faatal

faatal


22 Dec

Comment
    faatal on Forums - Thread - Direct

No change, but it could probably be fixed by having the projectile continue to raycast after hit and if collider gone, then it falls.


The particle issue is a different system, so fixing one does nothing for the other.

I've heard it mentioned, but was never seriously planned, so not on my radar.


21 Dec

Comment
    faatal on Forums - Thread - Direct

At 1 it stays there and each time it takes damage, there is a chance it explodes and goes to 0 health. Since it takes more damage now, you might actually get to see one explode.

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    faatal on Forums - Thread - Direct

It could be changed, but we would have to spend time to look at the issue involves with flipping it back and where you appear coming out and if we even like it that way.


18 Dec

Comment
    faatal on Forums - Thread - Direct

No, but I may change that tomorrow.

It is possible, but the particle alignment looks best on horizontal surfaces. There is currently an issue with particles sometimes colliding with moving colliders and stopping in the air.

Yes, they were fine. The changes were to make the number of repair kits needed to be different and reasonable for each type of vehicle.

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    faatal on Forums - Thread - Direct

Vehicles would take the same damage as a20. Those blocks have a damage multiplier that increases it for the block, but not the vehicle.


17 Dec

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    faatal on Forums - Thread - Direct

We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.


I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.


Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by var...

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    faatal on Forums - Thread - Direct

We make builds almost every weekday evening. Our internal and external testers play those every day. They are no different than what we would release to the public. It is just a matter of, are the features working the way we want and the nasty bugs fixed for release to the public?


Content lock has not happened as there are things we are adding that are still in progress. We don't really do a 100% content lock anyway. Something could be added a month or week before experimental if it fit in with our plans.

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    faatal on Forums - Thread - Direct

Correct. Not happening in December.


04 Dec

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    faatal on Forums - Thread - Direct

Random World Generation is about 4 times faster. Meaning it generates faster. I thought what I said was pretty obvious.


This is also helpful to the developers and testers as we can test RWG changes more quickly.

Yes, there are changes to how RWG generates. One change that I know of is road generation is different. Robert is currently working on that.


03 Dec

Comment
    faatal on Forums - Thread - Direct

1 Nope

2 Not something I work on, so I don't know.


Bonus Info: I've been helping out on RWG, doing optimizations, and it is running about 4x faster.

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    faatal on Forums - Thread - Direct

No work is planned for that in A21.


18 Nov

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    faatal on Forums - Thread - Direct

A21 weather should be the same. It was just a bug fix so it looks the same on server and clients.


16 Nov

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    faatal on Forums - Thread - Direct

There was an issue with one of the weather values not syncing across the network, which was fixed several months ago (a21).

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    faatal on Forums - Thread - Direct

Yes, it would be possible.


04 Nov

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    faatal on Forums - Thread - Direct

Me too.


Disabled. Some data removed.

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    faatal on Forums - Thread - Direct

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.

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    faatal on Forums - Thread - Direct

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.

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    faatal on Forums - Thread - Direct

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.


19 Oct

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    faatal on Forums - Thread - Direct

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.

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    faatal on Forums - Thread - Direct

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.