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0s | Chuck Chuck Chuck let's go |
---|---|
5s | it's time to party |
8s | hey everyone my name is Jason I'm the |
10s | community manager at coffee stain |
11s | Studios and today's gonna be a very |
12s | different video okay we actually just |
14s | have a big Vlog that we're just gonna |
15s | drop it's from one of our streams at |
17s | twitch.tv coffee stain Studios devs |
19s | where Hannah joined us snoot and I on |
22s | the Stream |
25s | you hear that I'm trying to work here |
26s | come on |
28s | um yeah how to join us on stream with |
30s | snoot and I and we we just basically |
31s | opened up Unreal Engine 5 and flew |
33s | around the world in update 8 and we |
35s | checked out all the different nooks and |
36s | crannies people had questions we took |
38s | requests if people wanted to see |
39s | something we went and checked it out |
40s | answered questions along the way and |
42s | showcased basically what the world sort |
43s | of looks like right now in update 8. I |
45s | think it's really interesting behind the |
46s | scenes look of things but it's also you |
48s | know information and details about |
50s | update that you might be interested in |
52s | learning so I thought that this would be |
54s | really interesting for you guys |
56s | um one disclaimer real quick is that in |
59s | the engine |
60s | um the performance is not indicative of |
62s | how the game will perform when it's |
63s | built uh nor nor how the game will look |
66s | okay so just keep that in mind right in |
69s | the engine in the editor things aren't |
70s | as performant and don't really look as |
72s | good either as it will in in the final |
74s | thing so don't use that as an indication |
76s | this is just a Showcase of what the |
78s | world looks like and what like the |
80s | process kind of looks and feels like I |
81s | think it's really interesting uh one |
83s | quick thing before we move on to the VOD |
85s | right is I just want to say a massive |
87s | thank you for the feedback and response |
89s | that we got from last week's video link |
90s | up here if you haven't seen it which is |
92s | about the state of development for |
93s | update 8 and that things have been a |
95s | little a little rocky a little touch and |
96s | go a little little house around that if |
98s | you ask me all right |
99s | um and |
101s | stupid everyone was super kind and |
103s | understanding and uh appreciative of of |
106s | our efforts you guys had a lot of nice |
108s | things to pass along to the team so I |
110s | really really really appreciate it part |
112s | of me wants to be like I'm so surprised |
114s | that you were so kind and supportive I'm |
116s | not surprised you guys have always been |
117s | this kind of supportive so thank you |
119s | thank you so much it's part of the |
121s | reason why I feel comfortable to make |
123s | that video where I just go hey things |
125s | are looking so good and I know you guys |
127s | will have our backs so really appreciate |
129s | it um thank you so much for that anyway |
131s | without further ado |
133s | the VOD it's a couple hours grab some |
136s | coffee grab some stacks and I'm gonna |
137s | get out of your way now have fun smash |
139s | like if you enjoy it |
141s | we are joined by Hannah |
145s | I can never pronounce her name Burger |
152s | so I'm just gonna preface sort of what |
155s | we're gonna be doing here we're actually |
156s | going to be showing off stuff in editor |
158s | which we kind of did this for update six |
160s | and I had to remind myself it was update |
161s | six not seven we were hoping to capture |
163s | more b-roll for the video that we put |
166s | out but we've been struggling with the |
169s | video capturing stuff for uh for this |
173s | particular update |
174s | um so there wasn't as much b-roll as we |
176s | were hoping but we're gonna try and and |
178s | mitigate that by showing you pretty much |
180s | everything I mean maybe not everything |
182s | but as much as we can uh today leaking |
185s | everything |
187s | essentially yeah uh we're also gonna be |
189s | talking about some of the we're going to |
191s | dive deeper into some of the aspects |
192s | that we talked about in the video with |
193s | uh |
195s | the different areas |
197s | um is there anything else you want to |
199s | like preface preface this section with |
201s | Hannah before we |
204s | straight up |
208s | still working in the world so a bunch of |
210s | the stuff you're gonna see is still |
212s | working progress so you know if you see |
214s | floating rocks that's definitely |
215s | intended the other stuff is not |
218s | if you see floating rocks you know who |
220s | to blame we need to like have we need to |
222s | have an encounter my specialty whenever |
224s | you see a floating floating Rock Counter |
226s | yes |
227s | chat you're gonna have to keep track of |
228s | that |
230s | um so the first thing that we're going |
232s | to talk about that I've sort of sort of |
233s | set up here already is this is a shot |
235s | that I wished we could do uh to the |
238s | video |
240s | um one thing we talked about in the |
242s | video and it's kind of weird I guess to |
243s | start with this but the the world |
245s | perimeter that I have with the game has |
247s | been sort of like up until now it's been |
250s | sort of like cut off so like it feels |
251s | like you're on this island more so than |
252s | you're on like a part of the planet |
254s | right |
255s | so there's been a bunch of new Vistas or |
258s | World parameters added |
260s | and this is one at the edge of the swamp |
262s | so we get the swamp here in the |
263s | background |
264s | uh cornering with uh oh I love that one |
267s | over there yeah I guess this is also |
268s | waterfalls or whatever yeah |
272s | uh and the one I'm working as magic and |
275s | then you have the one over here uh from |
277s | from the the thumbnail |
281s | one of my favorite thumbnails we need to |
283s | animate that |
285s | take the song |
287s | yeah yeah we can do it I can sing this |
290s | yes |
291s | I'm gonna get DM State |
294s | um |
295s | so yeah pretty cool oh this is yeah this |
297s | is my favorite one this big Creator is |
299s | sick one one uh almost thumbnail was |
302s | like doing something with the clip here |
304s | uh but I couldn't quite work it out |
307s | so yeah is there anything I mean here it |
310s | is chat I don't know if there's much to |
311s | talk about well hang on here hang on |
312s | here nominal Joe this is a hell of a |
314s | JPEG it's not a jpeg these are this is |
316s | the other thing to talk about here so |
317s | first of all not all areas uh will get |
321s | these Vistas for update eight only some |
323s | of the areas that we did needed it most |
325s | will have it but the intention is to do |
327s | it with the rest of the errors and the |
329s | other areas will still have like water |
330s | or whatever but these areas here they |
332s | they're not jpegs they're like actual |
334s | like large assets that are put out there |
335s | and I I believe Ben I wasn't Ben I'm not |
339s | sure if it was just Ben uh but we use |
341s | the tool okay uh we use a pool called uh |
344s | I think it's called Gaia or something |
345s | which helps like generate these like |
346s | massive massive uh uh pieces that we |
349s | could use for the Vistas in the in the |
351s | background there which made the process |
353s | of making these things uh easy or easier |
357s | also one thing also to mention is that |
360s | uh I'm driving today usually it's Hannah |
364s | controlling the uh the stuff but |
367s | technical difficulties who would have |
370s | thought made it yeah we're having a bad |
373s | run yeah yeah yeah yeah yeah we're |
375s | having it back |
376s | is there anything new in the swamp |
378s | that's interesting to talk about no no |
381s | nothing all right where do we even start |
383s | Chad where do you want to go like do I |
386s | do we just I mean I have a couple things |
387s | on my list but if there's any particular |
389s | areas that you guys are interested in |
391s | looking at |
392s | um then you know we'll go there and |
394s | check it out well you suggested there's |
396s | a question we'll take some questions as |
398s | we go as well this might be interesting |
399s | from the Lash uh what biome have each of |
404s | uh you spent the most time in during |
406s | development uh so when I scan read this |
409s | I read a different question which was |
410s | what biome has taken the most effort to |
414s | uh or have you spent the most time |
415s | developing which might be an interesting |
417s | question but also in terms of like |
420s | and what have I spent probably like for |
423s | me maybe like Rocky does it or something |
425s | like that or um |
427s | for me personally because that's where I |
429s | play a lot that or grassy fields I feel |
432s | like I've spent the most in rocket |
433s | desert as well yeah |
436s | but uh Hannah what biome is taking the |
439s | most time to develop |
440s | I can I can give you |
443s | the the the |
444s | technically correct answer because |
446s | Northern Forest is the oldest biome in |
449s | the game it's the first one on this map |
452s | that was made and so it's also the the |
454s | one that's gone through the most changes |
456s | and iterations so we spent the most time |
458s | there because it has existed the longest |
462s | there's like one area that I remember |
464s | when I played the very first version of |
466s | satisfactory that was like I guess oh |
468s | yeah originally a starting zone maybe uh |
470s | yeah and it's like where is it it's like |
472s | between |
474s | I I think I think it's uh kind of the |
479s | normal starting zone here like here yeah |
481s | exactly yeah yeah this is it right here |
482s | this area is the oldest oldest yeah yeah |
484s | yeah yeah yeah yeah |
485s | this is where we always start oh it's |
487s | changed so much |
497s | so for those who are interested we have |
500s | a video where uh I sat down with our CEO |
503s | Stefan and we talked about like the |
505s | various iterations of satisfactory and |
507s | like the prototyping faces that's on our |
509s | YouTube channel |
510s | uh and this area is is heavily like uh |
513s | there's there's a part of that video |
514s | when it comes to the later stages of |
516s | satisfactory where this area is like |
517s | kind of came to be and most of that |
520s | video is like in this area in this like |
522s | where I'm building like a little Factory |
523s | here |
524s | um yeah it's wild to look at this area |
526s | now and look at from that video |
529s | yeah like it's a much more uh empty it's |
533s | much more teal like the respect when we |
535s | have teal grass kind of as a default and |
537s | just very very different vibe in general |
540s | and like the the this landscape was much |
543s | more open leading towards this area |
545s | because I think like one of our starting |
546s | zones was like here or something and you |
548s | walk down like uh |
550s | waterfall Maybe |
552s | I think or something like that |
554s | I can't remember |
555s | but uh yeah this is this is the area I |
558s | think of what I think of like |
560s | the early stages this this area reminds |
562s | me of the uh the um hand mining |
566s | um minigame yeah oh yes it's true yeah |
571s | yeah for those who don't know there's a |
573s | there's a video that probably you and |
575s | Stefan talked about but there's also |
576s | like a video that I had made from 2017 |
578s | which is actually has been uploaded to |
581s | the YouTube channel |
582s | um where you can see that in the past if |
584s | you wanted to hand mine something from a |
586s | deposit you have to like time your |
589s | clicks with this little mini game and it |
591s | was super obnoxious but I think I think |
593s | the motivation for that at that time was |
594s | like to to discourage hand money and and |
597s | encourage you to move on from it or |
599s | something like that yeah but it turns |
600s | out they were probably just better ways |
602s | for us to accomplish that uh yeah |
605s | yeah one thing I should also mention |
607s | probably is that uh we're in editor |
609s | right now and in editor everything is |
611s | not loading the same way it does in the |
613s | game so sometimes foliage would look |
615s | kind of strange |
616s | um um and it's like partly because |
619s | uh I have it on like a weird setting it |
623s | makes it like more smoother to like work |
624s | in editor uh so like it the the stuff |
627s | you see in editor here doesn't |
628s | necessarily reflect what it's going to |
630s | look like in the game because in editor |
632s | is also loading a bunch of other [ __ ] uh |
634s | that very heavily ties down the editor |
638s | um and uh so there's there's like a |
640s | bunch of issues with like grass not |
641s | loading in properly and stuff like that |
643s | and that's not like reflective in the |
646s | game because in the game it doesn't |
647s | actually load the same way I think yeah |
649s | or something like that it's like some of |
650s | the cliffs here also will like not have |
653s | grass at all it's the same deal there |
655s | like they will load in in-game but in |
656s | editor they don't load in at the moment |
658s | yeah it's a it's a new tool that we've |
660s | been using to optimize kind of how our |
663s | Grass Works because in the in the past |
667s | we've painted grass on top of cliffs uh |
671s | to to make sure there is stuff there so |
674s | it's grass was painted as a foliage type |
676s | when it was not on landscape which is |
678s | extremely unoptimized uh and basically |
681s | it it just it's not great for |
683s | performance so we have this new tool |
685s | uh |
686s | that projects grass on cliffs but in |
690s | editor you don't see the grass on the |
692s | cliff so you see empty Cliffs |
694s | it's like in editor but in game they |
697s | would have grass so it's kind of a yeah |
700s | so here's one area that I think a lot of |
702s | people want to check out and it's the uh |
704s | yeah |
706s | um and I believe the shot we used in the |
709s | video is over here it doesn't reveal too |
711s | much but I think this this is like |
712s | roughly what you saw in the video this |
714s | is what it is yeah so |
716s | exactly so when this shot as you can see |
718s | now you can have those those pillars on |
721s | the left and also the pillars of |
723s | sandstone on the right like all the |
724s | Sandstone stuff is brand new and a lot |
727s | of the the Great Clips have been |
729s | converted here to make the transition a |
732s | lot nicer so transition from the desert |
734s | into like sparkles and reinforest here |
737s | now we've taken care of keeping them in |
741s | roughly the same spots |
743s | uh as the Great Clips but since they're |
745s | shaped so differently the two sets uh |
748s | there's bound to be some differences |
752s | so hopefully it won't really break too |
754s | much but there's a good chance some |
756s | things will be strange |
758s | from the conversations that we had uh |
760s | Hannah yeah I feel like this is probably |
762s | the biggest candidate area for Cliffs |
765s | swallowing up Factory buildings I don't |
767s | know if many people built here but like |
769s | if you do yeah there is an oil oh yeah |
772s | yeah there is a chance yeah there's |
774s | probably people have built here and yeah |
776s | the the landscape itself shouldn't have |
778s | changed too much uh and the cliffs like |
781s | we try to place them as inoffensive as |
783s | possible when we do any changes |
785s | but uh you know you never quite know |
788s | what the impact is going to be |
792s | so yeah that's what it looks like I |
794s | don't know if uh |
796s | when you go deeper into it as a canvas I |
799s | don't know how much has changed here |
802s | yeah it's all the foliage has changed |
804s | here because we |
806s | we've essentially made it a transition |
808s | biome instead of a kind of a separate |
810s | biome It's usually the the way we think |
814s | of a biome is that each biome has its |
816s | own climate its own theme its own like |
818s | asset sets and stuff like some biomes |
821s | will share assets with each other |
823s | uh but this one it kind of just it was |
826s | so small and it it was kind of like this |
829s | Nexus between four different biomes in a |
831s | way that we figured that it might be |
834s | nicer to just make this full-on |
836s | transition area |
838s | um so we've converted it entirely into |
840s | transition spaces so we've taken assets |
843s | and themes from spiracles from learning |
847s | forest from Titan forest and from Dune |
849s | desert |
850s | and kind of like try to mix them in ways |
853s | that made sense so make everything kind |
856s | of feel like less of a harsh transition |
858s | essentially this part in particular is |
861s | pretty interesting I feel like because |
862s | it's like it's like three different |
864s | biomes ish that's like joined up |
866s | together here ish it's like it goes up |
869s | into Northern forests uh like in this |
871s | direction and it's going out to like the |
874s | the maze Canyon and stuff entitle forest |
876s | and then over here it's like going to |
878s | the desert |
879s | yep |
