about 1 year ago - faatal - Direct link

Zombie pathing is already cheap and runs off the main thread. I did fix a bug last week with only 1 path per frame being sent to the threading system and since it typically only takes 1 frame to make a path, it was a bottleneck for say 100 zeds making paths each second. A fairly simple change now has it requesting up to 8 paths per frame of which the threading system can provide about 6. This tested well with around 150 zeds on a server spread across 6 players.

about 1 year ago - faatal - Direct link

It should be no surprise to anyone that we discuss fast travel as many games have it, hence the helipads. The vehicle teleport is one of my main issues. We think the vehicle should go with you without it being annoying. I'm thinking it teleports to an open parking like area and finding a free spot. I'd prefer it be a very limited system, but it could end up as whatever makes sense or not doing it at all. It could easily not be in A22, yet show up later.

about 1 year ago - faatal - Direct link

The game tick rate is .05 ms, so that might be what your were seeing. Don't know where you got .01 from as most code runs at frame rate, physics fixed update rate .02 ms, or the previously mentioned tick rate.


We are trying to finish A21, so certainly not wanting to make large engine changes now.


I didn't get some of the other things you were saying, but thanks for info.

11 months ago - madmole - Direct link

Sounds like you should just turn down the difficulty until you are adjusted to the new networking. We are tuning it so you don't get hit from a crawler 10 feet away, but it won't get significantly easier. Tougher zeds are stronger now, maybe you need to look at the poi and biome difficulty. If you see a lot of skulls you aren't ready for it, go to the forest biome and level up and do the tier 1s and 2s until you get better gear or a higher level.

There seems to be some bugs with getting multiple crits from one hit or bleed has no cooldown we are looking into.