PC Alpha 20 Dev Diary

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This is in afaik, and will allow for distant chunks to show changes, like player bases, or building and terrain blown up. It still needs tested and verified, and might get disabled if its too slow or buggy, but hopefully launches in A20 as I think it will be a nice touch and seeing your base in the distance will be awesome.


I can confirm! I added some structure to the Shotgun Messiah factory and then flew away and no matter how far away I got my additions were still visible. Then I razed half of it to the ground and flew away again and the new status showed true no matter how far away I got. There were a few glitches as I got closer again with the previous state popping in and out but for sure it is very cool to see actual distant models that accurately represent changes in the world!

Now...will PVP players appreciate bases being visible from kilometers away....?

 
I can confirm! I added some structure to the Shotgun Messiah factory and then flew away and no matter how far away I got my additions were still visible. Then I razed half of it to the ground and flew away again and the new status showed true no matter how far away I got. There were a few glitches as I got closer again with the previous state popping in and out but for sure it is very cool to see actual distant models that accurately represent changes in the world!

Now...will PVP players appreciate bases being visible from kilometers away....?


Finally I can terraform terrain and not feel irritated that as soon as I traverse a few dozen blocks in the opposite direction it doesn't magically visually pop into existence. :D  With that being said, I'd prefer not to engage in this tedious practice in the first place. Hopefully in Alpha 20 the player is able to locate reasonably flat locations outside of towns instead of the terrain being showered with never-ending ditches, mountains, and rolling hills.

 
Hi faatal, speaking of hit detection: any word on when the large melee range issue will be addressed?
Before gold? I've got a never ending list of things I'm working on, so hard to say when it percolates to the top.

@faatal Regarding the changes to the weather system that you're doing... Are these changes NFRs or will there be functional updates to the code?

Specifically - will there be any way to get rid of the weather grace period, or to have the global temperature not be clamped at 70 and 101 degrees?
The main functional change is biome weather parameters are in groups now, so something like a storm can change all parameters to ranges a storm should have.

Biome temperatures are in absolutes now and global temp is just a random +/-5.

Grace period is same.

There probably won't be many more changes (for a20) beyond that.

 
Before gold? I've got a never ending list of things I'm working on, so hard to say when it percolates to the top.

The main functional change is biome weather parameters are in groups now, so something like a storm can change all parameters to ranges a storm should have.

Biome temperatures are in absolutes now and global temp is just a random +/-5.

Grace period is same.

There probably won't be many more changes (for a20) beyond that.


Have any further ill effects / debuffs to hot or cold temperature been added that the player will experience, or is it the same old same old?

 
Based on what i've seen and the popularity on servers for disabling falling blocks to prevent lag and chunk corruption. I had really hoped SI was up there on the optimisation hit list. I was really concerned when they mention on one of the dev streams that they wanted to do some "Demolition" quests where you destroy/collapse a poi. Here is a video on A19 Nav of a small remnant structure collapse. You can see the framerate went from 115-130 FPS before it started, then the frames where removed and it nose dives down to 45-50 FPS. That 1 feature killed nearly 90% of the starting performance and that's the smallest tier of quest poi's. Anyone what had the idea to collapse a skyscraper knows it's not a fun experience. Performance aside large collapses glitch out and you end up with floating blocks all happening at a less than cinematic framerate.

It even affects combat, here is a video of what happens to performance when you shoot a block. This was in A17 but it is still an issue in A19, The number of people i've seen asking if it's possible to remove weapon block damage so they can use automatic weapons without the game turning into a 3 legged asthmatic hippo. You can see performance it cut in half when you damage a block. It does it anytime a block is damaged and si updates, this includes zombies so imagine 4 players with m60's and 16 zombies all whacking away during a hoard which is not an unreasonable situation.

I think rather than moving the load to the gpu maybe it's a better idea to not run that feature on a single core. 7DTD only scales in multicore performance up to 4 threads. This would be great in 2010, but these days 4 thread cpus are difficult to find new. Most modern cpus now are 6-8 cores and 12-16 threads. There is plenty of cpu gas in the tank these days but only if applications are made to take advantage of them. Core count and GPU performance has increases exponentially since 2013 but single thread performance hasn't changed that much.

Anyway that's my thought on SI😛 thanks for reading and i hope you'll at least give si a double take.
You are blaming SI, when I don't think that is the main overhead. Profiling clearly shows chunk mesh and collider updates as the big overhead, which is primarily internal to Unity with data copying and PhysX updates. There are multiple chunk layers and their mesh and colliders update in the same frame, so hopefully I can slice that over multiple frames to reduces spikes. Have not tried changing it yet, since I tend to bounce between features, optimizations and bugs. There are some other mesh settings to try, plus some of our mesh building code could be faster. Our mesh building is on a separate thread (the faster part), but mesh copying to Unity has to be done on the main thread.

Have any further ill effects / debuffs to hot or cold temperature been added that the player will experience, or is it the same old same old?
I did improve the hot/cold screen effects the other day, but that is cosmetic.

I'd like it more brutal as a trade off for the eventual better biome loot, but now you are talking designer area.

 
I'd like it more brutal as a trade off for the eventual better biome loot, but now you are talking designer area.


Very true.

Now I am in the belief this is not within the realm of your job, but since we're on topic, I thought I'd ask anyway. Have you heard any word if the cooling effect of yucca juice will be re-added into the game in A20 or a future update in general?