880s | that's fun these transition areas are |
882s | always |
884s | interesting I assume to make because it |
886s | feels like it's uh those are the hardest |
888s | ones to make they're pretty tricky yeah |
890s | because you kind of gotta find assets |
893s | that match between areas |
895s | and sometimes that's |
897s | very hard |
898s | because some areas are somatically in |
901s | and Palette wise so different that it's |
903s | kind of hard to find commonalities and |
906s | then usually what you do to make a |
909s | transition kind of nicer is to remove |
911s | assets over time to kind of have like |
913s | more empty spots that are kind of more |
915s | neutral usually like making it kind of |
918s | Rocky Works Sandy sand and rock is a |
921s | great way to transition things |
924s | yeah it's an interesting character |
925s | because they're pretty Universal got the |
926s | mix here between this here |
928s | yeah |
931s | uh duct tape Jake us is just running in |
933s | up under 105 yes it is yes uh and then |
936s | also uh another question which uh I |
939s | think is fairly relevant |
941s | um |
942s | is will we see changes to the road slash |
944s | path Network yes and I believe that's in |
948s | an area of Focus right that has been an |
950s | area of focus because a lot of the areas |
952s | we've been tackling in this update are |
954s | ones that kind of had navigational |
955s | trouble |
956s | in the sense that like they're either |
959s | hard to navigate for vehicles or they're |
961s | even hard to navigate on foot like red |
963s | jungle is very easy to get lost in uh in |
966s | the past |
968s | uh and so we we've been very much having |
971s | a focus on building kind of these |
973s | natural roads that don't necessarily |
975s | look like traditional roads but still |
978s | kind of allow for free-form vehicle |
981s | travel or allow you to build more easily |
984s | uh in ways so you're not blocked as much |
987s | in that yeah like a big truck trains |
989s | sixth floor whatever you want to take |
991s | would work there so in we've done that |
995s | in Rocky desert we've done that in uh |
997s | Eastern Dune Forest |
999s | uh we haven't really done too much of |
1001s | that in time for us because it's more of |
1003s | a an exploration area so the focus there |
1005s | lies Less on being able to travel |
1008s | through it and more on having those |
1009s | Ventures I think it's that makes sense |
1011s | to have some areas that like are not |
1013s | intended for trap you know so you have |
1015s | to yeah for vehicles so you have to find |
1017s | other means to move around yeah exactly |
1019s | and red jungle so it's been more |
1021s | suitable for on foot traversal but uh |
1025s | it's not super great for vehicles |
1027s | because it's a an absolute it's a kind |
1029s | of like an end game |
1031s | Adventure Place yeah wait but uh red |
1035s | jungle has that gotten some path work |
1038s | done to it at all |
1041s | footpath smart oh okay oh not not so |
1044s | much for vehicles because yeah I |
1045s | remember there being some changes to |
1046s | pass but it's footpaths I get it yeah |
1048s | exactly we'll show that how to get |
1050s | around it I guess a little better we'll |
1052s | get to that part I just need to like |
1054s | pull up uh the uh I think I feel like I |
1056s | need to pull up the map with the changes |
1058s | uh just so I can remind myself again |
1061s | what actually has changed uh uh plan map |
1065s | changes we have on our press kit for the |
1067s | record we have |
1070s | um if you check on under update eight |
1071s | there's like a section where uh Jace |
1074s | made these like |
1075s | uh together with Hannah there's like |
1078s | plan map changes with sections of the |
1081s | map in regards to like what we're |
1082s | planning to do with this update but also |
1083s | in the future so if you're wondering |
1085s | like how will the map still change like |
1088s | that's the best place to go to to check |
1090s | it out uh I could links in the chat |
1092s | right now you did okay cool I was just |
1095s | about to I got your Fame yeah |
1099s | um because it doesn't according to the |
1102s | plan map changes in update uh there's |
1105s | not too many changes in like |
1107s | uh whoops I tried to I just try to open |
1109s | an OBS then move the camera uh I don't |
1112s | think there's too many changes like in |
1114s | the desert or no we haven't made any |
1117s | changes in teen desert yeah uh I think |
1120s | one thing that some people picked up on |
1123s | a couple of weeks ago when we're showing |
1124s | specifically this Vista is like since |
1127s | we're moved to nanite this is unrelated |
1128s | in five and we're using nanite on is it |
1131s | all the cliffs now or is it just like a |
1133s | subset of clips |
1137s | sure |
1138s | sure I am not I'm not uh |
1142s | is that a Ben question it's a then |
1144s | question yes so so uh there's a lot of |
1148s | manite in the scene actually |
1150s | yeah so so this is a representation of |
1152s | everything that's using nanite which is |
1153s | unreal it's like it's what it's |
1156s | essentially when it's streaming in parts |
1158s | of the mesh uh so like if you're very |
1161s | far away from a mesh it will only load |
1162s | in like the triangles that actually |
1163s | rendered |
1165s | uh the main benefit of us doing this is |
1168s | we don't need to rely on lods for a lot |
1171s | of objects in the scene |
1173s | um which makes it so that like when |
1175s | you're far away we used to have like |
1176s | these uh models that we'd like to switch |
1179s | out so like the further away from |
1180s | something it starts switching out models |
1182s | with nanite you don't really need to do |
1184s | that anymore because it's like doing |
1185s | that on the same model it's just |
1186s | changing like the um how like highly |
1189s | defined the model is depending on how |
1191s | far how densely the yeah okay uh and the |
1195s | real benefit for us specifically on |
1199s | doing on the cliffs is that they look a |
1201s | lot more detailed on in the distance |
1202s | compared to how they did it used to look |
1204s | like yeah damn it really specifically |
1207s | like I'd love to see a side by side or |
1209s | something maybe yeah do one day but yeah |
1214s | um |
1215s | wait do I have it wait maybe I have it |
1217s | actually one second oh |
1219s | we it'll it'll cut off |
1222s | audio maybe we'll see it was this one so |
1227s | this is update six seven seven |
1230s | uh and then switches to |
1233s | update 8 here |
1236s | oh damn so you can see the like |
1239s | the difference in if you check the uh is |
1243s | it good oh wow yeah so much more detail |
1246s | yeah I think the mic was on for that |
1248s | yeah hopefully |
1250s | um do it again |
1253s | yeah |
1255s | yeah the sharpness look I mean oh man |
1257s | can you proceed like just a couple |
1259s | frames is that easy to do or yeah oh man |
1262s | like I wish I could point at what I'm |
1263s | looking at here but like uh how do I |
1266s | just some of the structures in the |
1268s | distance you can see yeah like |
1270s | they look sad and muddy before but then |
1272s | they're like crisp even the close-up |
1275s | stuff because the lighting it works so |
1277s | much better with it yeah that's true |
1278s | that's true because the all the normal |
1280s | mapping on the |
1282s | on the uh sorry |
1284s | on the cliffs makes this also lighting |
1286s | looks a lot more detailed Jesus okay |
1288s | give people a little bit of a warning |
1289s | when you come come back to my face |
1292s | jump scare a thousand people Jesus |
1294s | Christ yeah |
1297s | um and uh one question that I get a lot |
1301s | is whether we're going to use nanite for |
1303s | foliage and at the moment I don't think |
1305s | we will because it's a lot of work that |
1307s | needs to be done |
1309s | um and it's not like a thing where we |
1311s | can just convert easily all the foliage |
1313s | on the map uh to nanite unfortunately |
1317s | I know that I know that our real has |
1319s | tools to convert meshes to nanite but |
1322s | unfortunately it probably it doesn't |
1323s | work out for our foliage apparently I |
1326s | don't know the details Ben just gave me |
1328s | the the rundown |
1330s | um |
1331s | uh we essentially need to like rework |
1333s | all the foliage on the map and it's just |
1335s | too much work for us at this point |
1337s | um I poop fish get help if you're |
1339s | pooping |
1341s | um big trees are nanite too are they can |
1343s | you enable nanite Vision no I don't |
1346s | think so okay uh it might be though |
1349s | let's see maybe maybe the titanforce but |
1352s | there's |
1353s | there's their place aesthetic measures |
1355s | they're not foliage oh okay yeah so the |
1357s | trees are also nanite 14. essentially |
1360s | function as Cliffs do but they're yeah |
1362s | giant trees instead which also |
1365s | completely new and I saw a question come |
1367s | by about being able to walk around the |
1370s | branches and yeah you should be able to |
1372s | there shouldn't be the the usual |
1374s | Collision around them that completely |
1375s | blocked you from approaching them you |
1377s | should be able to actually you can make |
1379s | little tree houses yep |
1381s | that's the idea |
1385s | there you go there you go that's where I |
1387s | can show Collision I think there is uh |
1389s | no it should be it's like |
1391s | is it this one I don't know if it's |
1394s | player Collision if it's oh let's see if |
1395s | it crashes |
1396s | oh there might be a lot of collision |
1398s | actually |
1399s | oh no get ready for imminent crash |
1402s | wait wait wait for it a little scary |
1407s | wait for it |
1408s | I think you gotta be crushed |
1410s | oh |
1411s | let's go let's Little Machines doing it |
1414s | yeah |
1416s | by the way little machine this isn't |
1418s | even on my this is actually on a |
1421s | completely different computer uh and |
1424s | it's a pretty beefy one too and it's |
1426s | still kind of struggling so uh oh yeah |
1429s | but it's mostly this like visualization |
1430s | stuff that's heavy especially this one |
1433s | in particular let's see how long oh why |
1435s | did you do that |
1437s | because I'm curious |
1440s | this one yeah that was initially |
1443s | yeah no it's also it's also like it does |
1446s | usually fine when you have a small |
1448s | section of the map loaded but when you |
1450s | have the whole map loaded that is a lot |
1452s | oh yeah I've loaded the entire thing |
1454s | with that even the high-end ones it's |
1457s | that was also not something we could do |
1460s | this is also based on the world |
1461s | partitioning system which we discussed |
1463s | in the Unreal Engine 5 Tool stuff but it |
1466s | I it's really in this area that you're |
1468s | working Hannah where I think you you |
1470s | guys are taking most advantage of that |
1471s | system |
1473s | uh with how you sort of work |
1475s | uh with the environment yeah I mean just |
1478s | just any of the later map changes like |
1480s | once I switch to Unreal five like with |
1483s | the new world petitioning especially |
1484s | once it got kind of like um |
1487s | we got a little map in engine where it |
1490s | could select essentially which area we |
1492s | want to load |
1494s | um and that makes it both easier and |
1497s | harder to to work in similar areas but |
1502s | also because like normally if you would |
1503s | do any work in a tile like if you would |
1506s | move a tree in the tile it would check |
1509s | out the tile now it just checks out the |
1512s | tree which means that we can technically |
1515s | work in similar areas at the same time |
1518s | as long as we don't touch the same |
1520s | assets |
1522s | um so it's been nicer in the sense that |
1526s | we've been being able to work much more |
1528s | accurately and the nice thing about it |
1529s | too is that the loading for you all is |
1533s | going to change and be much more |
1535s | optimized because it's not going to load |
1536s | a whole [ __ ] tile |
1538s | uh when you get close to it anymore it's |
1540s | going to load like smaller parts of it |
1542s | yeah have you relevant to you have you |
1545s | uh have you personally noticed uh |
1547s | benefits in that area when you jump like |
1549s | actually into the game and run around or |
1553s | not per se |
1556s | per se mostly because uh unreal 5 itself |
1559s | is pretty uh right so yeah it's hard to |
1563s | compare to the it's it's hard to compare |
1565s | but like in the game itself probably yes |
1567s | uh but in in engine it's very different |
1569s | uh because of how things are loaded yeah |
1572s | and I also I don't actually play that |
1575s | much I kind of have this weird thing |
1577s | where I I'm so familiar with this game |
1580s | at some point also yes brand new Rocky |
1582s | desert hello first first look |
1584s | uh this is an area I'm currently working |
1587s | in so you're gonna be able to see some |
1589s | in-progress stuff here like some of the |
1591s | LEDs of stuff is broke are broken as |
1593s | well but |
1595s | um |
1596s | I've been doing a lot of work here with |
1599s | foliage and and refining Landscaping |
1603s | uh because this area |
1605s | of out of all the starting areas was the |
1608s | longest one ago that we've touched so it |
1611s | was a lot of old stuff was left here |
1614s | so it took quite a bit of work I |
1616s | remember when we were talking about the |
1617s | Spire Coast uh that like you mentioned |
1621s | how |
1622s | the style or whatever like how when you |
1625s | wouldn't realize things like how to |
1626s | detail the map and like how to work with |
1629s | it that you keep going back and be like |
1630s | now I've improved like how to do it so |
1632s | now I want to go back to the old areas |
1634s | that were technically finished yeah uh |
1637s | because and I feel like rocket as it was |
1638s | like there was like a huge contrast |
1640s | between like rocket asset being like one |
1642s | of the oldest areas like how it was made |
1644s | compared to like sparkles which was the |
1646s | newest area like brand new shiny and |
1648s | then like really old yeah yeah |
1652s | um but this was an area that we didn't |
1653s | have too much b-roll off because uh I |
1656s | didn't have time but also I wasn't too |
1658s | sure what areas were new in the rocket |
1660s | doesn't because at that time I'd only |
1662s | worked on some smaller parts of it now |
1665s | the majority of it had |
1667s | into the new stuff yeah |
1670s | um I think one one part of this that was |
1672s | interesting to me when you were showing |
1673s | me around how to and this is more of |
1674s | just like Minor Details was like if you |
1676s | can go forward a little bit to that road |
1678s | uh snook this is gonna be really hard to |
1680s | give you directions so follow this road |
1681s | keep following keep following keep |
1682s | following keep following keep going keep |
1683s | going and stop around here just these |
1686s | transitions are out with these slopes |
1687s | here on on the right there yeah um and |
1689s | also uh just you know just smooth that |
1691s | kind of things out and then there's like |
1692s | some small rocks that have like sand |
1695s | coming down off the side of them I think |
1696s | there's some to the left of you snip and |
1698s | forward |
1699s | um yeah if we go a little further and |
1701s | then to the right there on your right |
1703s | yeah yeah right there so like you can |
1704s | sort of see like these little details |
1706s | where it's like uh yes |
1709s | perfect so it's just kind of like the |
1711s | the scent the erosion from the scent |
1713s | kind of like |
1714s | reaches up a little bit to the rock face |
1716s | you know kind of just like these tiny |
1718s | little details which weren't impact |
1719s | things much but I think it was like a |
1720s | really nice attention to detail yeah |
1722s | exactly there was a lot of rough |
1724s | Landscaping in this area too like a lot |
1726s | of really uh like sharp ridges uh and |
1730s | kind of weird |
1731s | gravel and Cliff painting that was done |
1734s | on a landscape here which I've mostly |
1736s | also made much more subtle and much more |
1738s | kind of the transitions are much gentler |
1741s | now instead of kind of like that harsh |
1743s | cut off lines |
1745s | um that we've had before and most of the |
1747s | landscape changes that I've done here is |
1749s | moving it lower and smoothing it out |
1751s | which means that ideally it shouldn't |
1754s | clip into the factory but underneath |
1757s | instead so you know at first we have |
1760s | some floating stuff |
1761s | I hope there might be some Corners where |
1764s | it's a little bit more iffy but it's |
1765s | really it shouldn't be too bad |
1769s | so one thing we talked about before the |
1771s | stream was this like abroads |
1773s | specifically and you mentioned it here |
1775s | on chain two that like a lot of areas |
1776s | have gotten roads that's new this is a |
1779s | road that didn't exist at all before a |
1781s | lot of places here a lot of the kind of |
1783s | things that were kind of almost roads |
1786s | but not quite because they were blocked |
1787s | in specific places or they were too |
