faatal

faatal



07 Dec

Comment
    faatal on Forums - Thread - Direct

The stealth check is in there. It is per zombie.


06 Dec

Comment
    faatal on Forums - Thread - Direct

Not disabled. Using in New game UI or Advanced gen UI are both enabled.

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    faatal on Forums - Thread - Direct

Nice! What CPU/GPU and video res?

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    faatal on Forums - Thread - Direct

It is a Unity effect and Justin and I have already tweaked it as good as we could. Increasing the blending actually causes motion blur, so we kept it low. We would have to customize their code to get it any better. Or they could update it, but they don't really improve the built in rendering pipeline anymore.

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    faatal on Forums - Thread - Direct

I spent many hour this weekend fixing some block entity culling issues. It should be greatly improved.


Sleeper volumes are 3d, so they are already managed vertically.

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    faatal on Forums - Thread - Direct

In New Game it should show as a choice in Game World, like pregens do.

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    faatal on Forums - Thread - Direct

The meeting was at 11 AM, but I said noon in a post/chat/something since anything can change and people don't need to know every exact detail, since they love to tie you to it.

Just a lot of things hitting the main thread leading to spikes. I've spent the last year occasionally hunting the spikes and reducing them. A big one was chunk collider mesh baking, which now happens on a separate thread.

CM now causes certain blocks to not reduce in count, which makes it easier on POI designers.


CM is off by default, but if player does not wipe all their files, it could cause odd issues.

Comment
    faatal on Forums - Thread - Direct

There was no time set. We just made the hopefully final build and are still testing. Any date/time we give is of course going to differ with all the time zones that are in the world and potentially be after midnight for some people.

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    faatal on Forums - Thread - Direct

One of the first things I noticed on Friday. I've spent many hours this weekend analyzing and fixing. Found our block entities were the issue with no culling or bad culling distances. Code now adds missing culling, enforces a minimum and warns us if devs don't set any renderers for a LOD level. Got big FPS boosts. Ultra Object Quality has also been reduced a bit, since this was hurting their FPS for little visual difference.


MP paint bug was also fixed. Saw TexCubSF having trouble with his group not seeing each other's paint.


Perfect examples of how streamer weekend allows us to watch real players test the game and fix stuff before a ton of people get hit with the issues, which would make for lots of complaints and duplicate bug reports. Now we could have our own testers play the game and somehow stream it, so we could watch and do the same fixing, but it would still release on Monday either way. Our own testers wou...

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    faatal on Forums - Thread - Direct

Massively positive. Maybe 90%. You always get the 10% who liked whatever some other way.

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    faatal on Forums - Thread - Direct

We have made 3 builds since the streamer release and there is no final build yet, so we don't know. The team will be meeting around noon to discuss.


05 Dec

Comment
    faatal on Forums - Thread - Direct

We do as needed or if people choose to. There were 11 changes to SVN today by 6 different people and many are watching streamers, testing and making bug tickets.

I do at normal times, but releasing is not a normal time.

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    faatal on Forums - Thread - Direct

I understand your point. There is value in planning and many people work better with a strong structure. I'm self motivated and just tend to like to jump around and work on multiple things. Brainstorm stuff and just do it. I actually get bored working on the same thing for more that a few days. Documentation also bores me, so I prefer to do the minimum to get a task moving along.

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    faatal on Forums - Thread - Direct

I do not believe in working 70+ hour weeks or even 60 hours, except in rare occasions. Several studies over the years and my own experience tell me you get diminishing returns until you reach a point you are so burned out, you make extra bugs and bad decisions, subtracting from what you actually fix or improve. Meaning you could of just stopped at 50 hours and got the same net amount of work done.

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    faatal on Forums - Thread - Direct

Well, my post was specifically about the game industry. I don't care how long it takes to do other types of programming. We do tons of experimentation and deal with lots of unknown problems. You know how many times I have to fix a bug that can take 5 minutes or 5 days? A lot. How do you schedule how long it will take to fix an unknown amount of bugs that take unknown amounts of time to fix? You guess and guesses are often wrong.


04 Dec

Comment
    faatal on Forums - Thread - Direct

LOL!
That only works when your feature takes 5 minutes to do or you are just copying someone else's idea. I exaggerate, but it is usually the case.


I never trust how long someone says it will take to do something in game dev. Usually it is x2 and I've worked with people where it was x3. At a past company we would ask if it was "done, done, done", because at "done, done", it was still not.

I saw a case with horizontal bars (yes, saw it on a stream!). Possibly path gen top down ray casts are missing their collider (thin or off center?), so it looks open.

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    faatal on Forums - Thread - Direct

Many choices devs make are not great. Game development is a lot of experimentation. Dev teams internally often add or change features and later find them not fun or impractical or resource hogs. Early access just exposes this to the public, who then if they choose, get to experience all the back and forth of the design process. We try to minimize that with public releases, but there is only so much time to test things or else people complain you are too slow and don't release updates.

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    faatal on Forums - Thread - Direct

1 & 2 would be a good guess.

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    faatal on Forums - Thread - Direct

Of course you would and so did everyone else years ago. Those vehicles are now trashed and gone, leaving you with roadside junk and stuff you build yourself.


In any event, it is a game and it is designed for fun, not realism. I can pick apart this or any other game, but I'd rather ignore the nonsense of, in this case, zombies and just play the games or watch the movies they are in.

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    faatal on Forums - Thread - Direct

Sure we do, if it is a major bug. It may not get released that same day, since it needs testing by others, but it would get worked on. Just like I saw performance issues today in downtown areas and debugged it and made some improvements. Needs more work, so I'll continue tomorrow, to hopefully go in a Sunday build to be ready for Monday.