 
Please, OH PLEASE, would you fix how the spider monkey zombie can hit through walls and hatches? He's killing my vibe.  I hates him. We ALL hates him. His screaming and jumping are quite enough.

Also, the vultures seem to have superspeed.  Since when can a vulture outrun a speeding motorcycle? 60mph is their natural max.  Were they exposed to radiation and have super powers?
Well that is your typical problem with having standard vertical character controller cylinders with something that is drawn mostly horizontally (like many animals). Basically it needs to be offset back, so the head is more towards the center, but is probably not a trivial change. It should get "better" at some point.

There is nothing natural about those vultures. They are Undead.

Very true.

Now I am in the belief this is not within the realm of your job, but since we're on topic, I thought I'd ask anyway. Have you heard any word if the cooling effect of yucca juice will be re-added into the game in A20 or a future update in general?
I have not, but it would make sense if heat was a worse effect, that you would want things to counter it.

About the "Zombies can fit through 1 block high holes" wanted to know is it only for holes at ground Level or will it also work for 1 block high holes. You can see hatch bases everywhere with a corridor and a hatch on the ground when opened will block the way on ground level so you can attack the zombies with meele. I wish they could crawl over a block. This would be the best!!
It will be a big can of worms, but no work has been done on it yet, so can't say what will be using it, in what cases or how it will look.

 
It will be a big can of worms, but no work has been done on it yet, so can't say what will be using it, in what cases or how it will look.
Yeah, I guess there's some AI behind that too, nevermind the animation transitions and ragdolling feedback. On the plus side, it can be done cheaper  than  some other pathing behaviours like the arrowslit floor non-pathing exploit solution.

There's not enough faatals for all these changes.

Question:

Are you guys planning to touch the animal code in some way ? meaning combat hit feedback (like the Zds currently have, currently the dogs just stop ) ; ability to bend and turn a bit more organically (IK bones stuff) ...etc ?

 
faatal said:
It will be a big can of worms, but no work has been done on it yet, so can't say what will be using it, in what cases or how it will look.
This feature is listed on the first page of this thread, and no work has been done on it?

 
faatal said:
You are blaming SI, when I don't think that is the main overhead. Profiling clearly shows chunk mesh and collider updates as the big overhead, which is primarily internal to Unity with data copying and PhysX updates. There are multiple chunk layers and their mesh and colliders update in the same frame, so hopefully I can slice that over multiple frames to reduces spikes. Have not tried changing it yet, since I tend to bounce between features, optimizations and bugs. There are some other mesh settings to try, plus some of our mesh building code could be faster. Our mesh building is on a separate thread (the faster part), but mesh copying to Unity has to be done on the main thread.
Thank you for taking a look and replying. Yes obviously I can only make deductions based on what I can see on the surface. Si or mesh coliders I'm just happy the issue got the attention of the right person. I was really happy to see that the unity devs will be working with tfp. Hopefully they can help squeeze out some more nice gains. 👍

 
@faatal, any chance of plugging one of the biggest exploits we see online with players clipping their head underground to see and also fire through everything? (This also works for turrets)

 
faatal said:
The main functional change is biome weather parameters are in groups now, so something like a storm can change all parameters to ranges a storm should have.

Biome temperatures are in absolutes now and global temp is just a random +/-5.

Grace period is same.

There probably won't be many more changes (for a20) beyond that.


Thank you for the reply. It piqued my curiosity. Does this mean there is no longer global weather (like a global rainstorm or snowstorm), and that the weather is specific to a biome?

 
faatal said:
You are blaming SI, when I don't think that is the main overhead. Profiling clearly shows chunk mesh and collider updates as the big overhead, which is primarily internal to Unity with data copying and PhysX updates. There are multiple chunk layers and their mesh and colliders update in the same frame, so hopefully I can slice that over multiple frames to reduces spikes. Have not tried changing it yet, since I tend to bounce between features, optimizations and bugs. There are some other mesh settings to try, plus some of our mesh building code could be faster. Our mesh building is on a separate thread (the faster part), but mesh copying to Unity has to be done on the main thread.


It's an utter PITA to use, being bleeding-edge tech with the associated missing features and scant/outdated documentation, but you may want to see if the DOTS system will help with this.  If you can get it working it certainly does make thiings smoother.

 
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New Tier 4 poi! Nice

 
Well, I need to ask, I have been tormented by this question for several days, I hope I am not alone :) Dear developers, please explain:
1. The image below the number 1 shows the concept of a primitive rifle, which, apparently, shoots 7.62 rounds. What will such a rifle be made of? After all, it looks too good for the primitive stage.
2. I understand that this is just a concept, but still it is a rifle with a lever mechanism, which implies faster reloading of rounds. If so, this weapon looks more profitable than a hunting rifle. How will these rifles be balanced?
3. The image below the number 2 shows, as it says on Twitter, a primitive shotgun. OK, but why is the hole in the barrel so small? As if for 9mm rounds or .44?
4. Under the number 3 is a picture of a weapon that was not presented to us. What's it? It looks "more shotgun" than under the number 2. Maybe there was just some mistake? :)
Thank you for your work, I can't wait for the A20.

guns.jpg

 
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@madmole

Hello, will A20 include anymore books?  All other weapons have a corresponding volume of books except Knives and Sledgehammers.  I know Night Stalker has some knife related perks but they feel ancillary and situational for a stealth build.  I know your a stickler for continuity so I just thought I'd mention it.

 
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