faatal

faatal



27 Apr

Comment
    faatal on Forums - Thread - Direct

We are planning to release a .5.

Don't know.

Comment
    faatal on Forums - Thread - Direct

We can't have it in the Mods folder for installing from the Microsoft store or Game Pass, because MS does not want users changing files in the install location.


We already allow you to specify a location on the command line for data files, which you could specify in the launcher. You can then place a Mods folder there.

-UserDataFolder=x:\7DTDData


It can also be set in the serverconfig.xml file.


25 Apr

Comment
    faatal on Forums - Thread - Direct

Skyscraper windows are expensive and need to be improved. I actually have a meeting tomorrow to discuss with art/design devs.

If we ever add a helicopter, it will fly like a helicopter and be able to hover. A gyrocopter flies like an airplane.


20 Apr

Comment
    faatal on Forums - Thread - Direct

Zombies are random within their sleeper volumes as far as which sleeper blocks they pick and the count of zombies, but it is up to the designers to set. If they put 3 sleeper blocks in a room and set it to spawn 2-3 then there is not many variations available to the spawning code.


Wandering zombies has been discussed and we will probably do some of that, but we have many higher priority tasks to work on currently.


There is actually a bug passed to me today about reset POI helper blocks not being random, so it could be effecting zombie spawns too.


19 Apr

Comment
    faatal on Forums - Thread - Direct

A lot of progress has been made on it, but it has months of work to go.

Comment
    faatal on Forums - Thread - Direct

Bandits counts would scale like zombie counts at a simple ratio of how much overhead they are vs a zombie.

Comment
    faatal on Forums - Thread - Direct

It means zombie will hit blocks that are supporting buildings that they would not hit before. Say you build a bunch of poles and a platform above and stand on it. They will now hit the poles and not just wander around.

I'd like to drive it, but it will not be driveable due to how it was modeled. Opaque windows, no interior and 2 piece attached wheels. It is more efficient that way, but not usable for me.


15 Apr

Comment
    faatal on Forums - Thread - Direct

When a zombie goes to destroy a block for destroy area mode, it would attack it because the block was in the way. On a partial block they would enter it and not attack it because it was not an actual obstacle. Now they know to attack those blocks when there are near them and not just walk inside it.


14 Apr

Comment
    faatal on Forums - Thread - Direct

Maybe. Depends on what you consider scantily.


13 Apr

Comment
    faatal on Forums - Thread - Direct

No. Bandits have their own specific clothes for each bandit type and tier.

1 Yes

2 No. The plan is they will crouch and/or find cover

3 No

4 Yes

5 No talk, but they might use the new system the zombies have, but it is not trivial to set up on each model

6 Nothing to show right now. Still cleaning up zombie systems for bandit use and other bugs like ragdoll problems


08 Apr

Comment
    faatal on Forums - Thread - Direct

They should be able to just like zombies can fight animals.

I don't know.

Still a thing. We have a programmer working on it full time.


01 Apr

Comment
    faatal on Forums - Thread - Direct

Sure, I've looked at it, but it works about as well as Vulkan in Unity. Unity is supposedly making a push to improve DX12 support. I saw it on their roadmap. Maybe next year.

Comment
    faatal on Forums - Thread - Direct

I'm not against decision trees for any reason other than I don't need them for what I want to do. What we have now could be called decision lists, which are lists of tasks that get checked in order. Bandits will probably have more task types added to support new behaviors.


The key thing I'm doing now is a full cleanup of the zombie controller parameters, states and transitions and their avatar controller code, to get ready to be copied for the bandits, as I don't want the bandits starting from some legacy mess.


31 Mar

Comment
    faatal on Forums - Thread - Direct

The number of bandits that are spawned at any one time. Say a bandit takes x2 the performance of a zombie, then I would not want more that half of them in the world compared to the number of zombies a computer can manage and still have a reasonable FPS. Now that does not mean the world will have bandits everywhere. That depends on game play goals. I would like bandits to be rare, because this is a zombie game and 99% of the population is dead or a zombie.

Comment
    faatal on Forums - Thread - Direct

EAI has been optimized over the years I've been working on it and UAI being dead, I have not touched it. I do plan to remove it at some point, but hopefully the bandit framework will be adequate to extend from for modders.


Good bandit performance and numbers is a goal, so they will run adequately on all systems.

It is still in the works. There were some issues with platform changes and then there was a bad merge of some of my changes that they backed out and may end up having to hand merge.


29 Mar

Comment
    faatal on Forums - Thread - Direct

Optimizations are not really in progress. They just happen occasionally as I or someone else sees something to optimize. It happens throughout the development process.


Min specs should not be changing from what they are now, but we just recently increased the CPU core/frequency specs. Min spec means you can run the game, but not necessarily every feature or mod well or at all. Dynamic mesh is a good example. I would not be using it at min spec, but it is not something we enforce.


Nav is 6k.


Thanks for playing.

Not decided. Will depend on how it impacts game play.

Comment
    faatal on Forums - Thread - Direct

Bandits kill squads could be as simple as a blood moon, but instead with a set group of bandits at whatever time it decided to spawn.

We will have to wait and see.

Probably. Should be higher as bandits will be more rare.


25 Mar

Comment
    faatal on Forums - Thread - Direct

Bandits of the same faction will have some type of coordination.

Comment
    faatal on Forums - Thread - Direct

There should be melee and ranged bandits. Some may do both. Melee are the first ones I'm working on.

They will be hostile. Possibly later there could be neutral or friendly ones belonging to a faction. They will not loot stuff or destroy things unless they are in their way just like the AI currently does.

They are zombies with weapons, but with different behavior. Like they will hide in cover and wait to ambush you.


24 Mar

Comment
    faatal on Forums - Thread - Direct

It is a model an artist is working on, so finalish.