1789s | narrow or things like that I've improved |
1792s | to to be much more suitable for vehicles |
1795s | and so now you can instead of there |
1797s | there are no dead ends anymore or at |
1800s | least a lot less of them and you can |
1802s | actually just go around the area much |
1804s | more smoothly than before |
1807s | then here's here's a shot if you guys |
1810s | remember this shot |
1811s | oh |
1813s | this is uh won't be announced signals is |
1815s | this |
1817s | exact tree |
1819s | there it is |
1821s | the cacti have been fully reworked too |
1823s | oh let's do some cacti |
1842s | it's got some toxic material in it and |
1845s | we're all tripping balls now are we all |
1848s | Saka from everything yeah |
1851s | that's a Pokemon yeah it kind of looks |
1853s | like what's the oh what's the name of |
1854s | the Pokemon oh |
1857s | is that it I can't remember I think it's |
1859s | Sudowoodo right it's like |
1862s | fourth third generation wait |
1865s | yeah it's Pokemon Gold right gold and |
1867s | silver a character always Final Fantasy |
1869s | that's the difference yeah right see |
1871s | we've got rainmakers yeah pretty sure it |
1874s | is cacturn cactoon maybe it's that turn |
1877s | yeah |
1879s | wait so are these new I don't know why |
1882s | but I just thinking yeah I mean there |
1884s | were cacti before but we did a full |
1886s | rework of them yeah |
1889s | palm trees oh cool sick yeah I like that |
1895s | a lot of like assets kind of uh oh |
1900s | my pride and joy |
1902s | floating rock that that counts as rock |
1905s | progress I don't know Hannah |
1909s | someone's colors someone said before pay |
1913s | rise for Hannah you need to understand |
1914s | yeah yeah balance in all things |
1918s | she makes it perfectly balanced crazy |
1921s | things and then does that yes and then I |
1924s | ruin it with one this stick yeah |
1928s | you cannot make mistakes we're gonna pay |
1931s | for you |
1932s | we've done a lot of color balancing in |
1934s | this area too like tweaking colors of of |
1936s | assets and landscape and stuff to kind |
1939s | of make the palette uh nicer as well |
1942s | some people were asking yeah a few |
1943s | people have asked about the shore and |
1945s | the beaches of this area oh yeah that's |
1946s | stuff that I haven't touched yet so this |
1948s | is stuff that's still in progress and we |
1951s | could say that this is an area without |
1952s | Vistas here so you can it's kind of yeah |
1954s | now you can see some more flooding stuff |
1956s | floating farts |
1958s | I don't know Hannah |
1960s | um |
1964s | the entire area at once all right okay |
1967s | I'll go stop the vibe for this |
1970s | but uh I think I saw someone talk about |
1973s | a part of the shore here that's like at |
1975s | the very left top corner uh that had |
1979s | like a lot of clams and stuff that made |
1981s | it really hard to drive there those are |
1984s | have been removed and this is serious |
1987s | about that area yeah exactly but oh this |
1989s | looks very different yeah yeah and uh |
1994s | plus the word the other assets there are |
1997s | also going to be uh moved around so that |
2000s | it's gonna be actually uh there used to |
2003s | be a rock here uh yeah exactly there's a |
2006s | lot of deprecated assets which means |
2007s | other assets that aren't deprecated or |
2009s | floating because they were painted on |
2010s | top of deprecated assets |
2012s | those are new uh like we have a new |
2015s | version of these that replaces the old |
2017s | versions of those |
2018s | yeah this is all stuff that's still like |
2021s | half done I've removed a lot of stuff |
2023s | here a lot of deprecated assets but I'm |
2026s | gonna add the new stuff later and a lot |
2029s | of Chef stuff |
2031s | does this area loop around if you drive |
2034s | here I'm trying to remember |
2035s | and you go over here |
2038s | this just goes oh this goes down to the |
2040s | yeah it's yellow enough that I can make |
2042s | a road there once I remove all the |
2044s | assets uh right that would block you but |
2047s | yeah up here oh this goes up here for |
2048s | sure and then there's like the oil stuff |
2050s | over here right and now you're in an |
2053s | area that I'm working on right now this |
2055s | is exactly what I promote oh live up |
2058s | this yes |
2060s | this one's in progress oh man the Vista |
2063s | in the back though oh yeah like isn't |
2066s | that sick very nice I managed to get the |
2068s | planet perfectly in line through yeah |
2073s | uh signpost Mario saying lots of content |
2076s | to update for blamehana.com site now |
2079s | well you gotta um you gotta make sure |
2082s | you gotta check it after it's released |
2084s | all right because it might get fixed |
2085s | before then |
2086s | mm-hmm all right so it doesn't count |
2089s | unless it's live exactly |
2094s | uh cool is anything else in this region |
2098s | that's interesting to show off |
2101s | uh I mean if you go down that little |
2103s | Valley there uh on the left Uh I that |
2108s | was full of really old Coral assets that |
2111s | were all deprecated uh so I've removed |
2115s | those |
2116s | uh and I will be replacing this with |
2119s | other stuff |
2121s | um so now this one looks a lot more |
2123s | empty than it was before that's luck and |
2126s | a lot of floating stuff because it was |
2127s | placed on the coral on the coral yeah |
2129s | yeah yeah I mean that's something I |
2131s | should should uh tell you too because |
2133s | when we do World updates to an area like |
2136s | after that's done level comes into fixed |
2139s | stuff |
2141s | um so most likely like uh kind of more |
2145s | the gameplay things like slugs uh |
2148s | animals |
2150s | like Summer's Loop versus spheres that |
2151s | kind of stuff will not be updated yet in |
2155s | this area once it goes live |
2158s | um because that takes uh more time after |
2161s | I'm done |
2162s | it's all very in progress and empty |
2165s | because we do oh yeah and this cool area |
2167s | that if you go through the rock on the |
2169s | right yep yeah are you mean here yeah |
2172s | exactly this one also very different |
2175s | uh this one had a lot of weird lasting |
2179s | things and also old assets and I've |
2181s | fully converted it to be a transition |
2182s | area between Northern forests |
2188s | it used to be green which was kind of a |
2191s | Hard Sell |
2193s | um for a place that that's in a desert |
2196s | right |
2199s | oh I think this is really different |
2201s | actually because I've got stuff built |
2202s | here yeah I just realized is that Inlet |
2204s | different as well or am I imagining |
2206s | things no no I haven't |
2208s | haven't changed the shape of things here |
2211s | there used to be a slug on this |
2215s | someone's Heads Are Gonna Roll |
2217s | oh it's gone now no wait I might be |
2220s | misremembering actually because I think |
2222s | I think the one of the thingies spawn |
2224s | here one of the Hogs Hogs you spawn here |
2228s | yeah |
2230s | the the folks that are worried about |
2232s | their factories here it should be fine |
2234s | I've mostly done landscape painting and |
2237s | foliage to work here so if you have a |
2240s | chainsaw you're gonna be A-Okay I've |
2243s | done some landscape sculpting as well in |
2247s | kind of the higher up area mainly but |
2250s | it's all essentially been like lowering |
2252s | landscape so it should all be good |
2258s | I can never fully predict what's gonna |
2261s | happen here |
2262s | anymore and I haven't done stuff up here |
2265s | yet but only down wait isn't there a |
2267s | iron thingy up here somewhere there it |
2269s | is oh my God this looks very different |
2270s | yeah I've just |
2274s | a question from uh bits Hannah have you |
2277s | played around with any bioluminescence |
2278s | for plants just for visuals |
2283s | illuminescent plants in general and |
2285s | yeah yeah yeah |
2286s | we love that stuff we have some in caves |
2289s | right we have some in caves uh we have |
2292s | some in Titan Forest |
2294s | and I mean we have also of course the |
2297s | North Forest of the acorns Industries |
2299s | are bioluminescent |
2300s | I don't know if it shows up let's show |
2302s | an editor no it doesn't show up with |
2304s | this lighting system you need a |
2306s | different one |
2307s | um to change the time of day for the |
2310s | yeah the assets to update with the Bible |
2312s | I think this one only updates the |
2316s | uh |
2318s | yeah it doesn't update the material it |
2319s | only changes the directional lights in |
2321s | the scene yeah exactly so uh I don't I'm |
2324s | not sure if we can show that off here |
2326s | sadly no but yeah technically we could |
2328s | but then we need to load it to the game |
2330s | we love bioluminescence it's great it's |
2333s | it's we always think it looks great so |
2335s | we tend to add it to areas if we can |
2341s | um is there is there a cave here that's |
2344s | new in this area |
2347s | there there's K's we can show off and |
2350s | just |
2351s | um |
2353s | wondering which one we should pick I |
2356s | think okay so it's not the one with the |
2358s | because you sent not the one with the |
2360s | thing if that makes sense okay yeah okay |
2363s | Hannah knows what I'm talking about yeah |
2365s | I think I do yeah uh because I think |
2367s | that's actually in this area maybe |
2371s | you sent me two you sent me two when we |
2373s | talked about this you sent me two links |
2374s | and one of them has okay with that thing |
2376s | in it yeah uh now uh |
2383s | uh uh kind of the the Rocks between |
2385s | swamp and desert Canyons |
2388s | that that have a little bit of Titan |
2389s | force on top of them because there's a |
2391s | cave below there |
2393s | that has been worked on |
2397s | uh let's see here all right |
2401s | yeah okay uh turn the 180 |
2407s | is it not the waterfalls right not the |
2410s | waterfalls caves no there's there's one |
2412s | like oh waterfalls cave confirmed uh I |
2415s | didn't say that you're no this is not we |
2418s | are they visible if I do this by the way |
2420s | this is an old one this is |
2423s | because it used to be so the way it used |
2425s | to work we had like a separate loading |
2427s | system for the caves specifically they |
2429s | were part of like a subtitle which is |
2431s | three separate levels but now it's all |
2432s | together oh nice |
2435s | um so they should pop like if I just go |
2437s | through the world they I should be able |
2438s | to spot them maybe |
2440s | right |
2448s | okay so okay if you start yes 180 180 |
2454s | this Direction that's more than 180 but |
2456s | sure go left |
2459s | for the left for the left further left |
2462s | oh it's like on the other side of this |
2463s | one |
2472s | it's good great y'all treasure hunt yeah |
2474s | yeah |
2476s | okay go further left |
2478s | basically you need to go to the rock |
2480s | wall not where the waterfalls are but |
2482s | where the the kind of the outshit of of |
2485s | Titan trees are gotcha yeah exactly that |
2488s | you're going the right way okay now go |
2489s | low |
2490s | underneath these rocks there you go yep |
2492s | yeah you got it here you go |
2495s | oh this is where I shot the [ __ ] |
2496s | Beetle |
2499s | I knew about this one one angle I was |
2503s | thinking of doing for the b-roll was |
2504s | like this shot |
2506s | yes this is kind of weird uh has been |
2509s | fully converted but uh so the b-roll in |
2512s | the video is I think is where did I take |
2516s | this shot I think it's from here or |
2517s | something |
2519s | I think this is the shot I used in the |
2521s | video |
2523s | something like that |
2525s | it's got some like working progress |
2526s | waterfalls here uh yeah the water's all |
2529s | in progress and it keeps going here |
2534s | yeah I didn't do this cave by the way uh |
2537s | this was my intern |
2539s | okay then we can get some great work |
2541s | here |
2542s | come on editor what's going on |
2545s | oh boy it's really struggling there we |
2548s | go it's coming back I think it was |
2549s | loading in something does your intern |
2550s | have a name |
2552s | uh I don't know how much she wants to oh |
2556s | yeah maybe yeah |
2559s | that's true |
2562s | cool |
2565s | this I actually remember this cave |
2567s | before we changed it and uh it was very |
2570s | empty |
2571s | I don't remember these like what are |
2573s | these archers like these like stepping |
2575s | arches here though before |
2579s | there's like uh better jump puzzles here |
2582s | as well |
2583s | the navigation here has been improved |
2587s | people are liking the uh the cave stuff |
2589s | it does it looks really good |
2591s | this is also another area where where |
2594s | when showing it off in editor we don't |
2596s | get the full experience I would say |
2603s | in the caves I would say because the |
2605s | lighting doesn't really look uh the same |
2609s | in editor right now as it does in-game |
2612s | uh and I'm scared of doing play from |
2615s | here because it can really come yeah |
2618s | that's dangerous |
2619s | um we might do that further closer to |
2622s | the end of the stream we're like we're |
2624s | not as dependent on the editor as much |
2625s | where if the editor breaks down it's |
2627s | okay yeah yeah so ask can we build in |
2629s | this cave now yeah if it's converted |
2631s | like this you can totally build an |
2632s | escape if you really want so sparkly |
2634s | purple things mean it's safe to build |
2636s | yes |
2639s | until we change exactly if the editor is |
2642s | struggling does that mean the game will |
2643s | struggle too no no the editors will |
2645s | struggle more than the actual game does |
2647s | because the editor is doing way way way |
2648s | more |
2651s | um like dynamically as well with the |
2653s | stuff that's in the game then what will |
2655s | actually be when we when we export the |
2656s | game and cook it cook it all down |
2659s | um so editors always always slower also |
2663s | the actual game at the moment I have |
2665s | loaded the entire map uh you have the |
2668s | entire map loaded right now yes yes |
2670s | that's actually quite impressive yeah |
2673s | yes |
2674s | um this was not this was Technic this |
2676s | was sort of doable before too uh but it |
2679s | just it was a hassle but now I have |
2681s | actually loaded the entire map in one go |
2684s | uh and it is it is still doing a little |
2687s | bit of like when it's streaming in and |
2688s | out assets as we're moving along |
2691s | um there can be but there can be spots |
2693s | definitely where like if I'm high up and |
2695s | it's like loading in a ton of stuff at |
2697s | the same time I think there's still some |
2698s | distance calling happening on some stuff |
2700s | you can see when we're moving around |
2701s | yeah I think I've seen some as well |
2702s | because I think at the moment when we're |
2705s | in that cave I think it was loading in |
2706s | some of the assets that we hadn't loaded |
2708s | before and it's probably compiling a |
2709s | couple of shaders as well yeah |
2714s | um but yeah it's fully different too |
2717s | because it's part of uh Titan forest's |
2719s | transition area and I think it was |
2722s | pretty much empty before we hadn't shown |
2724s | off too much of the Titan form we |
2726s | haven't really shot off time first no |
2728s | um let me see if I can find the spot in |
2730s | the teaser uh it's like over here |
2735s | it's really tricky because I get lost |
2737s | here a lot |
2739s | uh yes okay yeah you gotta go further to |
2742s | the right because that's approaching the |
2744s | area that's still in progress |
2747s | there's like a lake somewhere |
2750s | small like |
2753s | like it's not this one oh yeah it's |
2756s | further uh yeah that way but on top of |
2758s | rocks so right right right right right |
2763s | up left far right there you go there you |
2766s | go yeah yeah |
2768s | that's the area where the shot the |
2769s | teaser |
2774s | there is no deposit on that node by the |
2776s | way I just added it because it looked |
2777s | better it's a teaser I know some people |
2779s | commented on that uh yeah actually no |
2782s | deposit there actually |
2784s | um |
2784s | yeah this area has been essentially |
2788s | received a full overhaul I um like all |
2791s | the big time trees have been replaced |
2793s | and all of all of the foliage has been |
2795s | replaced and I've also redone pretty |
2797s | much all of the landscape painting |
2799s | uh the sculpting and changing of cliffs |
2803s | not so much |
2805s | um we tried to keep it |
2807s | mostly the same if we could |
2810s | uh but yeah the and the centuries are |
2813s | all in the same spots as was mentioned |
2815s | in the video hello so they shouldn't |
2817s | affect your factory |
2819s | but yeah foleys will pop back up so |
2821s | that's uh because the trees are the hip |
2824s | box of the trees are a bit smaller than |
2827s | probably yeah |
2829s | oh that also reminds me there might be |
2831s | some stuff popping up like uh |
2835s | like random Vehicles might pop up here |
2838s | while flying around ignore that that's |
2840s | not supposed to be they rent a vehicle |
2842s | um |
2843s | I don't know why but sometimes there's |
2846s | been like stuff that |
