faatal

faatal



31 Oct

Comment
    faatal on Forums - Thread - Direct

CPU yes. 1% here. 2% there. Over and over...................


Rendering probably not much, but that is not the bottleneck anyway.


30 Oct

Comment
    faatal on Forums - Thread - Direct

Probably.


How they react to volume triggers will depend on what the designers want.

Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them.


I think the artists have done some work on their part and they will handle it just fine.


29 Oct

Comment
    faatal on Forums - Thread - Direct

The Robotic Drone should be in A20. Some code work may start on bandits, but they won't be in a20.


27 Oct

Comment
    faatal on Forums - Thread - Direct

I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently.


I am taking a break from water and have spent the last few work days deleting old shaders (50+) and related files (old mats/images/prefabs/code) and renaming shaders into proper Game/ categories. Shaders are a big chunk of the game's build time and many of the deleted ones were being included in the build.


24 Oct

Comment
    faatal on Forums - Thread - Direct

It is coming along. I assume it will get previewed eventually.


22 Oct

Comment
    faatal on Forums - Thread - Direct

Not likely, but there could be some initial bandit work done during a20 that ends up in a21, just like Robotic drone was worked on in a19, but won't be out until a20 (probably).

The main contention with anything in the game is people. I will probably do some bandit work, but am working on water now. Our other programmer doing AI will probably do bandit work, but is working on the Robotic Drone.


15 Oct

Comment
    faatal on Forums - Thread - Direct

I should hope vehicles can drive off road and I have no plans to change it.


14 Oct

Comment
    faatal on Forums - Thread - Direct

1 Tons of code changes.

2 This is all c# code. Not much to do with Unity.

3 Way too early to tell.


13 Oct

Comment
    faatal on Forums - Thread - Direct

No, since our current list is subject to change. Top goal is water that does not suck.

Comment
    faatal on Forums - Thread - Direct

We are aiming for performant water that does not have holes in it. Beyond that, it will depend on how slow the simulations run and how much time we have.

Boats could be done at any time if we wanted to, with old or new water.
Water is still block based, but it is not a block. Meaning it is the size of a block and shares the space of a block, but any block could have water in it.


There may still be water block(s) for placement or other reasons, but when placed it would become water data.


09 Oct

Comment
    faatal on Forums - Thread - Direct

Water is still stored in the chunks we already have. It will just not be as blocks.

Vehicle tinting and mods have already been worked on and should be in a20. Three of the mods need code support, but it is not major work.

Not sure, but currently water blocks just convert to the new water data format.


08 Oct

Comment
    faatal on Forums - Thread - Direct

No time for playing in the dirt for a20.


07 Oct

Comment
    faatal on Forums - Thread - Direct

A20 NEWS!!!!!!!
Started on the water overhaul this week. I'm working on the water chunk data and another programmer will be doing simulation/mesh changes.


My plan is water will not be a block, but additional chunk data, which is a pretty big change. It makes more sense, since any block could have water in it while still being whatever block it is.


06 Oct

Comment
    faatal on Forums - Thread - Direct

I love new Unity versions, but as we are getting into a gold mindset and have been talking to Unity, we plan on using LTS releases. A20 should be on 2019.4 LTS and next year hopefully move to the 2020 LTS for A21, so would be able to get those benefits.

Not likely. Vehicle speed is limited by chunk loading speed. Last week I make an improvement to chunk deco spawning speed, but a lot more would have to be done to the total speed.

No. The current one may get a few tweaks and will probably go stable within a month.


A lot of team time is now going into A20.

Comment
    faatal on Forums - Thread - Direct

It would be a performance issue in the current way it works. We need a corpse manager that deletes oldest/farthest corpses, in addition to the current timer.

Many sounds originate from the player. Hopefully that gets improved someday.


01 Oct

Comment
    faatal on Forums - Thread - Direct

Console command spawnwh will spawn a wandering horde.


AIDirector does not spawn them at the same time, but it is one per tick, so 20 a second. 2 seconds is a lot of time and may not be feasible in POIs due to players being able to see them pop in. I added a wh spawn delay of 1 second. That may be enough in that case.


A common load delay and/or precaching solution may work, but these are not trivial changes with the randomness of spawns and spawning across different systems.


Thanks

Comment
    faatal on Forums - Thread - Direct

It is not something I've tried and I don't know of anyone on the team that has one. I use a 32 inch 4k 16:9 monitor for my main.


Running in windowed mode would allow us to test any aspect ratio.


30 Sep

Comment
    faatal on Forums - Thread - Direct

Sooner than you might guess.


29 Sep

Comment
    faatal on Forums - Thread - Direct

That post is basically backwards. There is a huge increase going to low, which is the point of low, to disable terrain visual features so it runs faster. The difference is bigger on lower end hardware that has trouble with those features. The recent changes to the terrain shaders make those features run faster, so what they want is already done.

Comment
    faatal on Forums - Thread - Direct

No specific work yet.
Probably both. Special infected will likely cover a range of behaviors allowing common zombies as the more stupid ones, but the whole range can't really be balanced across the entire game until there is an entire range to balance.