A21 weather should be the same. It was just a bug fix so it looks the same on server and clients.
A21 weather should be the same. It was just a bug fix so it looks the same on server and clients.
There was an issue with one of the weather values not syncing across the network, which was fixed several months ago (a21).
Yes, it would be possible.
Me too.
Disabled. Some data removed.
A21 does not have any big UI changes. There are a few smaller changes here and there.
The game has many optimizations already in it or it would be running at something like 5 FPS. A complex game with no optimizations would be unplayable. The goal is to continue adding optimizations to what has already been done.
Lots of things, mostly bugs. Currently POI imposter flickering between road paint vs the block below it, which probably started from the console guys reducing many vertex positions from 32 to 16 bits to save memory. The blocks below don't even need to be there, so fixing it is also an optimization. Console has tight memory constraints, so they are working hard to bring that down, which will also bring PC mem use down too.
Basically 0% chance at this point. I'm putting my efforts towards must-fixes, before we even start the MF list. Also various features that are not quite done, and code changes to support balancing changes as people who are play testing discover issues.
The water voxel is 16 bits. It is a mass value. Water and blocks can both be in a voxel. Water looks at blocks to see if it can flow through. Rotation/shape of blocks is not a consideration as it would be complex and possibly very slow.
This will remove the chunk's data and when you visit it again, it is recreated as it was before. Some parts may randomize, like grass, but parts like POIs should come back the same. This will reduce save game sizes, which is actually needed for console, as our worlds can get huge and max out your save space.
This feature will be off by default in all cases. Safer than having players getting areas reset for no apparent reason.
Releasing a build by a date can be done many ways. We are not doing a toss it out at some date regardless of how it works. We are doing what features can be done by a date (month/season, not an exact date) and then polish and bug fix THOSE features. If those features are not ready, then the date will slip until they are.
Those changes have been done for months. Our test servers are running fine with the normal number of players we test with. The changes mainly reduced the amount and frequency of network data sent and improved entity movement interpolation. As to how that would effect high player count servers, it might be better or the bottlenecks could be elsewhere.
There are other reasons to want a release. Many people, myself included, have worked on other features. They want their work out there too and we also want feedback on those changes. Waiting on features often leads to a feedback loop of, while other devs waited, they did stuff, so you now need to wait for that to be done, so others do stuff and you wait. Where does it end??? I'd rather make dates and get new things out on some regular basis. If not done, then feature skips to next release.
It truly was edge of your seat stuff. The bugs, the raid, the splatter, the cleanup. High fives all around.
As I was saying.......
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.
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.
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.
Newer doors are using mesh colliders, so colliders do not cover the holes in the door. Meaning you can shoot or hit through.
I ported the penetration code from ranged to melee, so in certain cases the spear can...
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.
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.
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.
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.