2848s | it's like a little bit of confusion |
2849s | sometimes because sometimes when I've |
2851s | been working on these trailer related |
2853s | things uh some we need to sometimes when |
2855s | we're working the same scene we need to |
2857s | commit the changes we're doing |
2859s | uh sometimes I've committed stuff that's |
2862s | not supposed to be on the map |
2863s | accidentally uh |
2866s | so uh just be aware of that |
2869s | I think it's when you're just browsing |
2871s | through this area now unless you're like |
2873s | a reasonably play through this area I |
2875s | don't think many people might think that |
2877s | like to notice that there is a lot of |
2879s | changes here but if you do a |
2880s | side-by-side comparison like this area |
2882s | looks very new |
2884s | yes I mean you could go to the the |
2886s | corner that hasn't been converted yet to |
2889s | the new set and you couldn't show off |
2890s | how it looks when how the old stuff |
2892s | which corner is that is the uh it's |
2895s | close to Bamboo Fields it's like that |
2897s | that wall of cliffs before that wall of |
2901s | cliffs okay so like it's kind of like |
2903s | between yeah normally down here |
2908s | yeah |
2910s | I mean yeah that's that's old Titan |
2913s | first |
2915s | let me turn around that didn't work damn |
2918s | it 360. yeah so you can see yeah on this |
2922s | side here's the new kind of stuff uh |
2924s | that I've been building and on on the on |
2926s | the other side of the river you get more |
2929s | of the old stuff |
2930s | you got like nice purple highlights here |
2936s | transitions into Northern Forest more |
2939s | colors yeah |
2940s | uh can also mention I think we mentioned |
2943s | a couple of times but the water the that |
2945s | you see on throughout almost the entire |
2947s | map right like uh is probably gonna |
2950s | change as well |
2951s | uh that's this Lake stuff is like the |
2954s | material is pretty good like that one I |
2956s | think is yeah I think I think this one |
2958s | there's a couple of places where you can |
2959s | see like a harsh transition between like |
2961s | water and between areas |
2964s | uh and like the waterfalls in particular |
2967s | as well I think uh they're all |
2969s | placeholders because we have like this |
2971s | new water system that we we're gonna get |
2974s | a ride to it someday when I say we I |
2977s | mean Ben because Ben is the one who |
2979s | needs to sort of uh shout outs to Ben |
2981s | yeah thanks Ben helps a lot he's got too |
2983s | much [ __ ] on this plate |
2985s | um question from bacon of War are you |
2987s | using procedural foliage are you placing |
2989s | Shrubbery uh By Hand by hand |
2993s | all by hand try hard |
2999s | for crying half of the time a lot of the |
3002s | rocks that you know when people say like |
3004s | a floating Rock are like okay rocks |
3006s | aren't literal foliage they're not trees |
3008s | but uh in terms of unreal unreal engine |
3010s | are rocks considered foliage objects |
3013s | they are right so they're part of the |
3014s | foliage system |
3016s | um and and so like I hopefully like |
3018s | there's a bunch of people here hopefully |
3020s | we've seen like how much detail is like |
3022s | in the world I mean I guess you guys |
3023s | have seen that before but you've also |
3024s | seen how there's like uh we've seen like |
3026s | a lot of floating slugs other floating |
3027s | rocks because certain assets are |
3029s | deprecated and removed and like there's |
3031s | so many things everywhere hopefully this |
3034s | like the scale of like what we're |
3035s | working with and how many changes there |
3037s | are I think if you take that all into |
3038s | consideration and the fact that there |
3040s | are some rocks that float |
3042s | it's actually a very like quite a good |
3045s | achievement that like we we come across |
3047s | them every now and then considering how |
3049s | many assets you you place yeah we've |
3053s | never we've never been more than two |
3054s | people working on worlds yeah um |
3058s | through line |
3061s | um with that how are you guys like I |
3064s | mean it's we have tools of course like |
3066s | it's not by hand as if like I select a |
3069s | tree and I place it and I turn it and I |
3071s | scale it or something we have this like |
3073s | painting tool |
3075s | for which we can kind of set placement |
3077s | rules like between certain scales how |
3080s | how many kind of the the density of them |
3083s | within a specific area uh kind of like |
3086s | doing randomization turns so we don't |
3089s | have to tweak everything by hand but we |
3092s | still need to do that kind of painting |
3094s | yeah Everywhere by hand I think again |
3097s | sort of static meshes are placed like |
3099s | that I think I can demo that yeah can |
3101s | you demo it'd be pretty cool because |
3102s | like it's like a paintbrush that has |
3104s | like a bunch of different foliages that |
3106s | can be painted and it's sort of like in |
3108s | a way procedurally places them as you |
3109s | paint but then you still need to review |
3111s | and make sure that what you're placing |
3113s | is what you want like at the end of the |
3115s | day the tool just helps you place them |
3116s | but it's not as if it's just like a |
3118s | procedurally done by like an algorithm |
3120s | completely |
3122s | um Hana and crew uh somewhere empty uh |
3125s | okay let's see here if this works uh |
3128s | it's been a while since I did this |
3131s | landscape who you are to I don't have a |
3134s | yard but I do play The Sims so |
3136s | technically you have a yard then you |
3138s | have a yard in The Sims I absolutely |
3141s | yeah so I can I can show this real quick |
3143s | too because like when you when you talk |
3144s | about Landscaping like the the way that |
3146s | it works is we have like uh one mesh |
3149s | which acts like a landscape which is |
3150s | what you're sculpting on so like |
3153s | like here for instance |
3157s | um so like if I wanted to have like |
3158s | that's like plan essentially this is |
3160s | this is beautiful |
3163s | beautiful look they're mirrors this |
3166s | looks exactly like an actual Dune desert |
3168s | right uh yeah yeah and then are you |
3171s | watching Hannah taking notes Here Yeah |
3172s | Yeah Yeah I uh yeah I'm learning so much |
3175s | from the stream there's there's a bunch |
3177s | of really cool tools here too like this |
3179s | is like the erosion tool where like it |
3181s | fakes what if water was Dripping on top |
3184s | of this and stuff like that |
3186s | um and then we have like sorry no that's |
3188s | a Hider one wait good is the intern |
3194s | is that one |
3196s | exactly what I want yeah and then |
3198s | there's the ramp thing here we're like |
3199s | wait let me see if I remember to do this |
3201s | you can create like |
3203s | if you wanted to like create a fake ramp |
3205s | rolling up here wait how do you do this |
3207s | you need to like you have to apply it |
3209s | right |
3209s | oh it's different |
3212s | so like if you wanted to have like be |
3214s | able to drive up with a vehicle and you |
3216s | want that flat kind of thing you can do |
3217s | it that way uh there's also like if you |
3220s | want this to be like a plateau thing |
3221s | here you can do a flattened man sort of |
3225s | like |
3226s | yeah beautiful made a temple yeah and |
3230s | then on top of the landscape you do |
3232s | foliage painting |
3233s | uh |
3238s | wait it's in a different top within |
3240s | Landscaping so it's cool oh yeah that's |
3242s | true |
3244s | um and this is this is oh yeah that's a |
3246s | good product actually because like um if |
3248s | you want to paint like where you want to |
3249s | have like a path because the way we've |
3251s | set it up is the landscape is like one |
3253s | big materials essentially and then we |
3254s | have like sort of layers for that |
3256s | landscape so if you want to have like |
3258s | green parts of the thing does it work |
3261s | this way in this I haven't tried it out |
3263s | in the way we set up here |
3265s | uh |
3266s | uh here beautiful right so like you |
3270s | essentially paint what you want the the |
3272s | like |
3273s | what the landscape sort of texture will |
3275s | look like and if you want to have like a |
3278s | path or maybe like some kind of here's a |
3280s | red jungle or something |
3282s | uh |
3284s | and then you you we have like different |
3286s | ways to like blend them to make it look |
3288s | better because right now I just painting |
3289s | straight on and it kind of looks weird |
3291s | when it's repeating yeah there's there's |
3293s | ways you can but okay so here's one cool |
3295s | thing though with this material is that |
3297s | we have these like small bushes that |
3299s | appear That's part of like the the layer |
3301s | that I just painted on so like those |
3303s | don't need to be placed manually those |
3305s | are like part of the painting process |
3306s | and then depending on how you paint and |
3308s | sculpt |
3310s | um they will appear in different ways |
3311s | right |
3312s | uh that's a good that's a good point |
3314s | actually and then we have the the |
3316s | foliage thing of a jig |
3318s | where you pick sort of what assets you |
3320s | want to paint uh so like if you want to |
3323s | place a bunch of rocks here maybe |
3325s | if the editor wants to cooperate hello |
3327s | uh chat chat right now are torn between |
3330s | uh don't commit and commit |
3334s | git commit and get push forward I mean I |
3338s | think it's it's honestly clear that I'm |
3341s | gonna be out of a job soon because it's |
3343s | not just natural [ __ ] pro at this |
3347s | all right press one if you want snow to |
3348s | commit it too if you wanted to revert |
3351s | what do you what do you think it's still |
3353s | working |
3361s | yeah okay so here's here's how I'm like |
3363s | I'm painting the red bushes like where I |
3366s | want them I want them in this overall |
3368s | section yeah so it's kind of like that |
3370s | but then there's like a panel at the |
3372s | side that gives you a bunch of settings |
3374s | that can tell you this to make you |
3377s | control the size of things the density |
3379s | of the placement the rotation etc etc |
3382s | yeah and then like how it's randomized |
3384s | within the brush sort of right yeah |
3386s | because like right now you're just |
3387s | working with like this one red brushes |
3389s | but you can have like your like palette |
3391s | can be like little Bush rock and a tree |
3394s | right and so when you when you paint it |
3396s | paints Bush rocks and trees at whatever |
3399s | density and Etc that you've |
3401s | pre-configured right yeah yeah exactly |
3403s | you can even paint like different assets |
3406s | at the same time although that is kind |
3408s | of risky to do because they don't take |
3411s | into account the placement of the other |
3413s | type of assets so that you'll get a lot |
3414s | of clipping that way |
3416s | um okay yeah and then you can also set |
3418s | like density so like if you want I can't |
3420s | remember if it's like the higher you go |
3422s | the more appear I think it's the other |
3424s | way around yeah yeah so like the lower |
3426s | value density the less show up less |
3428s | dense |
3429s | exactly and then if I go full on one |
3432s | this is what Hannah just mentioned |
3434s | it's just |
3435s | this is like a little chaos Vineyard or |
3438s | something uh |
3440s | yeah yeah so just like I guess you you |
3443s | have like a subset of how do you define |
3445s | that do you have like subset of like |
3446s | okay now we're in Titan Forest which |
3448s | means that these this is that subset of |
3450s | assets that I can paint with uh yeah we |
3453s | have filters for that in the fondage |
3455s | tool where you can select oh my God you |
3457s | do oh [ __ ] I've never seen this before |
3461s | yeah this is new to me cool well |
3463s | previously you had to like find every |
3465s | asset myself like every time so this |
3467s | saves me so much effort oh I'm so scared |
3470s | of using this stuff because it might be |
3471s | stuff here that we don't want to show uh |
3475s | grass I think is safe |
3479s | yes maybe we've demonstrated what we |
3481s | needed I don't think there's anything in |
3483s | there |
3483s | in there it's uh all right there's |
3485s | definitely something here that I don't |
3487s | think uh I just noticed uh that we don't |
3489s | want to show off |
3491s | uh but this one looks fine because |
3493s | there's a bunch of these I can like when |
3496s | I see assets and this zero on the map |
3498s | that's when I get a little bit nervous |
3499s | yeah I mean that's usually deprecated |
3502s | stuff yeah yeah |
3504s | uh nothing there's there's no spoilers |
3506s | in there it's just kind of like oh we |
3508s | haven't used this in three years because |
3510s | we don't want it |
3513s | oh for some reason I can't apply the |
3515s | chase the bigger dad |
3518s | oh wow I wish you guys could see this |
3521s | it's like it also has like a sub filter |
3522s | too with like yep cool |
3525s | the subfilters are the biofilters |
3528s | um |
3529s | it's like |
3531s | salt water dead specifically yeah cool |
3534s | awesome |
3535s | um |
3537s | what was the thing we were talking about |
3538s | before we started doing this [ __ ] |
3540s | uh well I actually have another question |
3542s | which is sort of relevant to this or a |
3543s | thing to talk about |
3545s | um so one other thing that uh people run |
3547s | into is indestructible some trees are |
3550s | indestructible right yeah that should be |
3554s | um now is the system for that the same |
3556s | system that it has been for many years |
3558s | that I I made |
3560s | uh where you have to uh apply the |
3562s | destructible type to certain foliage |
3564s | types right and and so that so the way |
3568s | the way that and it's a weird system and |
3571s | it really is it doesn't really make |
3573s | sense why it needs to be this way |
3575s | um unless you Dive Right In but the way |
3577s | the the way that this works is because |
3579s | these foliage assets are they're all |
3581s | like grouped into one thing and and so |
3583s | so they're it's very hard to physically |
3585s | test what tree is in front of me and you |
3588s | have to do it |
3590s | within the the instance it's kind of |
3591s | weird |
3592s | um and and so the only way to make trees |
3596s | destructible is on their individual |
3598s | foliage types you can see here there's |
3600s | like little bushes uh there's like red |
3602s | bamboo trees there's green trees you |
3605s | need to go in each one of those asset |
3606s | types |
3608s | um and you you can apply certain |
3610s | um uh uh like |
3612s | uh |
3614s | yeah settings |
3617s | yeah Collision tag kind of thing |
3620s | whatever like certain like objects |
3622s | markers to them basically one of them is |
3624s | whether or not they can be destructed |
3625s | destructible parameters parameters is |
3626s | the work I'm looking for thank you |
3628s | um uh and and you can also apply like |
3630s | whether or not it can be picked up |
3631s | things like that and so whenever you |
3633s | come across like certain type of tree |
3635s | that should be should be able to be cut |
3637s | down but but it can't be it's because |
3639s | it's missing that tag and again like as |
3641s | you can see there's so many different |
3642s | types of foliage and I think it's not |
3644s | even we can't necessarily just apply it |
3646s | to each different type of foliage |
3647s | because different areas use different |
3650s | collections of foliage and you need to |
3651s | apply them individually to those or |
3653s | something like that so it's very easy to |
3655s | to miss like one thing here and there |
3657s | and then you get one area with one type |
3659s | of tree that can't be cut down anymore |
3661s | um yeah |
3663s | yeah and it's also something like if |
3665s | it's an asset that we're not sure we're |
3667s | gonna keep or if it's an asset that |
3670s | might be used in different areas then we |
3671s | probably |
3673s | don't really change the parameters until |
3676s | we're very certain like how it's going |
3678s | to be used and where it's going to be |
3679s | used |
3680s | and it's kind of uh like um probably a |
3683s | big pasta will do kind of once we've |
3686s | wrapped up most of our biomes where we |
3688s | go over all of the assets and make sure |
3690s | all the settings are correct and all the |
3691s | collisions correct and all that kind of |
3693s | stuff |
3694s | so uh okay here's a good follow-up |
3697s | question and here why aren't all trees |
3699s | cuttable by default and that that makes |
3702s | perfect logical sense but the way that |
3704s | these foliages work under the hood uh |
3708s | intuitively it is how you think but but |
3711s | uh like actually in the implementation |
3713s | in Unreal Engine how it works it does |
3714s | that doesn't make sense like because |
3716s | Unreal Engine doesn't know what a tree |
3718s | is there's just foliage right and |
3720s | foliage can be rocks in in terms of |
3723s | unreal how Unreal Engine considers |
3725s | things a foliage can be anything so |
