faatal

faatal



28 Apr

Comment
    faatal on Forums - Thread - Direct

I prefer whichever one makes sense for the project I'm working on. 7dtd is on Unity for better or worse. Changing to any other engine would be a huge amount of work and I don't like doing things just because, so there would need to be some serious reasons for such a switch.


24 Apr

Comment
    faatal on Forums - Thread - Direct

No plans.


22 Apr

Comment
    faatal on Forums - Thread - Direct

Expose typically means take something that is there and give you access to it. To do what you describe sounds like adding features, which we don't plan on doing for blood moons. Once we go gold and improve mod support, then that could change.

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    faatal on Forums - Thread - Direct

Except there is no buff to expose, since blood moons don't use buffs for anything. Adding new buffs based on new rules is new code.

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    faatal on Forums - Thread - Direct

Any dates are just guesses and talk of releasing anything generally means an experimental with stable following some weeks later.

I moved about 2 dozen commits to 19.5. Optimizations to a large system are generally many commits. Some of those commits do have to do with chunks.


Most optimizations have to do with improving minimum FPS and my before and after graphs do show less minimums, but I have no specific numbers.

Comment
    faatal on Forums - Thread - Direct

What would we expose? If they target you or not? Not would not be very useful, since they would just stay off in the distance.


16 Apr

Comment
    faatal on Forums - Thread - Direct

By design, sleepers are passive and won't hear sounds until you enter their sleeper volume, because we don't want large sections of a POI being awake and bashing through stuff before you get there. POI designers can group sleeper volumes to help with what you describe, so a debug screenshot using shift+f11 of where you are at would let us see what POI(s) has the issue. We have a ton of POIs, many made before we could group volumes, so there are probably many places where it could be improved.

Comment
    faatal on Forums - Thread - Direct

Yes


15 Apr

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    faatal on Forums - Thread - Direct

Merging optimizations to a19.

Comment
    faatal on Forums - Thread - Direct

Very playable. I played it briefly last week to test feral sense. All the normal stuff works fine, just some features like the block shape UI update are in flux.

Comment
    faatal on Forums - Thread - Direct

Stealth still works. Feral sense is basically zombie hearing and seeing x2.5, which is mod-able in xml and may be tweaked before release.

Comment
    faatal on Forums - Thread - Direct

Low. I just read a Unity is getting DLSS article and it seems to just be the hi def render pipeline getting it, which we are not planning on updating to, since it would be months of rewriting gfx code and shaders.

From what I've seen. A lot different. Much less human.


13 Apr

Comment
    faatal on Forums - Thread - Direct

We are planning to redo/improve/change/something with the UI someday, so it might actually happen, but to be safe we can just say there is a 1000000% chance it will never happen. Is that good?

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    faatal on Forums - Thread - Direct

Settings are nice and all, but they also clog up the UI and can be confusing to a lot of players, so there is a line. I already had to move 3 settings from tab 2 to 1 to even make room for this one setting, since we don't really have room for more tabs. Maybe someday we will overhaul the UI and get more room in general.


12 Apr

Comment
    faatal on Forums - Thread - Direct

There are productivity benefits for us like I can profile in the Unity Editor and get release mode timings similar to making a build.


Players will probably see a small performance improvement, but that depends on your particular hardware.

No. Blood moon code specifically targets players, so hear/see does not matter.

The next alpha will be out .1% sooner.


09 Apr

Comment
    faatal on Forums - Thread - Direct

No special situations other than it being on or off. Like it is night, so those zeds can detect better. If they would hear you banging from 20m now they can at 50m or they would see you at 30m, but now 75m (made up numbers).

Code dealing with what is indoors or out has not changed.

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    faatal on Forums - Thread - Direct

There is no indicator other than zombies coming to kill you like they do any other time you are detected. Dynamic music would react when they target you like it does now.


The system simply gives zombie hearing and seeing distances a big bonus (defined in xml), so they hear and see you more easily. The Feral Sense bonus is either on or off depending on if set to day, night or both.


07 Apr

Comment
    faatal on Forums - Thread - Direct

Added Feral Sense option (None, Day, Night, All).

I'm still tweaking it, but I expect to be playing with it set to Night and actually being afraid of the dark.


02 Apr

Comment
    faatal on Forums - Thread - Direct

Most of the optimizations have to do with making the game smoother, not higher peak FPS, so less frequent and milder FPS drops.


For example, I can run at 60 FPS, but it would often drop to 30, 20, 15 for multiple frames, which feels bad. Now I rarely drop below 30 and it just feels much smoother. I have yet to try A20 optimizations on lower end computers, so results there many be more, less or the same as a higher end computer.

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    faatal on Forums - Thread - Direct

I tried Vulkan last month on Windows and the Unity editor crashed in Vulkan mode while making a build. I have a ticket open with Unity and they have reproduced the crash. I stopped testing at that point and did not try a normal build and switching it to Vulkan. I will probably try again once Unity fixes the editor crash.