faatal

faatal



18 Oct

Comment
    faatal on Forums - Thread - Direct

Nothing with bandits is confirmed. They need to reach a certain functionality and quality level before initial release and we are short on time for A21.

Comment
    faatal on Forums - Thread - Direct

1 I have done AI, anim controller and weapon work for them, and have them spawning as wandering bandits, but there is a lot more work to be done.

2 General bugs.

3 Fixing bugs does not make for cool screenshots.

Comment
    faatal on Forums - Thread - Direct

Yes, since we will want bandits doing some idle movements, but it will probably be confined to their volume or part of the volume. Zombies would just use it too.


14 Oct

Comment
    faatal on Forums - Thread - Direct

Newer doors are using mesh colliders, so colliders do not cover the holes in the door. Meaning you can shoot or hit through.

Comment
    faatal on Forums - Thread - Direct

I ported the penetration code from ranged to melee, so in certain cases the spear can...


10 Oct

Comment
    faatal on Forums - Thread - Direct

Thanks for the info. I looked at that today and in testing, it both looked worse and had lower FPS than just switching to a lower resolution. FSR 2 is probably much better, but it appears a lot more complicated to integrate.


07 Oct

Comment
    faatal on Forums - Thread - Direct

If it is not a new technology being developed by Unity using the built in render pipeline (old, so they won't), then it would be a no. Or some driver level feature that works outside the game.


16 Sep

Comment
    faatal on Forums - Thread - Direct

It is too early. We have not started the A21 list yet.
There are many bugs to be fixed and no doubt many more to be found, but there is a good amount of play testing going on, so it is certainly playable now.

A21 should be on Unity 2021.3.x, which is a year newer version than A20 uses.


We are not planning on switching 7dtd to HDRP, which means newer graphics features like that are not available to us.


10 Sep

Comment
    faatal on Forums - Thread - Direct

1 The game timer should work fine down to 20 FPS as that is the tick rate. A consultant did find a problem with the tick timing, but I think that was just dedi.

2 Lots of computations equals slower FPS. Cause and effect.

3 I would like DX12 to work as well as DX11, but that generally depends on Unity.

4 It is possible, but that takes a lot of programmer time. I'd rather have something on the main thread run faster, which benefits everyone, than try to use extra cores that only some PCs will have.


09 Sep

Comment
    faatal on Forums - Thread - Direct

1 The advance/retreat to cover is coming along. Steve is working on that.

2 Player swimming motion rework, which turned into handling move states in our code (mostly), not UFPS. That lead to some bugs which prompted cleanup of multiple pieces of code doing various checks for in water (in water, swimming, head in water). Camera and head in water were treated the same, which they are not when you consider 3rd person camera, like driving.


02 Aug

Comment
    faatal on Forums - Thread - Direct

Bandits use player animations (and some zombie anims) and player animations are going through a lot of changes, so it will be different.


23 Jul

Comment
    faatal on Forums - Thread - Direct

1 In A21. I think most have been replaced at this point.

2 TAA needs the flicker or it does not work.

3 It probably needs HDRP.

Comment
    faatal on Forums - Thread - Direct

You collect "Water". It is shown as water in a jar. When you use it, it adds water to the player and disappears.

Comment
    faatal on Forums - Thread - Direct

They should, but I have yet to find a working machine.


22 Jul

Comment
    faatal on Forums - Thread - Direct

I've been doing some overall play testing lately. My current game (8k RWG and default settings) is starting day 4. The water struggle is real. I've had to drink about 5 bottles of murky water so far and managed to not get dysentery. I can boil water now and make 2 kinds of tea. I've never been so excited to loot a red tea. Tea is +4 water over boiled, so definitely making tea. Got my water back up to 90%, but the only drink I currently have is one golden rod tea. Trader so far has had no water. I know how to make the dew collector, but don't have the filter. Hopefully I can find a filter at a trader.

Comment
    faatal on Forums - Thread - Direct

1 Not planning on them looting anything. If time permits, they may get some fun bonus abilities, but that is a big if.

2 They move like zombies, so jump/crouch and any future modes of movement.

3 Not decided.

4 Both. Lite ones fast and heavies less fast. Stamina use is not planned.

5 Don't know if art has plans for that.

6 Feet.

7 No. If they could loot your corpse, they would take your dukes, but as it said....bonus.

Yes. Chunk distance is quite far. That final LOD culling is important to performance, else you are paying for a lot of draw calls, even if it was just a billboard.


21 Jul

Comment
    faatal on Forums - Thread - Direct

It already does that. Block models are Unity prefabs. Most have LODGroup components in them which determines the render height at which each LOD is shown and when it is culled. Getting them consistent with each other is a challenge as there are many heights and differing amounts of LODs. You also want more trivial models to disappear sooner.


The Video>Quality>Object Quality setting determines how quickly distance causes it to step through those LODs, but it gets expensive using the higher settings. Is actually one of the more expensive graphics settings.

Comment
    faatal on Forums - Thread - Direct

We would not track weather on a container. It would be of the world and not per player. My point was, I'm not spending time tracking weather on anything.

The idea is to have balanced systems. Not have useless parts of the game. Balance takes time and is subjective.


20 Jul

Comment
    faatal on Forums - Thread - Direct

There are ways to make it work, but they would require a good amount of work, which we do not have the time for in a21.

Weather does not have a history. It could, but it would need to track many days worth and for every biome.

Comment
    faatal on Forums - Thread - Direct

Unloaded chunks and weather don't mix, so there is no current way to make it work with rain.