3728s | there's no there's no way to define what |
3730s | is a tree what isn't a tree all we can |
3732s | do is apply foliages to how like palette |
3735s | and paintbrush and then tell Unreal |
3738s | Engine which ones are destructible trees |
3739s | and which ones are collectible bushes or |
3743s | whatever after the fact there's no way |
3745s | to really Define what isn't isn't a tree |
3747s | beforehand so like even though that like |
3749s | yes that makes sense and we wish it was |
3751s | that easy that's just simply not how it |
3753s | works under the hood and so we we can't |
3755s | consider it that way |
3757s | um yeah because one also one important |
3759s | fact to this as well is how the foliage |
3763s | Works in our game compared to how they |
3765s | work in a real engine because the |
3767s | foliage system that we have in |
3768s | satisfactory is isn't like is a custom |
3772s | solution and we've made for satisfactory |
3774s | because the thing you mentioned Jace |
3776s | where like when I click on this it it |
3779s | highlights all the bushes right because |
3781s | this is a big instance so when we render |
3783s | the foliage we don't render like one |
3785s | thing at a time we bulk them together |
3787s | and send like the data to the dpu we |
3789s | like render all this stuff which also |
3791s | means that each individual tree is not |
3793s | actually where it is no there's no |
3795s | object there like we can see this tree |
3797s | is at this location in the on the map |
3798s | but there is no game object of this |
3801s | plant that doesn't exist yeah it's |
3804s | that's a hard thing to wrap your head |
3805s | around but that's how it works yeah for |
3807s | optimization reasons |
3809s | um and in our game you can walk up to |
3811s | this specific Bush and pick that |
3813s | specific instance up and we have had to |
3816s | make a system and I we've remade that |
3818s | system three times now |
3820s | um for various I've had to go of it |
3822s | you've had a go of it right |
3823s | uh and and now in up to date there's |
3825s | going to be a new version of that folder |
3827s | system as well |
3828s | um where we sort of detect like which |
3831s | footage did you pick up and the reason |
3833s | why we've made it reworked it so many |
3834s | times is because of multiplayer because |
3836s | uh we need to be able to tell from the |
3839s | server like which which Bush did you |
3841s | pick up the problem is that all these |
3843s | instances are not deterministic on |
3846s | client and host uh they don't have like |
3848s | a like this specific Bush doesn't have |
3852s | the same ID on host and certain clients |
3856s | um so we have had made to make a system |
3858s | that kind of like |
3859s | figures out which bush is which Bush and |
3863s | then the added problem you mentioned |
3865s | where like you also need to be able like |
3866s | when you're looking at the bush so we |
3867s | can highlight the bush that's another |
3869s | problem and not the entire instance of |
3871s | all the bushes exactly because in |
3873s | default in a real engine if I want to |
3875s | highlight this particular Bush here |
3877s | it highlights the entire instant bulk |
3879s | that's why we used to have that issue |
3880s | way back when especially on multiplayer |
3881s | where people are like uh on client I |
3883s | can't pick up bushes and trees and I can |
3885s | understand from a player's perspective |
3887s | like this is like a basic thing why |
3889s | can't I just pick up and it's like |
3891s | actually it's really not that it's like |
3893s | it's like a complete pain in the ass |
3894s | it's like one of the most complex |
3896s | systems we have in the game yeah yeah |
3898s | it's like such a small part in the |
3900s | overall game really and the benefit of |
3902s | like dealing with this kind of stuff is |
3904s | that it's very performant |
3906s | but yeah after it because it makes all |
3909s | these assumptions to become more |
3910s | performant it also means that it's uh |
3912s | harder to work with because it makes |
3914s | certain assumptions that things work a |
3915s | specific way when and then we go against |
3918s | that yeah because I think I wonder if I |
3920s | can do this uh I want to Nuke the planet |
3922s | exactly |
3926s | I can't remember what the command is uh |
3929s | uh |
3930s | whatever ignore that yeah so so uh yeah |
3933s | the foolish system is is kind of custom |
3935s | made for our game uh and uh |
3938s | that's that's also one of the reasons |
3940s | why it's it's a bit tricky for us to |
3942s | just we can't replace it with nanite |
3943s | because it's our own folder system |
3946s | it doesn't go with the way epic has made |
3949s | it uh cool there were something else on |
3953s | my notes I kind of wanted to jump over |
3954s | to Bamboo Fields if we're done talking |
3956s | about this stuff something we talked |
3958s | about in the title force that we want to |
3959s | show off more |
3961s | I mean I also I also want to address |
3963s | like that there's there's always some |
3965s | questions about terraforming and it's |
3966s | kind of the same situation like it seems |
3970s | logical from a real perspective that it |
3972s | can just modify the terrain but in order |
3974s | to support that in a game you need to |
3976s | make an insane kind of system for it and |
3979s | the way the landscape is generated |
3980s | doesn't support that at all and we would |
3982s | have to make a whole different system |
3984s | for that and like seeing it like be uh |
3989s | being done in the engine you have an |
3992s | entire engine that facilitates that kind |
3994s | of stuff our game does not have that it |
3996s | would require us to like |
3998s | create a whole bunch of different |
4000s | features to do that and we don't really |
4002s | see the benefit uh for this game of |
4004s | doing that either of like how much |
4006s | terraforming would add versus how much |
4009s | work it would be to add that |
4012s | um if a game is designed from the ground |
4014s | up with that in mind of course yes it's |
4016s | a part of that game it's part of that |
4018s | vision and everything ties into that for |
4020s | us it would be kind of a gimmick and |
4022s | most |
4024s | unless we address all the design issues |
4026s | that come with it but that's that's a |
4028s | whole can of work that would add years |
4029s | to our development yeah literally and |
4031s | and then at that point and then even if |
4033s | we did it at the end we'd like is how |
4035s | much better is the game maybe like two |
4037s | percent better but yeah I don't know the |
4040s | cost benefit like way it's just way way |
4043s | heavier on the cost side so it's not |
4045s | worth it for us to do these kind of |
4047s | things |
4049s | yep yep dope so let's let's move over to |
4053s | uh |
4054s | the the elephant in the room uh all |
4057s | right no actually let's show up red |
4058s | jungle first actually yes |
4062s | I'm so I'm so happy I finally got to |
4065s | work on this area because I was uh uh |
4068s | the old red jump or the way the the |
4071s | version of it that everyone still has uh |
4074s | uh has the Christmas palette my my most |
4078s | wait what is it green and red Christmas |
4083s | I never liked it |
4085s | so the story about red jungle is like |
4087s | red jungle is one of the last areas I |
4089s | worked on just before we went to |
4093s | Early Access just before the game went |
4095s | live for everybody and basically we |
4099s | didn't really have the assets to make a |
4101s | red jungle we didn't even have red like |
4102s | landscape grass at that point |
4105s | um so it kind of just made do with our |
4107s | library and what we had at the time and |
4110s | that was like |
4111s | half of the stuff we actually needed |
4116s | so now we finally got around to it uh |
4119s | and I got to make it in a proper red |
4121s | jungle so we had like yeah like full |
4124s | repainting of the terrain uh the red |
4127s | trees are still the same but like yeah |
4129s | all of the Lancia painting is different |
4130s | all of the small foliage just completely |
4132s | overhauled it's it it is a proper red |
4134s | jungle though actually |
4136s | Oh no you're answering that the bamboo |
4139s | feels tradition yeah go away go away |
4142s | if anything it's like an interesting |
4145s | kind of trend uh you know uh before and |
4147s | after right I don't know oh yeah yeah I |
4149s | mean this is looking super like dense |
4151s | and Lush as well like in certain parts |
4153s | super nice more towards the right you're |
4156s | going to you're going towards bamboo |
4157s | Fields uh so yeah I have to because the |
4159s | thing for me I think also because you're |
4161s | working with this Hannah but like part |
4163s | of me is like wow that Booth feels still |
4165s | kind of looks dope right now even though |
4167s | it's in this weird State uh because when |
4169s | I was scouting uh the teaser that got |
4172s | scrapped the original first video we |
4174s | were going to release uh I filmed a lot |
4176s | of stuff in bamboo fields and then you |
4178s | were like no it's all broken I'm like |
4179s | well it looks cool though I like |
4182s | I mean the ideas are there uh because |
4185s | like with red jungle it was kind of less |
4187s | so yeah here there's still here's one of |
4188s | the examples I mentioned before |
4189s | beautifully in progress yeah |
4191s | so yeah this new water is is much better |
4195s | uh it was kind of like this red |
4197s | like red green |
4199s | disgusting stuff on there before it was |
4202s | bad |
4204s | uh |
4207s | yeah I also have something that changed |
4208s | in this in this area that there's more |
4210s | like open Parts more paths uh clearly |
4213s | going through the area so is this less |
4215s | like claustrophobic in general this is |
4218s | shallow water right so you can still |
4219s | drive here |
4220s | uh some of it is some of it isn't yeah |
4225s | because it's a lot of like more dense so |
4227s | it's harder to like drive around here |
4228s | they feel like this is more of a you're |
4230s | under |
4231s | foots |
4232s | pathing here |
4234s | yeah stuff like that exactly it's all |
4236s | like that's all fairly new like the |
4239s | passing that's there |
4242s | I have to remind myself where I am |
4244s | constantly because I keep getting |
4247s | going we're going towards bambo field |
4248s | because there's still a bit of it yeah |
4251s | yeah |
4251s | this all lower areas well |
4256s | there's so much change happening to base |
4257s | terrain uh in here no again it's like |
4261s | it's all small changes it's like |
4264s | smoothing and mostly painting and like |
4267s | just getting rid of the rough edges uh |
4270s | those kind of things it it shouldn't |
4272s | affect you |
4275s | uh not really |
4277s | you know should again as always |
4280s | you can hear the correct thing |
4283s | into the nuclear |
4284s | uh |
4286s | there was a ridge somewhere around here |
4288s | I don't remember if we used this footage |
4290s | in the world video but there was there |
4292s | was actually a shot that I made where |
4294s | there was like a tick walking on like a |
4296s | path |
4298s | it was like shot downward I had to |
4300s | remove like a whole [ __ ] rock to get |
4303s | that shot |
4304s | uh and we didn't use that shot I think I |
4307s | put so much effort into that one oh well |
4310s | still hurting yeah or at least the snow |
4315s | cut yeah yeah who's this the snow cut |
4318s | for sure yeah |
4321s | yeah this this air is dope I love |
4323s | um red jungle was one of my favorite |
4325s | eras to run around and when I started |
4327s | playing the game for the first time what |
4328s | was wrong with you but that was |
4330s | terrifying |
4331s | oh yeah now we're going into bamboo |
4333s | Fields it's such a dude I'm constantly |
4336s | on the corner here like yeah yeah |
4342s | yeah with the The overhanging Cliffs and |
4344s | stuff oh yeah we can do that |
4346s | let's go Gamers |
4349s | oh does that actually be a pretty cool |
4351s | like drone you know uh PVE drone which |
4354s | is your drone hey editing progress area |
4357s | this is |
4359s | ignore that it's just that |
4362s | go fast I gotta go fast and they do like |
4366s | yeah |
4369s | I'm about to throw up we're gonna we're |
4372s | gonna have like 1600 people about to |
4374s | throw 700. |
4376s | oh here it is oh no oh wait it's there |
4379s | that was not supposed to be there |
4384s | commit commit it no this is already |
4387s | committed |
4388s | yes oh wait wait I wonder if it's |
4391s | actually committed though because it |
4392s | might be I'm still on my branch |
4394s | but this is the shot I was working on uh |
4397s | I had to remove like this whole thing |
4399s | you I don't think I mean unless you |
4400s | update it very recently and you got my |
4403s | my rocket desert changes this is |
4406s | yeah here it is a little guy |
4410s | I'm just a little Beanie I'm just |
4412s | hearing walking nobody don't worry about |
4414s | me |
4416s | I wonder if the uh voice voice acting |
4420s | career oh yeah for sure hire me yeah all |
4424s | right I will hey everybody if you want |
4425s | to have understood as the first actor in |
4427s | your game just give me a call okay bye |
4429s | oh [ __ ] |
4430s | fell through the world don't worry about |
4433s | it uh what were we talking about the uh |
4436s | the cliffs part oh yeah you're here |
4438s | you're already there okay that was that |
4440s | was the area this here like a lot of the |
4443s | overhanging stuff oh yeah yeah hanging |
4445s | rocks up there behind you above |
4448s | yeah yeah the |
4450s | is that like tights yes yes because they |
4453s | hang on tight right |
4454s | I was just guessing sure that's how you |
4457s | remember it's a 50 50. |
4459s | for work uh uh trick yeah |
4464s | you might step on them |
4470s | okay all right let's check out this area |
4471s | over here uh cool flowers huh wow look |
4474s | at that yeah and so enhanced you can see |
4477s | a little bumblebee here or something |
4478s | like that uh cool okay anyways |
4481s | moving on is this new water no it's not |
4484s | no it just looked like it was Rippling |
4486s | and [ __ ] |
4490s | we push up with the limo at true |
4494s | cool uh do we is this now when we talk |
4498s | about bamboo feel |
4499s | this is the moment |
4502s | I'm gonna go there now |
4504s | uh we actually so fun fact |
4509s | when Jace recorded this video uh he had |
4511s | one set of information and then |
4515s | um ass development went on things |
4517s | changed so I I made like an addendum to |
4520s | the video even in the addendum we |
4522s | changed it nice yes |
4525s | because it's a bit of a it's a bit of a |
4528s | a tricky story |
4530s | uh yes so now we're in bamboo field |
4533s | which is like this area is a little bit |
4535s | messed up or do you want to you can see |
4537s | right here I think that the the small |
4538s | paths is kind of they're there so |
4540s | basically what happened here is that the |
4543s | landscape and the foliage |
4545s | are different versions of this area so |
4548s | what happened is that we were working on |
4550s | this area |
4551s | and it went in the direction that we |
4553s | weren't really happy with so we wanted |
4555s | to revert it but the problem was this |
4558s | happened |
4560s | after our transition to Unreal Engine |
4562s | five so reverting it would mean going to |
4565s | the Unreal Engine 4 version of this area |
4568s | which was impossible to do so we kind of |
4572s | for a while we uh have the the problem |
4575s | that okay we can't revert this |
4579s | what do we do |
4581s | um so but then Ben because he's a wizard |
4584s | figured out a way to revert the area |
4587s | partially but only the foliage so |
4590s | basically what happened is that we got |
4592s | most of the foliage back from the old |
4595s | area the old version of this area but |
4598s | all the landscape was still from the new |
4600s | version that we weren't too happy with |
4602s | so those two are now completely |
4604s | disconnected so now we there's also |
4607s | there's a lot of floating stuff here |
4609s | there's uh the landscape in the foliage |
4611s | basically don't really work together |
4613s | anymore because they're from different |
4614s | versions of the area |
4617s | um so yeah Unreal Engine five good [ __ ] |
4619s | blessing in disguise |
4621s | very very well disguised uh but the |
4625s | transition just works right yeah it just |
4627s | works but which means that like we we're |
4630s | gonna try to fix the worst of the bugs |
4634s | here before the update so there's not |
4637s | too much like in the way for people |
4640s | uh but this area is definitely still |
4643s | gonna change because of course we have |
4645s | like the new Landscaping the old foliage |
4647s | and neither is exactly as we wanted so |
4650s | we'll be revisiting this area and giving |
4653s | it a pass now what exactly that entails |
4656s | we don't know yet we never really know |
4658s | until I go into an area and I develop |
4660s | the vision for it so I do a bunch of |
4662s | tests |
4663s | and I try to find you know new new |
4666s | combinations what is wrong with it what |
4669s | do we need to fix you know just finding |
