The higher your FOV, the more fish eyed it gets. Decreasing FOV should help, but you will see less.
The higher your FOV, the more fish eyed it gets. Decreasing FOV should help, but you will see less.
Wandering hordes randomly skim along the edge of where a player is, so maybe you just got (un)lucky and they have not been noticing you?
That would be an interesting thing to bring in closer as their target's GS increases.
1 Yes!
2 Nothing much atm other than the weather should change at a consistent rate.
3 The goal of these changes is to make it run faster, look better and not get stuck on ugly conditions. Rain comes and goes in a clean fashion. Snow looks pretty sweet now.
You don't rewrite all your game code for each new release/update. That would be crazy. 95%+ is the same code.
Now you might rewrite a system, but that is often overkill too. I am updating the Weather Manager, not rewriting it. Maybe 40% of the code has been touched.
We are not planning on doing altitude changes for any of it.
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I've been working on weather manager cleanup and now starting on the simulation, so hopefully less gloomy days.
I can look at that at some point, but busy with other things now.
A lot of complicated code. For all the people who complain about lack of optimizations, if there were none it would be unplayable.
None of that should be set in stone yet. Once RWG changes are further along, we can see where memory use is at and fix what needs to be fixed.
Edit: Robert says 4k is still possible, so we will probably have that too.
The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid.
I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies.
That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
None of that has been done yet, so it remains to be seen how it will work.
Yeah, death penalty is still too low. I've been gimped before and unlucky with finding a fix, so when I died it was "yay", no more gimpiness.
It would be interesting to increase the penalty, but have a respawn with no penalty option, but at a distant random location, so you have to run back empty handed through whatever is out there.
This is not an exact science, since Unity does a lot of things in the background that we don't have control over.
1 Depends on the asset, but everything uses some CPU and many assets use system RAM or VRAM or both. Unloading also tends to be delayed because many resources are not specifically tracked by the game and flushed by Unity by UnloadUnusedAssets, which is slow, so not called very often.
2 Only the gfx driver and Windows really know how much VRAM is in use and VRAM use is often padded to a higher amount that what it actually needs. Microsoft is working on tech t
I don't know yet. There is a good chance doors will retain zero SI.
Sorry. Don't know. I have never looked at our rumble code.
We could, but probably better to wait for world events to get developed and have options for that.
Cool. Thanks for the feedback!
It could go either way. Probably depends if we find any major issues.
Not by me. Just optimizing it.
Specifically, I've been profiling the game and our MinEvent system, which has to do with processing all the rules in our xml files, like progression.xml, continues to take a good amount of CPU.
A good example is every 2 seconds an action tries to remove fire particles off the player, which was slow and made some garbage because it checked all the player transforms (200+). Now entities have a list of active particle effects, so basically takes zero time. The transform find function is also faster now and makes no garbage.
A19.3 has some optimizations, but these changes a
Well, was off last two days on a trip to Michigan.
Been working on event system optimizations.
19.3 exp is getting close.
I don't know as that is not stuff I have worked on. Don't think there have been any code changes yet for it.
I did a test speed up. I think it made the official list. It is nowhere near x2 speed. The speeds are limited due to worst case chunk load speeds, else vehicles freeze while chunks load.
It could be used for it, but masks have to be made and hooked up, which takes time.
A new tinting shader is already done and all vehicles now have a tint mask, which allows the dye color in the cosmetic slot to tint specific areas of the vehicles.
There was old code the put lighting into blocks, but did not work very well and added overhead, so was disabled.
Maybe someday we can find a better way.