faatal

faatal



03 Oct

Comment
    faatal on Forums - Thread - Direct

I've seen some confusion on the net effect of the stealth changes in 1.1, so for clarity:

Overall player stealth was nerfed as it was OP.

buff - "Stealth is less affected by player movement and ramps up over time"

nerf - "Balanced stealth effectiveness for all combinations of perks, armor and light levels"

nerf - "Reduced distance from and radius that AI picks to investigate near the target"
nerf - "Balanced stealth world and block ambient light"

nerf - "Balanced player stealth enemy search duration reduction from perks and armor"

buff - "Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments"

nerf - "Increased bear and dire wolf sight and hearing"

However a zombies get somewhere away from all players, the effect is the same. They despawn. Zombies also don't hunt you. They may come at you initially if they see you...

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02 Oct

Comment
    faatal on Forums - Thread - Direct

There is another game that will probably be U6+/HDRP, but that is years away, so don't get excited now.

Comment
    faatal on Forums - Thread - Direct

When I say 15% to 20%+ boost, that is typical FPS boost, not some special case. Each camera uses a lot of main thread CPU for setup and culling.


Unity 6 LTS update is the plan. Much of those U6 perf gains are for SRP (HDRP), which would require a full graphics system update (shaders, lights, postprocessing), so not anytime soon for 7days or maybe ever. We are doing HDRP in our next Unity game, so we are going through those issues now and they are huge.


01 Oct

Comment
    faatal on Forums - Thread - Direct

1 There could be a 1.3.

2 There are big and small optimizations we are working on. A big one is the merging of the weapon camera into the main camera, which is giving a 15% to 20% performance boost or even higher in some cases. The merge effected a variety of things with hands/weapons poking through walls and FOV and shadow differences, but is mostly complete and should be in 1.2.

3 People on the team did not like the smaller numbers and I don't care as those numbers are free.


Thanks, I was laying low, recovering from 1.0 and getting some of my days off.

Comment
    faatal on Forums - Thread - Direct

I don't see any reason why we would not want to support newer consoles if their performance is equal or better than the current gen.

Comment
    faatal on Forums - Thread - Direct

That bug is one of many things I am working on currently, but it is not a simple fix. Basically you can't get too far away (about 30m) from min script spawned zombies or they will despawn while min script is still waiting for them to die. They do need to despawn in some cases, so it gets complicated. Hopefully fixed in 1.2.


01 Aug

Comment
    faatal on Forums - Thread - Direct

If you don't play multiplayer, then you would not see the message. Being that it is a warning, you would never see the message unless you look at the console or log for them.


Unity used to not care about you setting velocities on a kinematic RigidBody and then in 2022 they added a warning to tell you the velocity does not do anything because kinematic objects are not moved by velocities. Warnings don't break the game. I log plenty or these every day for all manner of testing. They are the same as a normal log message except they say "warning". Now, if there is a lot of spam of any type of message then it may cause a small performance hit, but it should not crash.


I found two places in vehicle code where it happens and fixed them. One seems to be an actual bug where the vehicle would not have its velocity transferred when the server resumes ownership of the vehicle.


30 Jul

Comment
    faatal on Forums - Thread - Direct

Your controller turning off when using keyboard and mouse is not under control of a game. That is what the Xbox OS does. Allan discovered that if you removed the controller batteries and plug it into the console, the controller will stay on.

Smell would be nice to have again, but there is a giant pile of things that would be nice to do. The pile is always bigger than the amount of time we have, so we have to prioritize what we work on.


29 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, but the data seems to be gone, so there is no getting it back. It stinks, but games have bugs. This was a rare bug that required just the right timing between multiple threads for it to happen. Even when we knew exactly what we were looking for, we only saw it happen once between several different people testing just crates loading and unloading for hours.

Comment
    faatal on Forums - Thread - Direct

Curse those multiverses!

Comment
    faatal on Forums - Thread - Direct

If it says b334, then that is the fix.

Comment
    faatal on Forums - Thread - Direct

That is why we are switching to the Omega versioning system. It involves time travel, where you go back in time to fix bugs before they can be born.


"They would reshape the Future by changing the Past. The plan required something that felt no pity. No pain. No fear. Something unstoppable. They created the Terminator."


The Buginator will be unleashed soon, but since the past will change, we will no longer remember this conversation..........

Comment
    faatal on Forums - Thread - Direct

The game has to allocate the world storage estimate up front due to how the console file systems work. The size is based on the Chunk Persistence setting. Lower the value to use less save space. You can also archive worlds which converts it to the basic files without the padding, so it is much smaller. It is very fast as these consoles have SSD storage.

Comment
    faatal on Forums - Thread - Direct

That does not sound like the same issue with empty storage chests as the only thing changes with that bug is the loss of what was inside the chests. That sounds like chunks being reset. Chunks reset based on the Chunk Persistence setting unless there is a bed roll, land claim or players being in the area more often than the timer. Did you have any bedrolls or land claims near them? Did you place bed rolls in another area (there can be only one active)? What is persistence set to? Were both of you away from the area for an extended amount of time?


28 Jul

Comment
    faatal on Forums - Thread - Direct

Should be fixed.

Comment
    faatal on Forums - Thread - Direct

We have spent many hours looking at this and have yet to determine why it happens on Xbox. PC/Mac/Linux and PS5 seem fine. Consoles have profanity filter code as required by MS/Sony that adjusts the text. XBox does it very differently from PS5. I think it is a timing issue with tile read/write vs profanity threads, but have yet to see it fail for me. If the name is blank, then no filtering, so if the bug does not happen in that case, then we know it is the filter, else it is something with the read/write code.

Comment
    faatal on Forums - Thread - Direct

Yes, we have cross play working in testing. Due to the additional time required for testing and fixes and getting the required permissions from MS and Sony, it was delayed until after the 1.0 release.

Comment
    faatal on Forums - Thread - Direct

I have heard of no plans for new weapons or ammo or books, but it is possible. No plans for fishing, but someday I could see the game or a sequel having some water based creatures. Paid DLC has been talked about, but nothing specific that I know of yet.


26 Jul

Comment
    faatal on Forums - Thread - Direct

Correct. The current roadmap for biome progression, bandits and story are normal free updates to the game. I saw someone on Steam shouting that it was all paid DLC. Clearly they could not read.

Any feature we release should be seen in an experimental beforehand. I believe I said before that I was not doing it for 1.0. I have had way too many other things to deal with. Possibly for a 1.5 or 2.0 version.

Comment
    faatal on Forums - Thread - Direct

b333 was experimental and since it tested fine, was switched to stable. As far as I recall, every stable update we have done in many years is preceded by experimental versions, which once we are done and the final one tests fine, it then turns into the new stable.


Testing experimentals tells us that those exact builds, for all 3 platforms, each with client/dedi versions, tested well for a variety of people.