faatal

faatal



09 Dec

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    faatal on Forums - Thread - Direct

This is not just people on the forum. Many TFP employees would like it darker, myself included.
Ambient light and moon light brightness reduction only happens at a Brightness setting below 50% and 50% is the default, so it is not changing the defaults.

Helmet lamp was a sensible balance adjustment, because the range was way too long and longer ranges lead to worse performance and I actually increased the brightness a bit to compensate for the reduced range as brightness decreases with distance.

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    faatal on Forums - Thread - Direct

I think that our description is wrong as we already had FSR 3.1. We updated the wrapper library, so 3.1 to 3.1. The fixes we made were for how our code was using it which caused some blurring.


08 Dec

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    faatal on Forums - Thread - Direct

The 64 setting is still there, but the game was already clamping that number with multiple players. Now what the game does with that number is more aggressive. I just played two BMs with two other players with it at 64 and the reduced number of zombies was not missed. We had plenty to kill.

This stuff is not locked in stone. As hardware changes or other optimizations happen, it can be changed.

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    faatal on Forums - Thread - Direct

We all work out of a shared code base (trunk) and code has console checks if a feature needs to be enabled or work differently on console. That code base is used to make daily PC/Mac/Linux builds. Titanium also makes console builds of that as needed. Testers can grab those PC/Mac/Linux or console builds whenever they want to update and test. Currently we also merge trunk code changes to a V1 branch for experimental and stable releases as many changes to trunk are only for 2.0.

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    faatal on Forums - Thread - Direct

I don't know as I don't deal with that, but it should just be a one time thing, unless major new content gets added.


07 Dec

Comment
    faatal on Forums - Thread - Direct

It says "weather system and biome progression overhaul".

The people doing the work are overhauling it. Now what you guess that to mean and what we are actually doing could be completely different. I would describe it more as progression, but sure it is weather in the sense that you get hot in the desert and freeze in the snow, both causing you to start dying. You cough from smoke in the burnt forest and soak up radiation in the wasteland also leading to death. That is cosmetics to me, because overcoming those problems is the challenge and is progression.

Remember we are a team of dozens of people, with lots of opinions, so ideas often get shot down or changed as we go. Bandits are a good example, as I have a well formed idea in my head of how they will be, but once the teams starts play testing them, that will change and my opinions will change. I may not even like some of those changes, but it is a team effort and I do my job.

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    faatal on Forums - Thread - Direct

Bloodmoon parties (which is now players within 80m of any other player added to the party) now cap the amount of enemies spawned at one time to 30 (subject to change) to improve FPS. An 8 player group with the default setting of 8 per player, would have gotten 64 active enemies. To compensate for less enemies, the game stage increases based on the ratio. The game has global enemy caps and game stage maxAlive caps, but this helps with the specific case of FPS tanking during blood moons for a BM party.

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    faatal on Forums - Thread - Direct

Titanium primarily works on console and doing technical improvements. Occasionally a redesign, like the controller revamp, will be done by one of them.

It means when the TV is on, it plays the sound. Yes, some of our descriptions could be better.


Animal spawns may need to be balanced downward due to my fix with biome spawn timers getting broken, which happened a lot as players entered and then left areas. Part of the fix detects old broken timers, so each area will start spawning again, but the increase may be short lived as it evens out over time.

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    faatal on Forums - Thread - Direct

A container in Unity is a GameObject that holds a bunch of child objects in a group of a similare type and is commonly used in Unity games. In this case we had all spawned vehicles under Entities/Cars. Unity combines all the child object transforms with each root level object in the scene, so adding or removing children, like spawning a vehicle, causes that array of transforms to change and recalculations happen. It is more optimal to just store individual objects in the root and not use containers, but then it is harder to debug a scene with thousands of objects. I have been moving a variety of object types out of containers, like trees, object pools, chunks and now vehicles. Each of these is a small optimization, but added together equals decent gains.


Bloodmoon parties are formed from players near each other. It used to be 30m and now is 80m, which make a lot more sense, since two players could be on the opposite sides of a large base when the bl...

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    faatal on Forums - Thread - Direct

It looks like all these questions were answered by our post here:
https://7daystodie.com/winter-patch/


Keep in mind that every date we give about pretty much anything is subject to change. Unlike many game companies we do not throw releases out the door just to hit dates, nor do we death march employees to hit dates, although many employees put in a lot of overtime out of duty to the company and/or our customers. It is done when we feel it is done.

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    faatal on Forums - Thread - Direct

For those CPUs I would definitely update the BIOS if you play any games or any other high performance programs.

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    faatal on Forums - Thread - Direct

Yes, it is tiers of protection based on consumables, possibly a mod and finally the full protection. It is more complex than the old stuff as it uses the challenge system with things you have to do or make both in and out of the biome. The goal is simulating learning how to survive without making it too easy or too grindy in the typical way video games simulate anything, which has little to do with realism. It is very much in flux, so that is as specific as I will get for now.

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    faatal on Forums - Thread - Direct

I have never updated a BIOS for any game ever.


A null ref is when code accesses an object that does not exist, is very common in development and can happen in tons of places in code. You have to look at the call stack to know what function was doing the access and call stacks are not shown in the console, only in the log.


06 Dec

Comment
    faatal on Forums - Thread - Direct

It is both. It has more choices now for quality and some issues were fixed with it being blurrier than it should be.
There will always be some ghosting as some objects can't have motion vectors.

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    faatal on Forums - Thread - Direct

1.2 exp is getting another build soon. Hopefully it goes stable in a week or two.

There should be a 1.3 next year as we still have a few other things to put out before 2.0.

Comment
    faatal on Forums - Thread - Direct

1. Maybe 4 weeks. One of our console programmers did the work. Post processing had to be merged from both cameras and a few mods to it. Hands clipping through walls using matrix tricks and shadow fixes from issues with that. FSR was updated. I did fix a light random overbright issue with the player held torch as it had a light for each camera.

2. Low priority

3. I don't know that we have any big ones left. It is a lot of little tweaks to get 1% here or 3% there. Like I am finishing changes to create entity nav object UI elements on demand instead of when spawned, which uses a bit less CPU and makes less garbage generation. Hours of work and testing for small gains.

We have a ton of stuff to do for like a year, so new features like that don't fit in unless we see some need in the overall plan.

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    faatal on Forums - Thread - Direct

Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.


Weather itself has not changed, but it could.

Comment
    faatal on Forums - Thread - Direct

I just fixed this one. Should be in next exp update.
Was hard to track down as it was a stale position value in vehicle camera code after a world origin shift happened.


05 Dec

Comment
    faatal on Forums - Thread - Direct

Now that 1.2 exp is out, I can say that crossplay was approved on console for peer to peer games. Joining dedi servers is in the works.

w

Well, it really just depends on what new bugs we find and how fast they get fixed.

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    faatal on Forums - Thread - Direct

No storage mod in 1.2 or probably 2.0 either.

Most of those are in. Not pig.

Mostly been working on optimizations for 1.2 and some bug fixing.

We are working on 1.2 and 2.0. 2.0 will be next year.