faatal

faatal


Comment
    faatal on Forums - Thread - Direct

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


Yesterday

Comment
    faatal on Forums - Thread - Direct

The pregen maps will be regenerated using the newer RWG, so they should be totally different.


19 Feb

Comment
    faatal on Forums - Thread - Direct

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

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

Comment
    faatal on Forums - Thread - Direct

How about: Optimized terrain updating

Comment
    faatal on Forums - Thread - Direct

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


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

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

Those peaked at 2ms spikes on my PC, on several frames, when new chunks load, adding to


18 Feb

Comment
    faatal on Forums - Thread - Direct

I am testing Unity 2020.2 currently. Only needed 3 code changes. Seems fine and is supposed to have some performance improvements. Feels a bit faster. 2020.3 (LTS) is supposed to be out soon, so A20 should end up being on that.


15 Feb

Comment
    faatal on Forums - Thread - Direct

Exp will have another update, so I just merged it to 19.4.

Comment
    faatal on Forums - Thread - Direct

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

Comment
    faatal on Forums - Thread - Direct

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


13 Feb

Comment
    faatal on Forums - Thread - Direct

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


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

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


09 Feb

Comment
    faatal on Forums - Thread - Direct

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

Comment
    faatal on Forums - Thread - Direct

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


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

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


06 Feb

Comment
    faatal on Forums - Thread - Direct

How their weapons will work has not be determined.


04 Feb

Comment
    faatal on Forums - Thread - Direct

I think many of the settings could use more choices, so I could see more being added, but possibly after a20.


02 Feb

Comment
    faatal on Forums - Thread - Direct

I have several months of work left for A20 exp, so it is not soon.


30 Jan

Comment
    faatal on Forums - Thread - Direct

I would guess yes. Not sure new game would matter. A bandit POI could just not spawn them if the option was turned off in an existing game.

Comment
    faatal on Forums - Thread - Direct

We are pretty much just trying to get tasks done. Dev talk should pick up as we get closer to A20 exp.

Comment
    faatal on Forums - Thread - Direct

Clouds/sky/weather are legacy systems. They work how previous devs made them and then we refactor them to better meet the final design of the game. The why of designs is often lost and in the end I don't care, we just need to make it work to meet the goals of shipping the game. I've been cleaning up and rewriting those systems as time permits, but it is a big WIP.


Some of what you describe are just side effects of a combination of things and it may change by the time we go gold.

Test features are usually for debugging and generally don't become normal features. I'm not sure w

Comment
    faatal on Forums - Thread - Direct

Correct. That list of features is just a list of what we plan to do. It may be months before someone works on it and often features will get pushed back, because it can't be done in time or at all due to unforeseen circumstances. As the alpha progresses, the list tends to get updated to reflect where we are at, but is no guarantee of anything.

We have bug tickets for such things, so eventually they should get looked at.

Basically yes. There are and may still be some global parts, but it is all WIP.

Not planned.

Comment
    faatal on Forums - Thread - Direct

No plans, but it could happen months from now.




devtrackers.gg