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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. That one does not matter since the computer version of the game does not use IL2CPP as it would break code mods. Console is using IL2CPP. Console needed a fix in .17 for a PS5 occlusion bug and we currently try to keep versions in sync between computer and console dev, so the update from .16 to latest.
  2. To be clear, this is more zombies on the server, spread across multiple players, while improvements like disabling jiggle is client side. If you as a client had 100 zombies around you, the overhead of animating, colliding and rendering them is still expensive and you would probably have a low FPS. Must Fixes was started a few months ago, but that is just a guide. Multiple systems are still being worked on, polished and tested, which are not often in MFs. There is some overlap, like my vehicle damage task is marked MF, yet it is a system improvement task, not a bug. That one is basically done, but I'm not closing it yet as the values are still open to tweaking and I would like to work on vehicles smoking when highly damaged, if I spend the time. That could also be done during experimental, so not a high priority to me.
  3. The cap currently is the same. Different spawning systems can now scale the cap as they check the count. Blood moon is x1.9. Sleeper volumes x2.1.
  4. Some news. The basics of an entity activity throttling system have been added to A21 to allow servers to handle more zombies. Large AI counts would overload pathing causing all zombies to be delayed in moving, so this decreases the update rate based on distance from players while still allowing each player to always have some fully active zombies. With this change, max zombie counts for blood moons and sleeper volumes are allowed to be scaled around double what the the cap is set to. The system also disables jiggle components for clients with distance as these were getting expensive as more zombies have them. The system will continue to be improved to throttle other activities. I noticed last week we had an old Terrain Tool that was not being used, as it did not work very well, so it has gotten some changes and bug fixes. It now grows terrain in all directions (was just upwards before) and you can select the fill block. Undo also works. This will allow POI designers to make easier and faster terrain instead of the old add/paste/cut blocks and modify density using the cursor keys. Other improvements are planned. Grass like plants now have shadows, which were removed years ago for performance reasons. Based on tests enabling shadows for grass near the player, I saw no reason we can't have these shadows and it looks nicer. Enabling and distance is controlled by shadow and grass quality settings. We are also finishing the process of doing one more Unity update to 2021.3.19.
  5. Maybe, but that does not make it look better all by itself. Players like myself still want to point in any direction while on the ladder, so you will see what exactly? My gun pointed away from the ladder with my torso twisted backwards? Zombies need to be able to attack in any direction yet still be hanging on the ladder somehow. There is no good solution for the direction issue, which is why some games lock feet/hands/camera while climbing, which always feels like garbage, just so it looks nice.
  6. I'm not sure. I would like to see the quests restricted somewhat and pushed out farther but I am not a big quester and others on the team have their own opinions.
  7. I'm using .18 for testing now and our console devs need a fix in .17 for an occlusion bug and since they are parallel developing, we try to stay on the same version, hence the stop at .18 or .19 if that drops soon. Release wise it will come down to how fast bugs get fixed, which depends on when we stop finding major bugs.
  8. The constant stream of DLC makes me not want to buy the game. Maybe someday if they package everything together for 20 bucks, they can have my money. On the other hand, I find I never play the extra gameplay type DLCs in most gold editions of games I buy, as I am sick of the game by the time I finish...if I even make it to the end.
  9. It is a large amount of changes, in line with any other big alpha. We have more programmers than ever working on it, and there are a lot of system level updates going on or planning to happen, which are not necessarily flashy features to players, but help the game run better. Much of that will be needed to get all the PC features running on the new gen of consoles, as they may be better than the last, but are still limited in some ways compared to a mid tier gaming PC. Thanks Flying dogs with no collision will work perfectly.
  10. Last year a few of our consultant programmers analyzed our net traffic and greatly reduced the amount of data sent. Then one of them reworked delays and frequency of entity updates, so I expect it to feel better.
  11. The only changes are us using never versions of Unity in which they sometimes fix issues. We recently updated to 2021.3.16, but may end up on .18 or .19 for A21. Yes, from the few hours here and there I have played a new game to get the feel of it, that feel was great. The UI for it is a bit confusing at first, but I adapted.
  12. It is not as I looked at it last week and the mixer is a single mesh, so you can't rotate the drum. I was thinking at least it should have a particle effect, but the code for that type of object did not support it and ten seconds later I was distracted by something else and several other things since then. That does not really matter yet, as several systems have changes in the works and bugs are being found daily in them, then back around to fixing. Should be closer together. Not in A21.
  13. It may seem like that, but A17 took 1.5 years and A20 was about 1.4 years. Thoughts of going gold with various dates have happened many times before. No one knows when that will happen. A21 gets closer every day. No bandits in A21, as Steve and I are the ones working on bandits from the programming side, and we are working on bugs and other improvements until A21 is stable.
  14. Sorry, but I don't know of any plans to change it.
  15. Fine. Sure, I fixed the reflection probe bug.
  16. Some or all animal models were in the works to be fixed, a few worked on, but put on hold for other art updates. I don't know if we have plans for the anims, but they are ugly and should get improved at some point.
  17. I'm not going to do it in any form, because I'm not designing this stuff. The point of the feature change was that you don't get to scoop out endless water from lake/rivers. My toxic suggestion was just a way to make it plausible why it is useless, not a way to loop back around so players can clean it and end up with tons of water. Dew collectors serve as that mechanism, if you built a lot. There are many changes to RWG in a21, which means old bugs may be gone or still there and there will probably be new ones.
  18. 1 I don't think so 2 No 3 Most if not all 4 45, but they are still coming in 5 Mostly 6 Reflection probe texture corruption bug fix and blending improvement
  19. Toxic water is a solution I've thought would work, but it means no drinking from lakes and maybe swimming causes health loss, so not as nice to players. Or radioactive...
  20. It depends. A container with 10 feathers would reduce to 5, but if there was going to be 1 item in the chest, then you now have a 50% chance of it being there. The system does not try to replace your 1 item, with a crappier 1 item.
  21. RWG has not done processing on the GPU for a year or two, so the server generation should be similar and with a21 also faster. Most everything in this thread, the rest, not much. No Java. 7dtd is C# in Unity. https://thefunpimps.com/jobs/ The kraken is still awakening.
  22. Well, I tested them as I was the one making the changes, but not yet as far as a long term play session goes. That is what Joel is doing. The short one!
  23. Holidays were good. I did a lot of game playing of around half a dozen games. I mostly worked on bugs and tweaks this week. Not the type of stuff that makes for interesting pictures. Sorry, I have no time for feature requests in the near future.
  24. Yes, I am reading this stuff. I actually generated an 8K RWG (in 1:45!) yesterday and played a few hours. Feels pretty good to me. After 2 days, I'm close to making my first dew collector, but need a bit more coin to buy the filter. My biggest complaint was that combat hits feel bland, probably by comparison to some of the games I played over the holidays. Joel is actually what is motivating the vehicle damage changes. He just had me tweak more values on Friday.
  25. It may seem like that, but A17 took 1.5 years and A20 was about 1.4 years. Hopefully we will be less than those with A21.
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