faatal

faatal


31 Jul

Comment
    faatal on Forums - Thread - Direct

Don't know. I'm sure it could if we wanted to.

Probably no, but if it is an issue, we will deal with it.

No, but probably a few.


30 Jul

Comment
    faatal on Forums - Thread - Direct

A few weeks ago, Lathan added a block trigger system which will be used for the restore power quest. Multiple triggers, like switches, can be on a layer and blocks, like doors, can respond to them by doing something such as opening or closing.

Comment
    faatal on Forums - Thread - Direct

In A20, surprise, there are some switches that open doors where they drop and were then staying asleep.


You could also remove a block they were standing on.


29 Jul

Comment
    faatal on Forums - Thread - Direct

Damage or now also falling in A20 causes them to wake.

Comment
    faatal on Forums - Thread - Direct

It is in 3d. They can see in the direction their head is and hear all around. Feral Sense just makes the falloff with distance lower, so they see and hear farther.

Sleeper volumes don't even spawn zombies until you are near them, then those zombies are passive (can't see or hear) until you are at the edge of the volume, then feral sense matters.


Crops have no changes I'm aware of.


28 Jul

Comment
    faatal on Forums - Thread - Direct

Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21.


A big part of it was separating the collision mesh from the visual mesh as this change describes:

"Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)."

More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did.

It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle.


And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."

Comment
    faatal on Forums - Thread - Direct

No. We have a while to go yet, but lots of cool work is getting done.


I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.


25 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, but not likely.


23 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, I've not seen any skeletons.


22 Jul

Comment
    faatal on Forums - Thread - Direct

1 Don't think so other that addition of primitive guns

2 No


20 Jul

Comment
    faatal on Forums - Thread - Direct

That is generally true, but not all the time. At 4k on a RTX 2070 with higher video settings I become GPU bound, so end up turning some video settings down. DLSS would potentially save some GPU, giving a higher FPS without having to turn down some settings.


19 Jul

Comment
    faatal on Forums - Thread - Direct

Unity games don't make their own render pipeline. You use the built in one or one of the new scriptable ones. The scriptable ones let you make a ton of changes, but Unity is still doing the heavy lifting. Unity is still what talks to the graphics API (DX, OpenGL, Metal, Vulkan).

Not in A20.

I think we all like it. Not sure why anyone would not. I think it is top secret at this point, so if I showed you, I would have to....


16 Jul

Comment
    faatal on Forums - Thread - Direct

Yes, but it is a scale, not distance.


zombieTemplateMale is

Currently only zeds that are different are zbear at 1.2 and zdog at 1.6.

It does not mean anything expect our next game will probably be HDRP.

Comment
    faatal on Forums - Thread - Direct

Not likely. Any new graphics tech that Unity adds to the engine generally is done to the HD render pipeline (HDRP). We use the built in pipeline. Updating to HDRP is a large amount of work, so probably won't be done until our next game.

Comment
    faatal on Forums - Thread - Direct

Yes. Blood moon zombies are given targets. Senses don't matter.

Comment
    faatal on Forums - Thread - Direct

Feral sense is currently just Off, Day, Night, All.


We don't plan on more options changes for A20. Maybe by gold. For now you can change some of that in entityclasses.xml.


14 Jul

Comment
    faatal on Forums - Thread - Direct

It is not planned, but it could happen.


09 Jul

Comment
    faatal on Forums - Thread - Direct

I don't know what Lathan is testing, but the next version will be 19.6.

Comment
    faatal on Forums - Thread - Direct

1 That would be 19.6

2 Twitch and localization changes

3 Should be a normal release

4 No AI behavior changes in A20

I don't know of anyone using it and I could see it going away at some point.


08 Jul

Comment
    faatal on Forums - Thread - Direct

Friday b136 was made.




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