4671s | a vision kind of like we we do with all |
4673s | the other biomes as well |
4675s | but I think this area is going to change |
4678s | the most from all the areas that are |
4681s | still left |
4682s | but I think that's kind of interesting |
4684s | how like at the moment we don't really |
4687s | know exactly what like we don't have a |
4689s | vision for how Bambi boo bam Bambi |
4695s | this is where the shooting happens |
4697s | spoilers I mean I'm definitely we |
4699s | definitely want to make the palette more |
4701s | interesting because it's kind of very |
4703s | one note now uh and there's there's a |
4706s | bunch of rough Landscaping here that we |
4708s | want to fix and also this is one of |
4710s | those areas where we want to improve the |
4712s | the pathing uh better roads do that kind |
4715s | of stuff |
4717s | um so that that's stuff that we're |
4719s | hoping to get in for sure |
4722s | but yeah it's impossible to to tell you |
4724s | the details because we don't even know |
4726s | that ourselves yet |
4728s | we're we're doing one thing at a time |
4731s | okay yeah yeah exactly right now I'm |
4733s | very busy wrapping up Rocky desert |
4735s | entire Forest |
4738s | very cool that kind of helps a lot yeah |
4741s | appreciate your work I want to see if |
4743s | the area that I loaded in is is there |
4747s | there's one place where |
4749s | there were so many |
4752s | no it's gone |
4755s | one version |
4757s | of this was just covered in these like |
4759s | bamboo sticks uh oh yeah it's on the |
4762s | it's on on the right like right end of |
4766s | the |
4769s | Oh you mean at least on the right edge |
4771s | of the biome northwest's like very |
4775s | Northwest the Northwest upper corner |
4778s | flying as fast as I can hear this oh did |
4781s | I miss it oh here it is like this for |
4784s | example is like it's a cool idea yeah |
4786s | but it's kind of terrible to play so |
4790s | it's it's something that we wanna |
4792s | we want to fix as well also |
4794s | um on that note the bamboo is completely |
4797s | new as well like the that asset's been |
4799s | overmauled entirely |
4801s | I thought it looked different yeah I |
4803s | didn't know if it was because I I'm |
4805s | rarely here or if it's because there was |
4806s | a change but like we did that when we |
4808s | worked on red jungle |
4811s | Bambi looks great yeah |
4814s | Bambi first |
4816s | I mean yeah for for Avid chainsaw users |
4819s | this is a great area yeah if yeah if |
4822s | you're ever frustrated with the game |
4823s | just come here exactly yeah |
4827s | bring a bunch of cluster and Nobles and |
4830s | just [ __ ] go ham uh I might even |
4833s | thank you no no |
4835s | that's actually how we we uh work on it |
4838s | in order to just bring up Vince and here |
4841s | Vincy just asked a question that |
4842s | literally also just came to my mind it's |
4844s | so weird because I it came to my head |
4846s | and I looked at chat and it was there |
4848s | and I had a weird |
4850s | am I chatting is anything real is this |
4852s | like the the move the not tenant the uh |
4855s | Inception thing or like they went into |
4857s | your dreams |
4858s | yeah something it was very strange |
4862s | um but uh yeah so it's |
4864s | the point of the game is to destroy the |
4867s | world and uh like uh industrialize it |
4871s | and and remove the beauty of it but that |
4873s | doesn't hurt you when you when you put |
4875s | so much time into this no and the point |
4878s | of things to remove it all |
4880s | weirdly it doesn't you'd expect so but |
4883s | for some reason no |
4885s | um I part of it is uh |
4889s | like part of it I joke about this but |
4892s | I'm also a little bit serious about it |
4893s | like something that I I here it is |
4897s | that's not to do today again yeah that's |
4900s | not supposed to be there |
4902s | God damn it |
4908s | so as guilty as possible for destroying |
4911s | the environment and that's partially |
4912s | true |
4914s | um mostly I think that like |
4919s | on a conscious and subconscious level |
4922s | the environments have a lot more impact |
4923s | on people than maybe they are aware of |
4926s | because like the most important part is |
4929s | really like first impressions are always |
4931s | like the the most important with these |
4934s | kind of things because that you're going |
4935s | to carry that with you they're gonna be |
4937s | like the lenses that you're gonna wear |
4939s | for the rest of the game |
4941s | um so I think it is very important to |
4943s | make a good first impression with with |
4945s | any biome |
4946s | but also |
4950s | I don't really mind that the point of |
4952s | the game is destroying an area because |
4954s | also it's not entirely it's the point in |
4956s | the beginning because you kind of have |
4958s | to but after that you can work with the |
4960s | environment and I've seen some great |
4961s | builds uh that use the environment like |
4965s | really well and like you know like super |
4967s | cool water fall factories or people that |
4969s | have like little shrines with parts with |
4972s | trees and Forest Parts which is crazy |
4974s | yeah this is one of the shots that I was |
4976s | working on yeah yeah yeah yeah yeah |
4978s | that's cool |
4980s | um so yeah I don't really mind at all |
4982s | because like a lot of the map also |
4984s | usually is left untouched and people |
4986s | still go out exploring and there's like |
4988s | there's some players that really focus |
4990s | more on exploring and some players are |
4992s | focus more on building and then I do it |
4994s | for the people that explore you know |
4995s | it's it's really not but it really does |
4998s | I I think I think like putting in so |
5000s | much effort to the world just has so |
5002s | much value because either people will |
5003s | keep some of it there and then they get |
5005s | to just continue to enjoy it or um or or |
5009s | they'll uh they'll work with it if they |
5011s | want that's another playstyle then they |
5012s | can enjoy it in that capacity but then |
5014s | like yeah removing it like it being so |
5017s | beautiful and then removing it like |
5019s | creates a Starker like difference right |
5021s | like from uh and tells a bit more of a |
5024s | story I think than than if it was just |
5026s | like a sparse area that you know we just |
5028s | quickly threw together because you would |
5030s | destroy it anyway so yeah I think |
5032s | there's more impact in every case I |
5033s | think it makes it makes a lot of sense |
5034s | yeah and like everyone will still |
5036s | experience the area before they destroy |
5038s | it like they're still gonna see |
5040s | everything |
5041s | um |
5042s | I like to try to avoid destroying as |
5045s | much as I can it's like an added |
5047s | challenge |
5048s | they're like can I how do I build |
5050s | without removing the trees I often don't |
5054s | remove stuff either I usually find |
5055s | clearings myself I think I think I think |
5058s | partly it's because I lack the vision to |
5061s | be like if I remove the trees here this |
5063s | will be a big you know I don't know like |
5065s | if I was a more experienced Builder |
5066s | maybe I'd be able to like uh see like oh |
5069s | if I work if I destroy some of the |
5070s | terrain I can work with this but usually |
5071s | I just like look for stuff that already |
5073s | makes sense to me in my brain and then |
5075s | and then go with it so I end up not |
5076s | cutting a lot of things down yeah |
5084s | part I'm gonna get destroyed because I'm |
5085s | just like oh but that looks good and |
5087s | like I'm like oh no I built that I don't |
5089s | want to touch it |
5090s | it's it's mainly from what I play |
5093s | when other people play I'm like and it's |
5095s | just great it's just people having |
5097s | options on how they want to play I'm all |
5099s | for it it's not Wednesday destroy the |
5101s | entire environment and as stretch 79 |
5104s | says in that case we want to build |
5105s | upwards as in the sky and some people do |
5107s | that you can do that too if you like and |
5108s | then you don't have to destroy anything |
5109s | if you don't want to |
5112s | you can also kill the animals just go on |
5115s | a killing spree because you can convert |
5117s | them to biomass I believe |
5119s | it's true yeah yeah exactly saves the |
5121s | trees kill the animals yes Save the |
5124s | frames kill the animals |
5130s | um |
5132s | let's see you mentioned the abyss Clips |
5135s | we were talking previously as well that |
5138s | one's received some Polish as well |
5140s | this one is one of those errors probably |
5143s | because there's so many Cliffs where you |
5145s | won't see in the editor it won't look |
5147s | super nice because the grass is missing |
5149s | but right yeah |
5151s | yeah I mean this one has a |
5153s | has received some foliage polish |
5157s | kind of we removed deprecated assets and |
5160s | like added some some new ones to make it |
5163s | more shiny and I mean we can also fly |
5166s | through Eastern Durham |
5168s | um |
5169s | to show off some of the roads that have |
5171s | been built there because that's like |
5174s | pretty impactful so I think you say |
5177s | Easton Dune is that like the Dune maze |
5179s | or the Oasis or no the one that's called |
5181s | Eastern Dune because that that was on |
5184s | this map that I have Easter Dune forests |
5186s | is is it next to it's between |
5189s | grassfields and Southern forests and |
5192s | Titan forest and bamboo Fields uh we did |
5195s | some foliage polish here nothing too big |
5198s | uh but the main change here is like |
5201s | you're going already through it like is |
5202s | we added roads |
5204s | and this thing changed |
5207s | like that note moved yeah |
5211s | before but it looks kind of bad yeah |
5215s | okay so we made it |
5218s | interesting chat that's a pretty uh |
5222s | I think what's gonna happen is you're if |
5224s | you have machines on this note they're |
5225s | still gonna work but they're going to be |
5226s | hovering over here instead yep and |
5229s | they're going to be like consuming from |
5231s | this node so you can't really you can't |
5233s | place you want to build back on here |
5235s | right yeah exactly because because that |
5237s | note is still taken even if |
5241s | because like the the branches on these |
5244s | roads |
5246s | they're new they're they felt new |
5247s | because I was flying around here for a |
5249s | different thing |
5251s | uh before I started doing shots and I |
5253s | was like |
5254s | stuff yeah |
5256s | um but it's uh basically like these used |
5259s | to be kind of sand Wells before and they |
5262s | were kind of all closed off with like |
5266s | um these small like walls of grass |
5270s | uh so what we did is we made kind of |
5272s | gaps in those in a way to make roads to |
5275s | make everything feel more much more |
5276s | connected and easy wait a second |
5278s | is this this shot cool easy two and then |
5282s | coin Forest yeah going down this street |
5283s | yeah that's a sub biome of Eastern June |
5286s | so that one's been uh updated too |
5289s | there's a lot of World stuff in this |
5291s | update y'all |
5293s | we worked really smart |
5295s | it's a small update for uh for everyone |
5298s | but yeah we knew that we didn't stop at |
5300s | the whole it's a small update |
5302s | I think every single time we've said |
5304s | that it hasn't been a small update |
5306s | uh defined because like if you look at |
5308s | the patch notes I think the patch notes |
5310s | are way longer on like update five than |
5311s | like six seven but yeah it's not awesome |
5313s | it's it's like |
5314s | who is it small for like yeah maybe it's |
5317s | smaller than another update but that |
5319s | doesn't mean it's a small update yeah |
5321s | and uh every time we say it's a small |
5323s | update like I feel like Community feels |
5325s | like uh the impact has been huge so it's |
5327s | been anything but |
5329s | um where uh and there's that Canyon if |
5331s | you go the other way where you were |
5333s | going before |
5334s | back like Canyon area down there it was |
5336s | pretty much entirely empty before and |
5339s | now it's filled up with stuff and it's |
5340s | like a part of its transition to swamp |
5343s | wait this is this area yeah it's it's |
5346s | complete it has |
5348s | empty before |
5350s | damn |
5353s | I was not expecting that yeah |
5356s | this area to me was just gone like I |
5359s | couldn't find it like it didn't really |
5360s | matter because there was nothing here |
5361s | right |
5362s | so what I mean is like I was kind of |
5365s | looking for that old area and and I I |
5367s | was like I can't find it and the reason |
5368s | was because it's not there anymore it's |
5370s | like this looks like this now yeah |
5372s | yeah that's cool |
5376s | small update we are just changing the |
5377s | engine in the world and like yeah that's |
5379s | not even all like there's more things to |
5382s | talk about |
5383s | video on Friday |
5387s | like all the cool uh new shoes we're |
5391s | adding to the game new shoes let's go |
5396s | that was the lamest fake Lee yeah I |
5399s | could have come up with the [ __ ] |
5401s | whatever |
5403s | or is it |
5405s | fakely wanted to mention also something |
5407s | here so this is one of the old shots |
5409s | that I made uh somebody asked about the |
5411s | depth of field stuff so technically the |
5413s | depth of field stuff I also made a |
5414s | Reddit post by the way that I commented |
5416s | on this here as well a while ago |
5418s | technically the engine has support for |
5420s | depth of field in the game and hopefully |
5422s | we can add that to the photo mode that |
5424s | we have in the game |
5425s | so you can make more Beauty shots and |
5428s | that's what we're using we're making |
5429s | these like teaser videos and trailers |
5431s | like every trailer we've made that's |
5433s | always been an engine that like we do a |
5436s | little bit of cheating sometimes where |
5438s | we load in more things that you would |
5440s | necessarily see in the game and like |
5442s | remove laws and stuff like that but |
5443s | most of the time when we make videos and |
5446s | teas and stuff like that it's all in |
5448s | engine and then we you know make it |
5450s | cinematic and making it cinematic makes |
5452s | it look way better than when you're just |
5453s | running in the game obviously but |
5456s | hopefully in the future we can add you |
5458s | know depth of field and like better |
5460s | control in photo mode so you can make |
5462s | like pretty much the same stuff that |
5464s | we're making in our trailers there is a |
5467s | mod out there where you can actually |
5468s | create most of the stuff like even the |
5471s | sequencer stuff where I'm like |
5472s | programming like you know animations and |
5475s | stuff like that there's a mod that can |
5476s | do that too oh that's sick it's called |
5480s | Uh blanking right now but yeah there's a |
5483s | mod that we can do some other stuff like |
5484s | that and hopefully we can add it to a |
5486s | photo mode |
5487s | in the future |
5489s | yeah there's been uh uh fix it cam thank |
5492s | you that's the one fix the cameras yeah |
5494s | it's cool yeah people |
5497s | um have wanted to to make changes to the |
5499s | photo mode so hopefully that's something |
5500s | that will happen before |
5502s | at some point yeah |
5505s | we're kind of coming to the end of of |
5507s | the stream here and |
5509s | um fresh out of my notes your dad sent |
5511s | you a message on teams by the way yeah |
5513s | yeah |
5515s | he just told me to tell you yeah yeah we |
5517s | can do that so uh I hope uh actually |
5519s | maybe we have already done that days |
5522s | actually because here's the thing okay |
5523s | so I've talked about we we did a |
5525s | Showcase with Lumen as well a few |
5527s | streams back where I showcased like what |
5529s | it looks like with uh with it on and off |
5531s | um and maybe we can revisit some of |
5533s | those videos but I kind of want to show |
5534s | a little real quick what the game looks |
5537s | like when you turn Lumen on and off so |
5539s | Lumen for those who don't know is the |
5540s | global elimination uh like |
5543s | system that epic I've been working on |
5545s | that's it's like a combination of |
5547s | different uh Ray tracing techniques to |
5549s | to make Global illumination and I |
5553s | believe this is with it off and this is |
5555s | with it on |
5557s | oh big difference right wow Wow Let's go |
5564s | it's it's okay certain situations it's |
5567s | hard to tell which one is which whoa |
5572s | oh two percent |
5575s | all right the thing is so someone says |
5578s | Showcase with the problem is you enable |
5580s | aluminum caves you're not going to see |
5582s | anything no oh yeah |
5585s | oh yeah uh so yeah it's hard it's hard |
5588s | to tell which one is which sometimes for |
5590s | me because I think I've accidentally had |
5592s | Lumen on when I shouldn't have had when |
5594s | I made certain shots uh but it's it's |
5597s | some it's in different scenarios it's |
5599s | hard to tell in this shot it's really |
5601s | difficult to tell which one is Lumen and |
5602s | which one isn't I think if I set it to |
