faatal

faatal



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.


23 Mar

Comment
    faatal on Forums - Thread - Direct

Yep, this bug was again addressed for what appeared to be the last time like a year ago. This is the first time it has been mentioned since then.

AI does not see backpacks.

Comment
    faatal on Forums - Thread - Direct

Not likely. That would probably have to go through Unity and I have not seen Unity mention it.


More time seems to be spent processing data than loading it. I was just saying today, we need more improvements on processing data, because if we had infinite data read speeds, load times would probably still not be much faster.


22 Mar

Comment
    faatal on Forums - Thread - Direct

I don't know what the average POI designer typically does for rooms, but they should already be able to include the wall inside the volume. Now volumes are not meant to include the full 1m wall thickness plus all of where you can stand beyond them (just a little) as we don't usually want you beating on walls and waking up the volume.

Comment
    faatal on Forums - Thread - Direct

1 Depends on performance. Currently water is not infinite, so it would drain the higher portion.

2 I'd would guess they will add some as they improve POIs.

3 There is always a chance.

4 Not that I know

5 Should be wandering and inside POIs

Comment
    faatal on Forums - Thread - Direct

Well, the only feature I can confirm about a21 right now is, we won't release it until it has some new features.

I would like to have more vehicle choices. I saw a picture of a sweet new police car model today that made me want to drive it, but I'm currently not allotting time to it for a21. In the end it could happen if I find some time and the art is setup for it.


17 Mar

Comment
    faatal on Forums - Thread - Direct

Water is making good progress, so there is a good chance it will be in A21.


05 Mar

Comment
    faatal on Forums - Thread - Direct

It depends when all the main features of a21 get done. We don't have any giant features like the RWG overhaul in a20, so hopefully it will take less time than a20, but we can't say for sure as many of the features are still big changes like the water overhaul.


04 Mar

Comment
    faatal on Forums - Thread - Direct

1 They will be an improved version of the zombie AI.

2 We have a programmer working full time on water. He has a new simulation for water flow working and has a lot of details to sort out. I would like to see the raft, but how it fits into game play is unclear.

3 Zeds 1m maybe, but not a focus for a21. Wandering would be looked at for bandits, but once it works, then zeds might be able to use it too.

4 More would be nice, but don't know.

5 Not by much. I don't think we will be tossing a bunch of bandits out there while a lot of zeds are spawned.

Comment
    faatal on Forums - Thread - Direct

We are planning on updating to 2021 LTS when it releases.


We generally pick a stable version and stick with it for a while and then update as appropriate. Unity updates sometimes require code changes or break things, like a more recent version of 2020.3 causes a null ref in some animation code. I will need to look at that if it still happens in 2021.

No vehicle weapon plans for A21. Beyond that I don't know.