faatal

faatal



12 Jun

Comment
    faatal on Forums - Thread - Direct

We have made about 30 changes over the weekend. Mostly minor bug fixes and balance changes, but a few major bug fixes like randomly disappearing nav icons after a few deaths or crashing when putting a charged stun baton in a container. The last build was started just a few hours ago for the icon fix, so we will be doing final testing in the morning.

Comment
    faatal on Forums - Thread - Direct

I have not thought about it. Dance a jig? Run around in the back yard? Give my wife a high five?


10 Jun

Comment
    faatal on Forums - Thread - Direct

It does not work like that. Dew catchers are often in unloaded chunks, so they are not actively doing anything. When you open one it is simply an elapsed time check. A simple reliable mechanic with low overhead.


09 Jun

Comment
    faatal on Forums - Thread - Direct

A21 RWG time on an AMD 7950x, 64GB RAM, g4 NVME with default settings is:


4k 0:50.

6k 1:50.
8k 1:56.
10k 4:16.


You will get a fairly big pause at "Smoothing street tiles", but it is still working. Times do vary some with seed.

Comment
    faatal on Forums - Thread - Direct

We worked on ton of different improvements. RWG might be the biggest. Water sim, water mesh creation, chunk reset and file manager were some of the larger changes.


08 Jun

Comment
    faatal on Forums - Thread - Direct

Yep. In years past we have had streamer weekends where we saw a nasty bug or two and made fixes over the weekend. Or sometimes it is just an annoying bug where worlds need to be restarted. I'd rather have a lesser amount of annoyed people having to restart after a few days.

Comment
    faatal on Forums - Thread - Direct

You are correct, almost everyone including us are off of work. But seriously, if there is a major bug on release day, I'd rather less people experience it on a Monday, when we are all already at work and the appropriate people can try to fix it before the weekend, when many more people would be effected and annoyed. That is why many big companies make releases or updates during the week.


06 Jun

Comment
    faatal on Forums - Thread - Direct

It does make sense with how it works. Spawning 2.6 zombies means 2 zombies plus a 60% chance of one more zombie. This allows us fine grain control, so we could scale an entire POI by 80% and it still works. Counts below 1 will always spawn one zombie, so you don't get empty volumes.

Comment
    faatal on Forums - Thread - Direct

That should not have been listed. The dodge is not even done for bandits. That is just a prototype.

Comment
    faatal on Forums - Thread - Direct

I've thought about it, but don't know when or if it will be added. It is triggered in AI and vehicle code.


05 Jun

Comment
    faatal on Forums - Thread - Direct

They are a combination that goes together to meet a general performance target. Moving any setting lower from a preset is not bad and should simply increase performance.

That should not be the case, but I'm curious to see how it runs for you.

Comment
    faatal on Forums - Thread - Direct

I have the same CPU as Lathan, a 3070 TI GPU and play at the lower resolution of 1440p, yet I put no settings on Ultra. I want a smoother higher frame rate, so I use High, which nets me 80-100+ FPS most of the time. There is a big difference between being out in the forest with not much around you vs in a city with buildings all around you, so I pick settings for the more demanding locations.


01 Jun

Comment
    faatal on Forums - Thread - Direct

His fix seems fine. The new hang was a decoration threading issue, which I think I fixed. We also found another error with getting an animated block update while the world is downloading, which I added a fix for.


They are hitting the servers HARD to find bugs, so some of these may not even happen in normal play.

Comment
    faatal on Forums - Thread - Direct

Yeah, well they already got the server to hang. Not sure if it is another issue with water, something else or the world being a bit old and abused. Testing continues...

Comment
    faatal on Forums - Thread - Direct

He submitted a fix, so hopefully it is fixed in testing.

Comment
    faatal on Forums - Thread - Direct

Things are looking pretty good at this point bug wise. Most of the current must fixes can be done during experimental. We only have one major bug that needs to be fixed before experimental, which causes the server to hang from what appears to be POI resets triggering water updates. The water sim programmer is working on that one. Granted we may find other nasty bugs as the testers continue testing.

Comment
    faatal on Forums - Thread - Direct

That is not new to A21. A20 has the same chance (I don't remember the exact numbers), although it is a lot easier to get your vehicle to the destroyed state in A21.


The solution is not to trash your vehicle, and if you do, then repair it. Like lots of things in the game, it will be open to tweaking based on long term play and not knee jerk reactions.


20 May

Comment
    faatal on Forums - Thread - Direct

We have the list of must fixes every alpha. It has been trending down. Currently at 30 tickets across 15 different people, but that is not 2 per person as some people, like programmers, tend to get more of the bugs. I have 7, of which 3 appear to be the same issue, but that is a non trivial issue with stray floating terrain possibly caused by a terrain corruption bug fix I did last week.


19 May

Comment
    faatal on Forums - Thread - Direct

It depends. We are often main thread CPU bottlenecked.

I think FSR would most benefit heavy rendering situations, like running at higher resolutions with higher settings on weaker GPUs.

Comment
    faatal on Forums - Thread - Direct

Eh, 10 minutes. I'm all for checking things.

I've been working will a developer of another FSR solution, but we have bad motion blur with animated plants that needs to be worked out, so it is on hold for A21.

I'll check than one out sometime...


Thanks for the info.

Exactly. In no way, shape or form was the team committed to any date. We simply have guesses.