5604s | night time |
5605s | uh it might be more obvious or maybe not |
5609s | we'll see uh we're just a setting thingy |
5614s | wait that was the cave we can maybe just |
5616s | just check it out it's gonna be nothing |
5618s | then yeah I have a video that better |
5619s | showcases |
5623s | can we go into a cave and drag a light |
5625s | around is that like easy to do or |
5627s | uh yeah we can do that that could be fun |
5630s | okay yeah so during nighttime we also |
5632s | can't really tell the difference |
5634s | um |
5635s | yeah it's really in like uh more heavily |
5638s | shadowed areas like you can really tell |
5639s | yeah but I think it's it's mostly cool |
5641s | when you're building Factory stuff and |
5643s | you like actually using lights and |
5645s | actually get the uh like the screen |
5646s | space stuff I feel like it I feel like |
5648s | it's more apparent on Factory buildings |
5650s | yeah for sure is that just me like on |
5652s | like uh inorganic things it seems to |
5654s | actually let me show the video I showed |
5656s | a couple of weeks ago |
5658s | um so here's I think we're still on |
5661s | sorry here's the video I want to |
5663s | showcase |
5664s | think audio is still running yeah so |
5666s | this is with Lumen off this is what a |
5667s | factory Building looks like in the game |
5669s | in general here in green uh sorry in |
5672s | grassfields |
5674s | and like Smith's little house here walk |
5676s | in so this is like we've we've lit the |
5678s | environment so that everything makes |
5680s | sense and uh |
5682s | you know everything's fine when you walk |
5684s | into a factory building like this but |
5685s | when you turn Lumen on |
5687s | uh |
5688s | same thing here here you can actually |
5691s | tell better when you're closer to |
5693s | materials uh because here the the color |
5695s | on the wall says |
5696s | but when you walk inside you know it's |
5701s | uh it's hard to see what's going on |
5704s | but then of course you could add some |
5705s | lights which will yeah help with that |
5708s | but like if you didn't have anything |
5709s | here it's cool too because it's it's |
5711s | reacting to like the building build |
5713s | effects yeah that was sick that was |
5715s | really nice actually yeah the cool thing |
5717s | is like so I think I pop open uh oh |
5721s | that's cool too yeah yeah so if I remove |
5723s | like a part of the roof here oh yeah get |
5726s | this |
5727s | like shaving hot yeah that's nice that's |
5730s | nice |
5731s | um this is where Lumen really shines |
5734s | because it's like a combination of |
5735s | different race racing techniques to to |
5737s | create the global uh the GI |
5741s | um |
5743s | so when you're building factories you |
5745s | you have to have lights like if you're |
5747s | building anything indoors that's the |
5748s | problem and and there are ways to sort |
5750s | of circumvent this |
5752s | um with like making it so that you know |
5754s | it fits better with Lumen to mine but |
5757s | the the problem that we have is that |
5759s | like we want to focus on |
5762s | what the game will look like without |
5764s | Lumen and light it for that mostly uh |
5767s | because that's I we believe how most |
5769s | people will play it |
5771s | um |
5772s | and then you know it's not officially |
5774s | supported exactly yeah so just just to |
5777s | clarify just to clarify that that this |
5779s | was in the video that we put out a |
5780s | couple weeks ago but |
5782s | um we we aren't officially supporting |
5784s | lumen in the sense that like it'll be in |
5786s | the game and you can turn it on if you |
5788s | want |
5789s | um but we're not gonna light the world |
5790s | and we're not gonna make changes to the |
5793s | game so that Lumen is supported in all |
5796s | you know reasonable situations like if |
5799s | you just walk into a factory maybe it |
5800s | should be a little bit right we're not |
5801s | gonna We're not gonna solve those uh |
5803s | issues |
5804s | um when it comes to lose but you can try |
5806s | and solve them yourself with lights if |
5807s | you want to do that it's up to you we're |
5809s | just going to give you the option to |
5810s | play with it if you want to do that |
5812s | um and let me promise a good experience |
5815s | or a well-crafted one yeah and then the |
5817s | main reason for that is because it's |
5819s | like two supporting two different |
5821s | systems yeah so this is cool with lights |
5823s | though uh explain this as well last week |
5826s | or the week before with lights |
5829s | um lights in our game they are not |
5831s | actual lights sorry signs that are lit |
5834s | up like this are not actual lights in |
5835s | our games they're they're emissive |
5837s | textures or materials which means that |
5838s | just material is rendered by its own |
5840s | it's not act like it's not affected by |
5842s | Lighting in the scene |
5844s | but with Lumen the system that they made |
5846s | is like actual emissive materials |
5848s | actually emit light on stuff that's |
5850s | close to it and proximity to it so |
5853s | science can actually light up rooms in |
5855s | Lumen which wasn't possible before so |
5858s | that's why I made this like headache of |
5860s | uh the scene over here where this this |
5863s | room now is just lit with signs |
5867s | um |
5868s | and it's pretty cool I love the the the |
5870s | the teal and purple on the roof yeah the |
5873s | the streamer colors |
5875s | three with colors yeah |
5879s | so I guess that's just uh |
5882s | one thing to keep in mind here's another |
5883s | demo in the wild where I think it was |
5886s | a little bit more obvious which ones |
5888s | with which because like the Shadows |
5889s | looks a bit better when you're cool |
5895s | oh you missed it Chase so like here if |
5898s | you look at the Shadows on the ground |
5899s | specifically |
5901s | um they look more soft and accurate in |
5903s | Lumen |
5904s | um you also get uh |
5909s | they're a little bit more I wouldn't say |
5910s | detailed but they they make more sense |
5913s | like in towards yeah exactly there's |
5916s | more of a gradients kind of happening |
5918s | yeah like areas that are more shaded |
5920s | actually get darker versus areas that |
5922s | are light yeah shaded so that's why I |
5925s | like list like cliff overhangs and such |
5927s | you can actually end up in so like uh |
5929s | spots where you can't see anything |
5932s | so in this shot in particular like that |
5933s | you don't really see a big difference |
5935s | between Lumen on and off if I'm just |
5936s | jumping back and forth here yeah yeah |
5938s | yeah but then like on these |
5941s | when you're I think the other thing to |
5943s | the other thing to remember with a lot |
5944s | of these uh before and afters as well is |
5946s | like sometimes the difference is super |
5949s | noticeable in the before and after but |
5950s | when you're playing the game you're not |
5952s | playing the game with before and after |
5953s | right you play on one or the other and |
5955s | so like that contrast is not apparent uh |
5958s | in most cases in cases like this it will |
5960s | be imperative absolutely well when we |
5961s | see this that's that's obviously a major |
5964s | major difference and very apparent but |
5966s | in most cases I think you'd be |
5969s | hard-pressed to really notice the the |
5971s | difference so like |
5973s | um |
5974s | uh you know without toggling it on and |
5976s | off repeatedly to see the difference |
5977s | yeah and for me when I'm playing the |
5981s | game and I'm switching back and forth I |
5984s | prefer using not Lumen uh for this the |
5988s | sole reason that like my frame rate |
5990s | tanks uh on my Hardware |
5994s | um it's very CPU heavy uh Lumen because |
5997s | it's uh it's it's apparently it's faster |
6000s | on CPU than GPU in in when they've been |
6002s | testing it |
6004s | um |
6006s | and satisfactory is a very CPU intense |
6008s | game so like those two systems are going |
6010s | to fight it out the game thread and like |
6012s | the draw thread are gonna battle it out |
6016s | um so like I think on my machine I have |
6018s | a GTX 1080 uh I have i7 67 |
6023s | 000k or whatever it's called the CPU and |
6025s | when I turned Lumen on I get like half |
6027s | the frame rate so I go from like I go |
6030s | from uh 12 Ms to like 27 or something |
6033s | like that |
6034s | uh uh so it's it's it's expensive but |
6037s | it's really pretty like when you want to |
6038s | take Beauty shots and stuff like that |
6039s | it's like some for me it's like I turn |
6041s | it off sometimes when I'm like walking |
6042s | around and just looking at my factory |
6044s | but when I'm actually like building and |
6045s | [ __ ] I turn it off |
6047s | essentially |
6050s | I have to turn it off whenever I'm |
6052s | working |
6053s | in a very shaded areas because I won't |
6055s | be able to see anything |
6057s | yeah in engine |
6060s | but like in more open areas it's doesn't |
6062s | really make a difference too much it's |
6064s | uh wilfront it's not a it's not a |
6066s | console toggle it'll actually be in the |
6069s | menu for you guys so you will be able to |
6071s | like switch it on and off uh I wonder if |
6072s | a console toggle would be a good idea |
6074s | because for those who use console it |
6075s | might be quicker than going to menus I |
6077s | wonder yeah maybe something to consider |
6078s | but either way it'll be in the menu and |
6080s | you can do it yourself yeah it'll be |
6081s | available but it's not like officially |
6083s | officially supported so to speak because |
6085s | it's very Hardware dependent and uh yeah |
6088s | the lighting isn't adjusted for it at |
6091s | the moment |
6092s | this is all post unreal five correct |
6094s | this is we're in unreal five now yeah so |
6097s | this is that's what we have now and |
6099s | we'll have for update eight so you guys |
6100s | don't have it now but that's what will |
6102s | come with updated yes this has been |
6104s | mentioned in the video but the areas |
6106s | that we have worked on now are |
6108s | essentially considered final that |
6110s | doesn't mean there won't be changes |
6113s | happening depending on |
6116s | kind of like I don't know asset updates |
6119s | or if we if we have to adjust for a new |
6121s | feature like this and also like lighting |
6124s | uh some of the lighting has been updated |
6127s | a lot of the lighting broke in the |
6130s | engine switch so there might be some |
6131s | iffy things going on but we've fixed a |
6133s | lot of it |
6135s | um |
6136s | but yeah uh oh wait this Arch has been |
6139s | remade right oh yeah that that one's |
6141s | been fully rebuilt it was made out of |
6143s | non-uniform cliffs skilled Cliffs |
6147s | um |
6149s | so this one I did my best to kind of |
6152s | recreate it as best as possible with |
6155s | uniformly skilled Clips it's not exactly |
6159s | um |
6161s | the same it's it was impossible to |
6163s | recreate it the the way it was and I |
6166s | mean that's kind of goes for a lot of |
6167s | these things because all across the |
6169s | world we've been kind of fixing as we |
6172s | encounter them the cliffs that are not |
6174s | scaled uniformly as in their squashed or |
6177s | stretched or they're |
6179s | basically that that breaks them uh not |
6183s | just visually but it can also cause some |
6185s | Physics problems uh when playing the |
6188s | game yeah we've we've had that problem |
6190s | for a long time where yeah because a lot |
6193s | of the old structures were built out of |
6195s | non-uniformly skills yes but before we |
6198s | knew that that was illegal |
6200s | uh apparently but the problem is some of |
6204s | the SK The Cliffs that are skilled that |
6206s | way it's just kind of impossible to fix |
6208s | them without breaking the entire |
6210s | structure that they're a part of so |
6213s | we're leaving those as is with the hope |
6216s | that it won't cause any issues we will |
6219s | address of course if any issues come up |
6222s | and we will fix them then uh but yeah |
6226s | it's it's a bit of a tricky one because |
6228s | it means actual structural changes that |
6231s | affects people's factories so we want to |
6233s | we want to see what we can get away with |
6236s | and we're just fixing the worst of it |
6239s | and the the stuff that is easy to fix |
6240s | that doesn't really break anything else |
6244s | um and there was there was a cliff set |
6246s | up uh a combination I think here you can |
6249s | see there's there's a few that I was |
6251s | looking for that I thought was really |
6253s | interesting how you made it here hello |
6255s | here down like here you can see that one |
6259s | yeah it's super squashed oh yeah yeah |
6261s | extremely squishy that's one of those |
6264s | clips the problem is like if oh yeah |
6266s | it's used it's the bottom and the top of |
6269s | a cliff are used I'm basically in |
6271s | trouble with fixing this because like |
6274s | where how am I gonna find this and the |
6276s | problem also is like we have |
6278s | we can technically scale an asset up |
6282s | infinitely |
6283s | it's just it's just gonna look terrible |
6286s | um and it will encroach uh also on on |
6290s | the excesses on its on its width |
6292s | essentially so I could try to replace |
6294s | this with a cliff that is much flatter |
6296s | but I would have to scale it up to such |
6298s | a point |
6299s | that that would essentially break our |
6301s | scaling conventions because then the |
6304s | textures start getting looking bad and |
6306s | you essentially you just it doesn't |
6308s | Collision |
6310s | it's also Collision right that gets |
6313s | messed up yeah exactly I think that was |
6314s | original problems vehicles on top of |
6317s | uniforms so so this is what this |
6320s | particular clif1 looks like when it's |
6322s | uniformly scaled |
6325s | that wasn't even close |
6327s | exactly this is what I mean it's a huge |
6330s | huge difference uh and this is also an |
6332s | area I haven't really gotten to yet but |
6334s | also this would be one of the cliffs |
6336s | where I'd be like I'm not sure I can fix |
6338s | this in a way that |
6340s | doesn't encroach both upon that road |
6342s | that's up there and the river yeah |
6345s | you're gonna either need a whole other |
6346s | asset or like a bunch of bunch more |
6348s | pieces and to build or something like |
6351s | that it's not super straightforward |
6352s | there are loads of those in Rocky desert |
6355s | too and I've fixed a bunch of them but |
6357s | it's yeah there's just some sometimes |
6360s | just usually Wonder useless overhangs |
6362s | it's really hard to fix them |
6365s | oh here it is I found the one that was |
6367s | like before this one I thought was |
6368s | really interesting I think this is |
6369s | almost oh you know this is uniformal so |
6372s | like there's a combination of Cliff |
6374s | faces here that I thought like a little |
6375s | clever |
6376s | yeah these are all uniformal |
6378s | no not this one oh |
6381s | yeah it's really interesting because |
6383s | like I think a lot of these cases you'd |
6385s | need to like make you know Cliffs |
6388s | parts that are specifically what you |
6390s | need uh like it's really powerful to be |
6394s | like okay I want I want the this kind of |
6396s | arch thing right and then okay but then |
6398s | if I scale things and mold it into like |
6400s | what I kind of need then I get what I |
6401s | want you know it's it's very powerful to |
6404s | just be able to do that but then that |
6405s | comes with those problems and it's kind |
6407s | of I assume annoying to have to go back |
6409s | and be like |
6410s | it's either make custom assets for the |
6413s | stuff that we've sculpted or not |
6415s | sculpted but like you modeled here |
6418s | um |
6418s | have we made all these Cliffs ourselves |
6421s | or are they Cliffs that I believe is is |
6424s | my BIOS yes the grid all the cliffs |
6427s | that's |
6428s | because somebody asked earlier if we're |
6429s | using like quick cell scans or something |
6431s | like that I don't believe we are |
6433s | or are we no I think some of the old |
6437s | Carl stuff right some of the old Coral |
6438s | stuff exactly they were Mega scans but |
6441s | we've essentially |
6442s | deprecated all of those and the corals |
6446s | that we still use I've been heavily |
6448s | edited |
6452s | yeah we did we had like statues of |
6454s | corals and then one of our artists I |
6458s | believe |
6459s | made scans of those uh two years in the |
6462s | game |
6463s | but they were very unoptimized sadly and |
6466s | we kind of went into a an art direction |
6469s | that didn't really fit those assets so |
6472s | someone asked earlier by the way I'm uh |
6476s | I'm I'm necroing a topic here but uh |
6479s | have we found any place for the uh the |
6481s | willow |
6482s | I've been trying my best |
6487s | one lonely weeping willow yeah yeah |
6490s | because I was really hoping I could use |
6492s | it in a Titan forest and in some of the |
6494s | tests I did for titanforce they were in |
6496s | there because I was like please can we |
6498s | have them what about Paradise Island we |
6501s | just pop it |
6502s | that's where it goes to die that's where |
