faatal

faatal



21 Jan

Comment
    faatal on Forums - Thread - Direct

Fine.

Sure, I fixed the reflection probe bug.


20 Jan

Comment
    faatal on Forums - Thread - Direct

Some or all animal models were in the works to be fixed, a few worked on, but put on hold for other art updates.
I don't know if we have plans for the anims, but they are ugly and should get improved at some point.

Comment
    faatal on Forums - Thread - Direct

I'm not going to do it in any form, because I'm not designing this stuff. The point of the feature change was that you don't get to scoop out endless water from lake/rivers. My toxic suggestion was just a way to make it plausible why it is useless, not a way to loop back around so players can clean it and end up with tons of water. Dew collectors serve as that mechanism, if you built a lot.

There are many changes to RWG in a21, which means old bugs may be gone or still there and there will probably be new ones.

Comment
    faatal on Forums - Thread - Direct

1 I don't think so

2 No

3 Most if not all

4 45, but they are still coming in

5 Mostly

6 Reflection probe texture corruption bug fix and blending improvement


15 Jan

Comment
    faatal on Forums - Thread - Direct

Toxic water is a solution I've thought would work, but it means no drinking from lakes and maybe swimming causes health loss, so not as nice to players.
Or radioactive...


10 Jan

Comment
    faatal on Forums - Thread - Direct

It depends. A container with 10 feathers would reduce to 5, but if there was going to be 1 item in the chest, then you now have a 50% chance of it being there. The system does not try to replace your 1 item, with a crappier 1 item.

Comment
    faatal on Forums - Thread - Direct

RWG has not done processing on the GPU for a year or two, so the server generation should be similar and with a21 also faster.

Most everything in this thread, the rest, not much.


No Java. 7dtd is C# in Unity.

https://thefunpimps.com/jobs/


The kraken is still awakening.


09 Jan

Comment
    faatal on Forums - Thread - Direct

Well, I tested them as I was the one making the changes, but not yet as far as a long term play session goes. That is what Joel is doing.

The short one!

Comment
    faatal on Forums - Thread - Direct

Holidays were good. I did a lot of game playing of around half a dozen games.


I mostly worked on bugs and tweaks this week. Not the type of stuff that makes for interesting pictures.


Sorry, I have no time for feature requests in the near future.

Comment
    faatal on Forums - Thread - Direct

Yes, I am reading this stuff.
I actually generated an 8K RWG (in 1:45!) yesterday and played a few hours. Feels pretty good to me. After 2 days, I'm close to making my first dew collector, but need a bit more coin to buy the filter. My biggest complaint was that combat hits feel bland, probably by comparison to some of the games I played over the holidays.

Joel is actually what is motivating the vehicle damage changes. He just had me tweak more values on Friday.


04 Jan

Comment
    faatal on Forums - Thread - Direct

It may seem like that, but A17 took 1.5 years and A20 was about 1.4 years.


Hopefully we will be less than those with A21.

Comment
    faatal on Forums - Thread - Direct

1 Yes, they have a view angle, distance and it uses ray casts to check for obstacles.

2 Smell is different code, that looked at distance and inventory items. It is disabled, but some of the code is still in there. Heat map is different as it tracks general activity in an area and then spawns a scout/screamer.

Comment
    faatal on Forums - Thread - Direct

Feral sense is an extension of a feature. Seeing and hearing. No smelling involved.


29 Dec

Comment
    faatal on Forums - Thread - Direct

It is not a new system, just an improvement of the current system.


I would like to see some indicator of high damage. Might just start with particle smoke coming off them.

Not sure. I would guess the new player outfit models would change how the arms look, but don't know if that includes the hands.


24 Dec

Comment
    faatal on Forums - Thread - Direct

Vehicles exploding was added in 2018. As I was trying to point out, you might get to see it explode now, because you can actually get enough vehicle damage in typical game play to get it to the point where it can explode.


I don't know any of us that have played DF.

Not that I know of.


23 Dec

Comment
    faatal on Forums - Thread - Direct

No shooting.
The 4x4 has more than one. Driver and passenger and with seat mod, you get 2 more in the back.

No plans for touching that.


22 Dec

Comment
    faatal on Forums - Thread - Direct

More vehicle improvements for A21:
Ragdolls from death have a short time they can still collide with vehicles (was boring before as they slid through vehicles).
Improved vehicle hit forces on ragdolls (accurate body hits for more realistic tossing/spinning and those hits are a higher percent of damage, so more blood).
Vehicle hits can cause dismemberment.

Comment
    faatal on Forums - Thread - Direct

No change, but it could probably be fixed by having the projectile continue to raycast after hit and if collider gone, then it falls.


The particle issue is a different system, so fixing one does nothing for the other.

I've heard it mentioned, but was never seriously planned, so not on my radar.


21 Dec

Comment
    faatal on Forums - Thread - Direct

At 1 it stays there and each time it takes damage, there is a chance it explodes and goes to 0 health. Since it takes more damage now, you might actually get to see one explode.

Comment
    faatal on Forums - Thread - Direct

It could be changed, but we would have to spend time to look at the issue involves with flipping it back and where you appear coming out and if we even like it that way.