faatal

faatal



15 Aug

Comment
    faatal on Forums - Thread - Direct

Playing the game on default settings is perfectly fine for the typical gamer I've seen play the game. I can easily take over a POI and survive just fine, but I want the challenge of being forced to build stuff, which makes the game harder, so I turn down AI block damage to suit the challenge I want.


I have ZERO interest in permadeath. I play games to have fun. Not to be stressed out that one death will mean the end to my world.


It makes me laugh every time someone expects me to be great at a game I've worked on. I'm an average gamer and die a lot at any game I play. Knowing how the code works does nothing for my reflexes and attention when playing a game. On any reasonably sized game team, you have great players, horrible players and those in between.

Comment
    faatal on Forums - Thread - Direct

Well, yeah. Zombies should not be crawling above and falling back down onto ladders. It looks stupid beyond it stopping them attacking. I already have it fixed, but still have some edge cases with them moving around on ladders, than did not get done today, so hopefully Monday.


Can we fix it depends on what it is. Then even if we decide to fix it, it then depends on what priority it compares to dozens of bugs we already know about.

Comment
    faatal on Forums - Thread - Direct

I don't think any data indicates the difference. 1 bit would work, but that means finding saved data that has a bit available, which might not exist currently, so we would need to add a byte otherwise.


14 Aug

Comment
    faatal on Forums - Thread - Direct

There is the AI Block Damage setting. I started playing with it at 50%, but I make myself build a base, so no holing up in POIs. That was a bit easy, so I started doing 67%.


I'd love an option to make non player blocks weak, so I could use POIs, but they would not be that great. Or it could really be player placed blocks get x% more health, so my new construction would be better than what exists in the decaying world.

Comment
    faatal on Forums - Thread - Direct

Push the turrets out, so they engage them away from the base? Or out and face backwards, so they shoot them in the back? Maybe?

Comment
    faatal on Forums - Thread - Direct

I look at exploits on a regular basis, but it competes with bug fixing, optimizing, cleaning up old stuff, updating engine/3rd party code, balance and new features. Yesterday I started redoing how AI walks on ladders due to the bouncy ladder exploit. Legacy code basically just shoved the AI up the ladder. Now they can walk and stand on them like a player can. Hopefully that will be ready for testing today, but may not be released until after stable.

The bandits will just nerd pole up to your roof, bust out the wall and rob you blind.

Easy. "Is that a bear over there?", then they teleport while you are looking away.

Comment
    faatal on Forums - Thread - Direct

I have not looked at that yet. Have more pressing things to work on.


13 Aug

Comment
    faatal on Forums - Thread - Direct

That is just a stupid bug with ladders. Ladders don't work that great in general, even for the player. I already put it on my todo list.

Comment
    faatal on Forums - Thread - Direct

Is this a contest? The zombies were just telling me the other day that players can harvest and carry massive amounts of stuff, then magically build these huge bases. They want you nerfed.


I can walk across it just fine other than some sliding down.

Comment
    faatal on Forums - Thread - Direct

You can already do plenty of physics defying things.


12 Aug

Comment
    faatal on Forums - Thread - Direct

Wandering hordes wander by you, randomly off to a side, but they have an investigate target in the distance, which probably causes them to be alert, so you can't sneak attack them.


I'd call that a bug. Added to TODO.

Comment
    faatal on Forums - Thread - Direct

You can check the log file. It should show why a player died.


Looks like:

Entity name 830 killed by animalDireWolf 1561

Comment
    faatal on Forums - Thread - Direct

Actually volumes can be grouped, which would cause them to act as a whole. That was something I added back in March 2019, but designers have a ton of POIs and thousands of volumes, so they can't just easily go through through them all and know what could be improved.

Comment
    faatal on Forums - Thread - Direct

It tends to be the character controller colliding with the world, not pathing that uses a lot of CPU.

Resolution makes a large impact on 7dtd. Often people say I have blah blah specs, but fail to mention details like the resolution they are running the game at. If things feel laggy/choppy/bad, I'd be dropping the game to 1920x1080 and compare.

Comment
    faatal on Forums - Thread - Direct

I was referring to it spawning from a sleeper volume. There is no coordination across sleeper volumes. I added that to my todo list, but it will probably not be in A19.

Not likely to change much. Way too expensive checking line of sight to all the potential blocks you could see.

Comment
    faatal on Forums - Thread - Direct

People make a lot of guesses as to why the AI does something and it is often wrong. I see people test their designs with a bunch of the same zombie thinking the other types will do the same thing, which is sometimes not true.


Blood moon spawner does attack your base from multiple directions, but not all at once, it changes over time, because that is more efficient for pathing. The typical dumb zombie will not go very far to find a weak spot or opening, often preferring to beat on a wall near it instead of walking a bit to go through an opening. Yesterday I was just looking at that issue of being too dumb and beating the walls around a cemetery POI instead of using the opening, but really that is correct, since those are set to be that dumb. Thick walls would change that behavior, just like many things can change their behavior.

No zombie auto targets you except for blood moon spawns and POI volumes set to attack.

Comment
    faatal on Forums - Thread - Direct

Probably not.


10 Aug

Comment
    faatal on Forums - Thread - Direct

That was probably from the streaming bug reducing texture mipmaps one extra level, which is why streaming is off now when texture quality is not Full.

Comment
    faatal on Forums - Thread - Direct

I already fixed that message showing with the values in your picture.


It now does otherHeight <= -.001f. If you still are seeing it, then I need the new # it is showing.

I told the programmer who works on music what you noticed.


You can turn music off. I play almost all games with music off, so have not noticed it in 7dtd.


07 Aug

Comment
    faatal on Forums - Thread - Direct

Normal entities don't load up front like they used to and hundreds of oversized textures were reduced, so the game does not need more VRAM. VRAM use can also be misleading since Unity's texture streaming does not free unused textures until it needs some space to load a new one.

Technically a chunk is 16x256x16 and has 16 layers each 16 tall, but people and myself often call a chunk 16x16x16 even though code calls it a chunk layer.