faatal

faatal



05 Nov

Comment
    faatal on Forums - Thread - Direct

I don't know of a bug for that exact thing. It depends on what is causing it and if those problems are fixed by other changes for other problems. Like I made a work around for Unity deciding to ignore the ground checks vehicles make to see if they have fallen outside of or under the ground, but that bug caused them to shoot into the air, not down.


That reminds me, I need to respawn vehicles a bit higher, since I've seen the occasional messages where it is having to push them up, since I think their saved position can end up right below ground collider level.

I don't know of any change to that.

Comment
    faatal on Forums - Thread - Direct

They are not necessarily stuck. Sight checks and pathing calculations have delays for performance reasons. They could be destroying area and not seeing you since they are not facing you. Destroy area locks them in for a bit or you could just yo-yo them back and forth by moving. I actually have a MF I'm looking at now of that happening in a warehouse and the player on shelves.


04 Nov

Comment
    faatal on Forums - Thread - Direct

Yes.


Staying alive will not be my top priority. Having fun will be.


03 Nov

Comment
    faatal on Forums - Thread - Direct

It was the wrong interpretation of those numbers. Having 100 bugs and then having 32. Apples to oranges comparison, since they were different stats.

Comment
    faatal on Forums - Thread - Direct

Wrong interpretation. The total is currently 104. The 32 number was of Highest plus High bugs in reference to which ones we really need to fix for experimental, which is different from what you would want fixed for stable.


02 Nov

Comment
    faatal on Forums - Thread - Direct

There is no hard number for what must be fixed for experimental. We prioritize them by Highest, High, Medium, Low. Highest and High would be ones we want fixed, but as many Mediums as we can.


Highest+High is currently 32.

Comment
    faatal on Forums - Thread - Direct

Not that I've heard of.

Comment
    faatal on Forums - Thread - Direct

103

Comment
    faatal on Forums - Thread - Direct

1. It is just 3 values. Zombie 150% increase. Zombie bear 120%. Dog 160%.

2. No, because I think all zombies have same sight/hearing values.

3. All spawns

4. Only undead


30 Oct

Comment
    faatal on Forums - Thread - Direct

Sounds like you mean the fps graph. You can do that in A19.

Console command: gfx g fps 300 (300 being the number of frames shown)

Comment
    faatal on Forums - Thread - Direct

The current count is 90. These include important and minor bugs. Experimental will ship with some of those bugs. Even stable will still have some of those bugs.


29 Oct

Comment
    faatal on Forums - Thread - Direct

Yes, once green lit it does take up dev time, but it was worth it to us.

But then I would be saying "waste of time". You can't make them all happy.

Comment
    faatal on Forums - Thread - Direct

94


27 Oct

Comment
    faatal on Forums - Thread - Direct

Basically. Spawn areas are 80x80m. I take the 48x48 center and or together the POI tags that overlap it. That is why there is also a notags to disable if any of a POI.


Like this one needs to be disabled with downtown or else commercial or industrial would also be in downtown.

Comment
    faatal on Forums - Thread - Direct

A20 will have more zombies in towns/cities and they will respawn faster. spawning.xml can be further changed if you want even more.


maxcount can be changed for areas that have POIs with tags you want to increase.






He did say we would like to release by Halloween. I would like that too, but the game is not ready.

Comment
    faatal on Forums - Thread - Direct

RWG biomes are random. These are the biome images of the 2 worlds I currently have:


Don't know the old numbers. Currently there are 1295 shapes:


It is basically the same, but better in some cases and worse in others:

+ Some things are more optimized, but those changes mostly target FPS smoothness.

- RWG towns are more dense, so more blocks. Downtowns more so. Designers are still padding and tweaking POIs/tiles.

- Towns have more zombies. Downtowns more so. Those are still being tested and numbers tweaked.


26 Oct

Comment
    faatal on Forums - Thread - Direct

I don't use the Linux. All Windows here. Well, a bit of Mac if I have to.


22 Oct

Comment
    faatal on Forums - Thread - Direct

Nope. It allows biome entries in spawning.xml to be disabled based on the POI tags in each biome spawning area (80m x 80m) of the world. The designers are already using these tags for RWG.


Now I can do things like this in a biome where this spawn type is only enabled if commercial or industrial, but not downtown.




Every experimental has some MF bugs left. Lower priority MFs can be done throughout the experimental period. There are usually still some MFs when we go stable.

Comment
    faatal on Forums - Thread - Direct

Screamers work the same.

No changes for demos planned.

It was talked about, but not yet.

Comment
    faatal on Forums - Thread - Direct

Finished a wish list item today. Early tester feedback seems good. More zeds in towns.


Added biome spawning supports disabling spawn types using POI tags in an area.

Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).