faatal

faatal



27 Aug

Comment
    faatal on Forums - Thread - Direct

1 - Pretty sure the noise originates at the player, so that would be a bug.

2 - Your sneak meter is based on your light level, not what any specific zombie can or can't see. It the zombie facing you? AI does not see light on walls. It sees you or not.

3 - When you get near a volume it spawns, so you may see things appear. Just like a lot of other stuff appears out of nothing in games. Low FPS really breaks 'immersion'.

4 - Yep


26 Aug

Comment
    faatal on Forums - Thread - Direct

People underestimate zombie hearing. They detect you more by hearing than seeing. We do not have audio occlusion, so walls do not block sounds.


With zero light and maximum stealth perks, they will always see/hear at some minimum distance like 1m.

Comment
    faatal on Forums - Thread - Direct

I would not call stealth broken. It has rules and they work. Now the player understanding those rules is another thing.


Like:

No you can't run around in daylight or with a light and be stealthy. That is what the meter is for. More light, higher meter. Stay in the shadows.

No you can't make a lot of noise and be stealthy. That is what the meter is for. More noise, higher meter.

The higher the meter, the longer the range they may see or hear you. It is a threshold.

No you can't stand outside a sleeper volume and make a bunch of noise and expect them to react, because we don't want the whole POI awake because you shot your gun. For performance reasons, the sleepers are not even spawned in volumes you are not close to.

Trash on the ground may make noise when you step on it, so don't or destroy it, which also may make some noise.

There are no magic spots on sl...

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    faatal on Forums - Thread - Direct

Uh, did you miss me calling it "Excessive" already?


25 Aug

Comment
    faatal on Forums - Thread - Direct

I would not call it massive. Excessive would be a better word. Then again the player reach is also long. A lot of it comes down to latency. Playing on slow connections makes for a worse experience.

Resolution has a large impact on 7dtd. Many people use resolutions above what their GPU can handle well, leading to poor FPS. Hopefully on Monday we shall see what nVidia has coming in the RTX 30x0 series for even better game play. I'll play at 4k on my 2070, but will use Dynamic Res at 66% to get FPS near 60. Hope to get a 3070 by the end of year and see if it can do pure 4k at 60.

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    faatal on Forums - Thread - Direct

Just because I say something is not a big deal, does not mean it won't be improved. It just means I don't think it is important compared to dozens of the 207 tickets currently assigned to me. How destroy area targets blocks is probably going to change anyway, due to me not liking how some of it works.

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    faatal on Forums - Thread - Direct

1 - AI may just be stuck not generating a path for an unknown reason. Just like ladder blocks did not make proper paths to adjacent ladders or climb in a controlled manner, which I fixed recently.


2 - They have a timer with destroying blocks, which tends to override other things. I don't consider it a big deal, since zombies are stupid. If bandits did it, then would be more of an issue.


Arrow slits will get fixed when I get to it. Pathing is cheap, but grid generation is not, which is where the fix would live. The fix would not just be for that, since cube casting will cause extra colliders to be hit, which will change paths and possibly make more problems to deal with, beyond just being slower.


Drone AI is special case, just like vulture AI is. Bandits will probably use AI pieces like the normal AI does. A melee bandit is not much different than a wolf, but with more circling (wolv...

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    faatal on Forums - Thread - Direct

Most games are not going to be using 100% of your CPU in general gameplay, because 100% in Windows means every core is maxed out. Games don't use every core most of the time, because a lot of code can't be run in parallel.


24 Aug

Comment
    faatal on Forums - Thread - Direct

Yes, they were speed up by like 25%.


22 Aug

Comment
    faatal on Forums - Thread - Direct

I have not seen that bug nor have I seen a bug report from testers. We would need a reproduction case to fix.


21 Aug

Comment
    faatal on Forums - Thread - Direct

Nothing with directions of sounds should have changed.

Comment
    faatal on Forums - Thread - Direct

The main point would be to decrease the zombies hit range a good amount. Decreasing the player's range say 10% or 20% is not going to gimp you if the zombie's was 25% less. There are incremental changes to reach a balance.

Sooner than later???


Today I fixed the bug I hated most in the game! I like 2m high "jump" ladders and this would get me quite often.


Fixed player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block (and then have to release jump before you fell out of block).


These are nice too:


Fixed player or AI moving down from air to a ladder would fall 1m.
Fixed player moving down to ground while in a ladder block would keep you attached (slow).
Added player side stepping while on ladders.
Increased player horizontal move spee...

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20 Aug

Comment
    faatal on Forums - Thread - Direct

I'm just talking about melee combat reach. Watch a player hit stuff. They can hit while visually not touching. Now some of that extra reach might stay, because we may decide it makes for better feeling combat. Just my opinion.

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    faatal on Forums - Thread - Direct

Yes, it just got buried under a lot of other tasks. Player reach could actually use a nerf too.

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    faatal on Forums - Thread - Direct

Nice game. I made it about half way through and stopped playing, but I do that with plenty of games. I bought Below Zero, but not playing until more done.


19 Aug

Comment
    faatal on Forums - Thread - Direct

I was not here then, but they did what they did. Back then it would of been Unreal 3 and I hated that engine.

The Subnautica players are so mad, they lost their minds and are leaving to play Subnautica.

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    faatal on Forums - Thread - Direct

But the Rust players are leaving to play Empyrion. On the Empyrion forums they are leaving to play Space Engineers. On the Space Engineers forums they are leaving to play No Man's Sky. On the No Man's Sky forums they are leaving to play 7 Days To Die.


16 Aug

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    faatal on Forums - Thread - Direct

Technically that was a positive post! Yay!

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    faatal on Forums - Thread - Direct

Catapult. We will happily send you to your destination. How you land is up to you. 😄

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    faatal on Forums - Thread - Direct

I'm currently reading Chris Cox's Magitech Chronicles. I've read some of his other sci-fi books, but Magitech has spaceships/tech combined with mages doing magic and space dragons/gods. Works for me. His lore.

Player swimming feels like mud. I'd like to fix that someday.