faatal

faatal



06 Aug

Comment
    faatal on Forums - Thread - Direct

I do. No special ability changes and very little in terms of general AI changes other than feral sense and crouching.

Blood moons should be the same.


Biomes the same. Would like to do some changes with cities, but may not happen in A20.

Comment
    faatal on Forums - Thread - Direct

Raycasts are on the main thread, but all the code doing them are also on the main thread, so there is no issue with waiting.

Other than a new bear run anim, it appears all the primary animation changes are for player weapons and tools usage (attack/aim/holding/reload/etc).


05 Aug

Comment
    faatal on Forums - Thread - Direct

Sure you can just say did it hit anything, but that sounds like of lame and I don't want to spend time on that.


Poles and doors are blocks, so that is checking blocks.


Raycasts are cheap. You should see the massive amount of raycasts the path grid uses.

Comment
    faatal on Forums - Thread - Direct

It could, but should what you hit block the sound? Say it is a pole or other small obstacle, it should not, which means block shapes would have to be flagged for it. We have a lot of shapes.

Don't know. Robert could tell you.

Comment
    faatal on Forums - Thread - Direct

Have not heard about any new sounds.


04 Aug

Comment
    faatal on Forums - Thread - Direct

The inside detection is not that great and could use more research. You also end up with cases like you are inside, but zombies are too, so it should not be muffled for them except maybe their indoors is really adjacent to yours in another room/building, so it should be muffled.

Comment
    faatal on Forums - Thread - Direct

Not on the radar right now. It will add some performance overhead, so we would have to evaluate if worth it.


03 Aug

Comment
    faatal on Forums - Thread - Direct

A2020.3.14? So how many centuries are we supposed to work on this game???

Comment
    faatal on Forums - Thread - Direct

I've been using 2020.3.14 for weeks and appears fine. Once builds gets tested using it, if it works well, then that will probably be A20's version.


Raytracing, DLSS, etc has to be supported by the render pipeline not just Unity in general. Those are HDRP features. We use the built in pipeline, which does not and may never support them. We have no plans to update 7dtd to HDRP, since it will take a lot of time. We hope to use HDRP on one of our next games.


31 Jul

Comment
    faatal on Forums - Thread - Direct

Don't know. I'm sure it could if we wanted to.

Probably no, but if it is an issue, we will deal with it.

No, but probably a few.


30 Jul

Comment
    faatal on Forums - Thread - Direct

A few weeks ago, Lathan added a block trigger system which will be used for the restore power quest. Multiple triggers, like switches, can be on a layer and blocks, like doors, can respond to them by doing something such as opening or closing.

Comment
    faatal on Forums - Thread - Direct

In A20, surprise, there are some switches that open doors where they drop and were then staying asleep.


You could also remove a block they were standing on.


29 Jul

Comment
    faatal on Forums - Thread - Direct

Damage or now also falling in A20 causes them to wake.

Comment
    faatal on Forums - Thread - Direct

It is in 3d. They can see in the direction their head is and hear all around. Feral Sense just makes the falloff with distance lower, so they see and hear farther.

Sleeper volumes don't even spawn zombies until you are near them, then those zombies are passive (can't see or hear) until you are at the edge of the volume, then feral sense matters.


Crops have no changes I'm aware of.


28 Jul

Comment
    faatal on Forums - Thread - Direct

Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21.


A big part of it was separating the collision mesh from the visual mesh as this change describes:

"Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)."

More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did.

It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle.


And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."

Comment
    faatal on Forums - Thread - Direct

No. We have a while to go yet, but lots of cool work is getting done.


I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.


25 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, but not likely.


23 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, I've not seen any skeletons.


22 Jul

Comment
    faatal on Forums - Thread - Direct

1 Don't think so other that addition of primitive guns

2 No


20 Jul

Comment
    faatal on Forums - Thread - Direct

That is generally true, but not all the time. At 4k on a RTX 2070 with higher video settings I become GPU bound, so end up turning some video settings down. DLSS would potentially save some GPU, giving a higher FPS without having to turn down some settings.