faatal

faatal



23 Jul

Comment
    faatal on Forums - Thread - Direct

I can't, because I don't know, because there are many decisions still to be made.


22 Jul

Comment
    faatal on Forums - Thread - Direct

It was fixed in my testing.

Each forge had a burning light and a crafting light. I merged them into one light and with a reduced radius, which improved performance of each forge. I also reduced smoke particles by 25%, which also improved performance. This rendered with less than half the FPS drop on my 3070 TI.


You can also try lowering the graphics Particles setting which will scale down the amount of smoke particles.

Comment
    faatal on Forums - Thread - Direct

We test changes, but with limited time, there is limited testing. This is why we tell people it is experimental and to expect a variety of issues. I am surprised the save games actually made it this far being still playable.


It may seem like a lot of players playing experimentals, but actually a large majority of players do not play experimentals.


21 Jul

Comment
    faatal on Forums - Thread - Direct

1 No plans, but it could change.

2 They could use them, but not happening for 1.0.


20 Jul

Comment
    faatal on Forums - Thread - Direct

I never said we planned allied NPCs. Apart from bandits, we have no specifics on what other NPCs may or may not be added to the game.

Are you using mods? Inventory data was changed to track each slots lock status, so mods may be breaking that.

Comment
    faatal on Forums - Thread - Direct

It tries to spawn 4 traders per biome, but they only spawn in gateways and gateways are random on sides of cities, and there is a minimum distance check between traders, so success in somewhat random.

It is an occlusion issue and is on my list with dozens of other things.

No code changes were made that should effect infestations.

Comment
    faatal on Forums - Thread - Direct

Stable is first an experimental release, so one of these experimentals will become stable.

Comment
    faatal on Forums - Thread - Direct

Because there were issues with the builds earlier and it takes as long as it takes.


19 Jul

Comment
    faatal on Forums - Thread - Direct

Regardless of story, we may be moving toward biomes being even more distinct from each other, but the design is not yet done. It will continue to change.

That is old stuff I have never seen. Probably predates me working on the game.

There was a bug where the count could be 0, which was fixed in V1.

Comment
    faatal on Forums - Thread - Direct

I did not want worse performance, so they operate under similar rules to sleepers and it was a quick feature, so I did not spend much time on it.


The zombies would need space to wander and they don't break blocks in that mode, so they can't make space.

Comment
    faatal on Forums - Thread - Direct

I don't work on the server browser. I think we use Epic Online Services for the list and I recall it has limits on filters and the data it returns. When our console devs continue work on cross play, the functionality may change.

The story should work on random maps unless we find a technical reason to only do Nav.


18 Jul

Comment
    faatal on Forums - Thread - Direct

Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns.


Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.


17 Jul

Comment
    faatal on Forums - Thread - Direct

If you set the volume to Wander mode.


16 Jul

Comment
    faatal on Forums - Thread - Direct

Allan does shapes.

When screamers scream has not been changed, but there can be two of them, so maybe the other one screamed?


When a chunk is not loaded, blocks in it can't be changed and if a zombie was there, it would fall off the world.

It means nothing.


15 Jul

Comment
    faatal on Forums - Thread - Direct

Eric did the hazmat sounds.


It tries to spawn 2 to 4 traders per biome and it would always be the same trader types per biome. Currently there is no guarantee of a trader in a biome. Traders need gateways to spawn. The smaller the world/biome, the less towns, so the less gateways, and the straight gateway conflicts as it does not have space for a trader. Yesterday I reduced the weight bonus on the 3 straights and limited them each to 1 per world, which should help. When we get full biome progression in and/or story it will need some way to force a trader in each biome.

Comment
    faatal on Forums - Thread - Direct

We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.


14 Jul

Comment
    faatal on Forums - Thread - Direct

There would be a minor performance hit, the more wandering, but not the reason. 1 in 10 because it is a new feature that needs feedback on how it effects the game. I don't believe in making large changes and just hoping for the best. Incremental is better than yo-yoing around.

We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.

Comment
    faatal on Forums - Thread - Direct

I don't understand what you are asking, but we are not planning on doing any kind of volumetric 3d textures.

1. I don't know what art the artists still plan to change.

2. Pretty sure that boulder is done. It will not be changing.

Probably, but I don't know the status of that art.


13 Jul

Comment
    faatal on Forums - Thread - Direct

It has been fixed a few times, but seems to keep coming back. Those old buildings are sure leaky.

Seems like a job for Lathan.

It could possibly just be a tint to darken it, but we have soooo much other stuff we are working on.


12 Jul

Comment
    faatal on Forums - Thread - Direct

I plan on adding more RWG options when I find the time.