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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Sorry, but I don't know of any plans to change it.
  7. Fine. Sure, I fixed the reflection probe bug.
  8. 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.
  9. 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.
  10. 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
  11. 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...
  12. 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.
  13. 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.
  14. 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!
  15. 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.
  16. 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.
  17. 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.
  18. 1 Yes, they have a view angle, distance and it uses ray casts to check for obstacles. 2 Smell is different code, that looked at distance and inventory items. It is disabled, but some of the code is still in there. Heat map is different as it tracks general activity in an area and then spawns a scout/screamer.
  19. Feral sense is an extension of a feature. Seeing and hearing. No smelling involved.
  20. It is not a new system, just an improvement of the current system. I would like to see some indicator of high damage. Might just start with particle smoke coming off them. Not sure. I would guess the new player outfit models would change how the arms look, but don't know if that includes the hands.
  21. Vehicles exploding was added in 2018. As I was trying to point out, you might get to see it explode now, because you can actually get enough vehicle damage in typical game play to get it to the point where it can explode. I don't know any of us that have played DF. Not that I know of.
  22. No shooting. The 4x4 has more than one. Driver and passenger and with seat mod, you get 2 more in the back. No plans for touching that.
  23. More vehicle improvements for A21: Ragdolls from death have a short time they can still collide with vehicles (was boring before as they slid through vehicles). Improved vehicle hit forces on ragdolls (accurate body hits for more realistic tossing/spinning and those hits are a higher percent of damage, so more blood). Vehicle hits can cause dismemberment.
  24. No change, but it could probably be fixed by having the projectile continue to raycast after hit and if collider gone, then it falls. The particle issue is a different system, so fixing one does nothing for the other. I've heard it mentioned, but was never seriously planned, so not on my radar.
  25. At 1 it stays there and each time it takes damage, there is a chance it explodes and goes to 0 health. Since it takes more damage now, you might actually get to see one explode.
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