6505s | [ __ ] goes to die yeah all the deprecated |
6507s | assets yeah I just put them on Paradise |
6509s | Island |
6511s | uh yeah it's like a little Museum I've |
6514s | been trying but it's also apparently a |
6517s | very tricky asset to actually make work |
6520s | well uh because of like the the just the |
6523s | way a willow works and its leaves |
6526s | uh first other leaves it's like yeah |
6531s | basically I don't know exactly what it |
6533s | is and I'm not sure how I would be able |
6535s | to explain it but |
6538s | it's a tricky asset to get right |
6541s | um and um |
6544s | I really I really love Willows thank you |
6547s | perfectness |
6549s | commit |
6550s | I really really love Willows in real |
6553s | life and I really like that they give |
6555s | off but yeah |
6564s | oh no |
6567s | it's good push get pushed yeah we don't |
6569s | even use get get reverse yeah I mean we |
6572s | don't use it that's the best thing but |
6574s | I'm gonna do it anyway part of the world |
6575s | deleted in protest for the Willows look |
6579s | how peaceful the landscape looks without |
6581s | the island oh so much better right okay |
6584s | I love the the |
6587s | whoops |
6589s | any news in the World Builder at |
6591s | Paradise Island well we want to we want |
6593s | to see how we are going to fix that and |
6596s | that's one of the reasons why we're not |
6599s | really working on Paradise I like this |
6600s | it's actually way too close to the world |
6601s | border and you could like fall through |
6604s | the world and it's like all kinds of |
6606s | issues there and we're gonna see if we |
6608s | can fix it it just kind of depends it's |
6610s | one of our lowest priority areas |
6613s | um |
6620s | yeah actually that does look good so I |
6622s | think we found a new level design you |
6623s | know yeah just remove it [ __ ] it let's |
6625s | go yeah |
6627s | uh we have a question a bit of a change |
6629s | of topic but I think important question |
6631s | um do you have any information about |
6632s | what will happen to the alternative |
6634s | recipe for Uranium rods in the future |
6635s | because of beacons in the recipe right |
6637s | now so we have talked about this in the |
6638s | past |
6639s | um and uh we will be removing beacons |
6642s | from the game eventually I believe it's |
6644s | going to be at like 1.0 and then at that |
6646s | point that uh recipe will change and |
6648s | then there'll be no more beacons in the |
6650s | game uh the reason we're not doing it |
6651s | now and we're just going to keep it in |
6652s | as it is is that we do want to end up |
6655s | doing there will probably be some |
6656s | rebalancing of |
6658s | um recipes in the future |
6660s | but we don't want to do small rebalances |
6663s | and make recipe changes or too many of |
6665s | them uh along the way because I can mess |
6667s | with save files progress and things like |
6669s | that so instead |
6671s | um we're just going to leave it as it is |
6673s | and then when we do a rebalance with and |
6675s | change the recipes it's all going to |
6677s | come in one go and then you have to deal |
6678s | with all of it at once that at least you |
6680s | don't have to do it multiple times it's |
6681s | just a one one go but there'll be more |
6683s | information about that later but the |
6685s | intention is to remove the recipe or not |
6687s | the recipe necessarily but beacons from |
6689s | that recipe yeah |
6692s | deleted |
6695s | deleted everything but Paradise Island |
6697s | yeah oh no yeah exactly isn't it |
6700s | Paradise Island I think I changed it yes |
6702s | I think I changed it in the recent Maps |
6704s | maybe I shouldn't have it it might still |
6707s | be on our Maps apparent guys the ones |
6710s | that the ones that I uh release on the |
6712s | on the uh press kit has Paradise now |
6715s | yeah maybe we should change it back to |
6717s | Paradise I think it's funny |
6719s | I think yeah it's very appropriate yeah |
6722s | that's where you go to die and also we |
6724s | might kill it Oh you mean yeah it's not |
6726s | dies that's in d-i-e anymore yeah |
6729s | exactly yeah I I wasn't sure what I |
6732s | should do with that last time I was like |
6733s | oh I'll change this to the correct |
6734s | spelling I didn't even notice that when |
6736s | I posted it this is a little bit in the |
6738s | Unreal Engine 5 video too but um this is |
6740s | the landscape basically underneath the |
6743s | hood when you don't have like all the |
6745s | stuff on top of it |
6747s | um and the random floating uh this is |
6750s | you're against it what was that is this |
6752s | you again this floating thing could be |
6755s | but uh I think okay no I don't think |
6757s | this is actually floating because I |
6758s | think it's on like a cliff or something |
6760s | because if I load in this segment here |
6762s | load region |
6764s | that's weird that's in that layer and |
6766s | the other ones aren't so this is the |
6767s | world partition thing where we can load |
6769s | in like smaller segments of a tile it |
6772s | used to be |
6773s | if you're loading in this area you would |
6775s | either load in |
6776s | all right let me see if I can actually |
6777s | recreate it uh so if you were to load in |
6780s | how it used to work |
6782s | if you want to load in just that Cliff |
6783s | there you would have to load in all this |
6786s | give it a second yeah |
6789s | oh you have to learn oh this entire |
6791s | segment just put it like this clip |
6793s | whereas now you can be like |
6795s | unload |
6797s | and then |
6799s | load |
6802s | stay much more faster that was |
6804s | yeah and then of course we could load a |
6806s | little bit more so that it's populated |
6808s | in the areas that you can sort of see |
6809s | here right that's something I think I |
6812s | haven't talked to Ben about this |
6812s | actually so I'm not sure if I'm talking |
6814s | out of my ass but I think this is |
6815s | something we also need to configure a |
6816s | little bit when this might be like some |
6819s | feedback that we get from you during |
6820s | experimental where how the draw distance |
6823s | like how much we load in find that like |
6825s | sweet spot where there's it's still |
6828s | smooth when we're loading areas uh but |
6830s | you still see enough of the map you know |
6833s | if you see this you'll be like what's |
6834s | going on it commits as uh |
6838s | no I don't know this looks fine I think |
6840s | we found the sweet spot right here yeah |
6841s | yeah very optimized yeah yeah it's like |
6844s | they can because |
6845s | like in this situation here we've loaded |
6848s | enough right like this this is fine and |
6850s | running around but like if you were |
6851s | standing on top of this cliff and you |
6853s | were loading for instance it wouldn't |
6854s | work so like this this is some special |
6857s | magic that needs to go into like how the |
6860s | loading of the word partitioning works |
6862s | to make it look good |
6865s | slider in settings I actually don't |
6867s | think that's possible because I think I |
6870s | I this is okay I might be talking about |
6872s | my ass now but my understanding is uh |
6874s | that |
6875s | that things will still be like grouped |
6878s | up into tiles in a way but that with |
6880s | these settings we can tweak those tiles |
6882s | uh to be a bit better and then and then |
6884s | the logic behind when they load in can |
6886s | change too so at the end of the day at |
6888s | least |
6890s | the tile sizes or some am I wrong here |
6893s | this is my understanding you know what |
6895s | I'm not okay I'm gonna fish what I'm |
6896s | saying but I don't know I don't think |
6897s | it's completely right okay so just stay |
6899s | with the grain of salt I'll just finish |
6900s | what I said but like I think that when |
6902s | it comes to |
6903s | um whatever tiles we end up having we |
6905s | can now adjust those tiles to find a |
6907s | better Sweet Spot |
6909s | um in development but then when we uh |
6911s | export the game and cook it down it |
6913s | still Cooks down the tiles I could be |
6915s | wrong |
6916s | um I think it's partially true yeah or |
6919s | yeah if not fully sure but that's that's |
6922s | my understanding of it as well there's |
6923s | there's some form of logic as to what is |
6927s | loaded and when and it's not just tied |
6930s | to like just died more in the distance |
6932s | like it doesn't really work that way |
6934s | because they're kind of segmented yeah |
6936s | exactly but there might be aspects of |
6939s | what you're loading on the tiles that |
6941s | might be affected by that so you could |
6942s | have some kind of you know cold distance |
6944s | on certain assets or whatever yeah but |
6948s | I'm not totally sure how that because |
6950s | it's a new system so I'm not entirely |
6951s | sure yeah in any case I doubt something |
6954s | like that will be in update eight uh but |
6957s | who knows what will happen there'll be |
6959s | some form of version of it and then |
6961s | all right A lot of people are saying |
6962s | motorcycles what have I missed I've seen |
6964s | motorcycles so many times in the Stream |
6966s | and typically we have zero to one |
6968s | mention of motorcycles on a stream and |
6970s | there's been like 10. |
6972s | there's I feel like there's been at |
6974s | least one mention every stream since |
6977s | a while |
6979s | when did the motorcycle thing start uh I |
6981s | think it's I so I thought it started |
6983s | with you |
6984s | because it started I came back from a |
6987s | stream and it was a thing and you were |
6989s | already you're already tired of it |
6992s | all right this has must have been one of |
6994s | the other Jace clones that was doing |
6995s | that yeah yeah they didn't they didn't |
6997s | fill me in |
6999s | motorcycles are the new golf I guess |
7002s | Jesus we just spoke now we open even |
7005s | more can of worms |
7007s | plus I acknowledged it that was that was |
7012s | I think |
7013s | one of them I think in one of the very |
7016s | early prototypes we had |
7019s | like uh not a motorcycle but a |
7021s | um |
7023s | what's it called like a quad bike |
7026s | do you remember this Jace because I |
7028s | think you were working on that |
7029s | system I don't think I ever worked on a |
7031s | quad bike okay |
7032s | what was it for I can't remember what's |
7035s | the I remember seeing like the quad bike |
7038s | model sometime but that might have just |
7041s | been for shits and giggles because |
7042s | sometimes we just add dumb [ __ ] to the |
7044s | game yeah we have had functions we're |
7046s | goofing around |
7048s | if that was there it's real agent |
7051s | yeah |
7052s | unless unless it was like some |
7055s | asset that we bought and used in |
7057s | development or something |
7058s | one wait one one video I kind of want to |
7061s | share real quick uh is actually from the |
7063s | satisfactory news channel uh oh yeah |
7066s | because some some people have asked |
7068s | about GPU stuffs yeah Hardware stuff |
7071s | uh I don't have any other information |
7073s | about that but I think I think um |
7078s | uh Mason the person who runs |
7079s | satisfactory news who also does video |
7081s | editing for us by the way and he runs |
7083s | this channel |
7084s | um |
7085s | he knows a little bit more about free |
7087s | shout out there he is actually amazing |
7088s | zero game give us a little bit more |
7090s | about Hardware than like I I don't know |
7091s | too much about it so I can't really talk |
7092s | about it but like you can check out this |
7093s | video where he talks a little bit about |
7095s | I don't know Legend five stuff and he |
7096s | also talks about some stuff regarding |
7099s | Hardware so I saw that some people were |
7101s | concerned about a really high uh minimum |
7103s | uh required GPU yeah and it's we can |
7108s | sort of debate what we want to do with |
7109s | that however that GPU I think it's like |
7112s | it's model number is like kind of high |
7115s | yeah but it's actual performance is kind |
7117s | of low yeah exactly it's a modern GPU |
7119s | but it's not actually you know so modern |
7121s | isn't always better yeah exactly so even |
7123s | though it's a newer GPU that doesn't |
7125s | mean it's powerful and that doesn't mean |
7127s | your older GPU can't like you could have |
7129s | an older GPU but it's more performant |
7130s | than that one so I if you check out that |
7133s | video towards the end of the video he |
7135s | talks about that and and that might be |
7138s | something worthwhile to to consider but |
7141s | at the same time if that's just |
7142s | confusing in general maybe there's just |
7144s | maybe something more we can do or |
7146s | something I'm not sure but like |
7148s | um yeah so I I yeah we talked about it |
7151s | quite extensive or I talked quite |
7152s | extensively about it the the stream |
7154s | after that video was dropped |
7157s | where you know yeah it is confusing with |
7159s | with the specs and the hardware and like |
7160s | what specifically runs and whatnot I |
7162s | don't think uh like for me the game runs |
7165s | just as fine and I have a [ __ ] GPU |
7167s | from 2016. |
7170s | um when I'm not using Lumen |
7172s | um |
7173s | so so the the general feeling I'm |
7176s | getting and this is just my personal you |
7178s | know feeling is that like the the specs |
7180s | it isn't you should probably try it out |
7184s | uh on your own before like saying that |
7187s | you know my computer probably won't run |
7189s | anymore there's probably computers that |
7191s | it won't run anymore because but more so |
7193s | because of DirectX 12 support |
7195s | uh because we're leaning heavily on |
7198s | DirectX 12 support for a lot of features |
7200s | and a lot of optimizations in the game |
7202s | we still you can still run the game with |
7204s | their Exit 11 but it's more of a |
7206s | fallback for us right now and we are |
7208s | DirectX 12 is like the default renderer |
7210s | for us |
7212s | um I think that has a bigger play if |
7215s | anything |
7216s | when it comes to the support at the |
7217s | moment |
7218s | but we'll we'll see I will probably |
7220s | flesh out a bit more also the process of |
7222s | how we figured out the minimum specs uh |
7225s | is like |
7227s | it's hard to like figure out what actual |
7230s | minimum specs are so uh Jay said in the |
7233s | menu they're preliminary |
7235s | and uh why gosh we're sticking by that |
7237s | they're preliminary we'll we'll yeah |
7239s | yeah refresh that more when we release |
7241s | it yeah maybe it's something that we can |
7243s | sort of more better Define and I think |
7246s | there's better communication that can |
7247s | happen there because I also think that |
7248s | like the fact like maybe the selection |
7251s | of that GPU to say that that's the |
7253s | minimum is accurate but it can maybe be |
7256s | misleading if people don't really know |
7258s | that yeah later model number doesn't |
7261s | mean faster than older model number uh |
7263s | and then so then maybe what we should do |
7265s | is |
7266s | should we pick a different model that's |
7268s | early that reflects it a little bit I |
7270s | don't know like I don't know maybe this |
7271s | is something we can do to clear up the |
7273s | confusion and then at that point if the |
7275s | confusion is cleared up and people |
7276s | aren't don't think that that's right |
7277s | then we can like tackle that issue but |
7278s | yeah so thank you so much Hannah for |
7280s | taking time to uh hang out and of course |
7283s | because you were here on the stream and |
7285s | um |
7286s | not working in the world the game has |
7288s | been delayed by what one or two weeks |
7290s | that's my two weeks yeah and we're also |
7293s | going to be sick after this so yeah |
7294s | we're working on the game and we weren't |
7297s | doing streams and making videos then it |
7299s | would be done even sooner yeah yeah all |
7302s | those tweets that delay the game by |
7303s | month yep |
7309s | you just saw how good I was it was I'm a |
7313s | pro essentially |
7314s | I could be the next level designer you |
7316s | don't know |
7317s | maybe I am the level designer well uh |
7320s | let's work on that I'll work on that |
7322s | yeah I'll I'll probably get a review uh |
7326s | notes after the stream from Hannah and |
7328s | then uh yeah I've got some uh I've got |
7330s | I've got some you got some tips for you |
7332s | yeah yeah |
7336s | um someone mentioned uh bear shot |
7338s | covering the world in foundations I've |
7340s | heard of this before I haven't looked |
7341s | into it I'll check it out later but |
7342s | thanks for letting me know |
7344s | um but yeah we'll wrap up now thank you |
7345s | so much Hannah for hanging out really |
7346s | appreciate it I think people really |
7347s | enjoy when you're on the streams and uh |
7349s | yeah yeah I enjoy being here nice thank |
7353s | you for all your hard work |
7355s | um well I can't wait to see it paved |
7368s | hey welcome back to the stream welcome |
7370s | everybody welcome |
7372s | another Tuesday Dev stream welcome |
7374s | everybody no did it just start over |
7376s | again no this is my worst nightmare in a |
7378s | Perpetual like agreement |
7381s | oh God it's extreme for you today guys |