate every info.

     

    It is potentially a lot of programming changes and the programmer who will probably be doing it is working on a lot of RWG changes.

  15. 1 hour ago, Jost Amman said:

    That's great news!

    What are the highlights of that version that can benefit 7D2D? (I mean, apart from being a bit faster...)

    My favorite feature so far is the fact I can switch the editor to release mode, which produces optimized assembly code, but I can still run the profiler on it. That means I get the same timings I would get with a full build, which takes my PC about 6 minutes to make, so I don't. I've been spending a lot of time optimizing and cleanup up lately, so a very nice feature.

     

    I just finished this one, which is a big win:

    Optimized terrain control textures to not update with every mesh update.

    Those peaked at 2ms spikes on my PC, on several frames, when new chunks load, adding to the FPS drop that already happens when building meshes.

  16. 10 hours ago, archergod said:

    So, my counter of 5000 kill in game is wrong, and it could be 5500 easily with all vulture I ever kill in ths game .. damn. But thanks.

    The counter is probably correct, since the AwardKill func was calling AddScoreServer with 1 zombie for a vulture. It was the QuestEventManager that ignored vultures.

  17. 3 hours ago, wolfbain5 said:

    @faatal who handles entity classes and tagging? it seems vultures are not hooked up properly. when used to make drop quests, their deaths do not count towards animalkill or zombiekill. This is an anomaly as all other zombies and animals do fall into one or the other. Myself and a few others have tested this repeatedly and it seems that the class wasn't hooked in fully. Will they be brought in line with the rest of the entity classes?

    I found the code. Added as a zombie kill. Thx

  18. 4 hours ago, pregnable said:

    The thing says zombies can crawl through 1 meter holes.  Is that all zombies?  Cause I thought the crawlers already can.

    That has not been worked on yet. The details of how it will work and what zombies has not been decided.

     

    Crawlers currently path on 2m heights just like all the rest of the AI.

    3 hours ago, MechanicalLens said:

     

    Not to mention it would just be a colossal waste of space.

    An airport does not have to be huge. It could be whatever size you wanted to make it. Like a small airport with one to two (parallel) 100m runways.

  19. 9 hours ago, Jost Amman said:

    @faatal, I don't remember the name of the young dev who's taking care of the drone (sorry) so I'm asking you... how is development of the drone going along?

    In the first stream I remember the basics (flying, following, healing and attacking) were working, but you mentioned some problems with pathing on "rough" terrain... did he get around those problems yet?

    Thanks

    Steve. He says it is mostly done, but probably a few bugs lurking as is typical in new stuff, but I've not looked at it recently. He actually has a new task improving dismemberment features that one of our artists asked for.

  20. 23 hours ago, SnowDog1942 said:

    Hey Faatal.  Any performance improvements that stem from “Working directly with Unity Devs”?  

    Not yet, but we do have some stuff in the works.

     

    I've been doing a lot of cleanup in the chunk system, so some moderate gains there and fixed some mesh/material leaks, but there is plenty more to do. Today I worked on improving the chunk mesh LOD update (really just hides meshes). Chunk decals/models now dither out, so I can reduce the ranges they get hidden at while having no popping.

    21 hours ago, Roland said:


    The burnt zombie is in and super creepy. Scary enough looking and behaving to be a higher tier zombie like maybe the soldier but it is just as weak as the old model. I wouldn’t be opposed to them beefing it up a bit. Almost reminds me of the skinless terminator so you kind of expect it to be a beast but then it turns out to be wimpy.

    Yesterday I added the xml for the burnt feral zombie, which has the flames. He is tougher and faster than the normal one.

  21. On 2/3/2021 at 1:13 PM, Callum123456789 said:

    I'm curious about the bandits weapon selection when they are added: wil they all use every weapon available or will they have set weapon groups etc. Group a uses tier 1 guns ak, pistol, hunting knife, and all tier 1 weapons and group b for example could use higher tier like tac rifles pump shotguns and sledgehammers

    How their weapons will work has not be determined.

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