PC Alpha 20 Dev Diary

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You can program damn near anything you want in shader code, that wasn't my point.

Have you ever tried hash-cracking or crypto-mining _while_ rendering a high-def scene?  It's the short road to a kernel panic or BSOD.


As I said I was just hopefully clarifying by saying it's not just about running 32 bit code - it is extremely useful for 'intense' 'code'.  (btw - I added a '32 bit' clarification since this last posting as well.)

I have.  Although mostly for testing purposes.  Granted I might have to turn down my ultra settings for 7D2D, but I still have unused GPU bandwidth (15-50%) quite a bit.  Although I could do rainbow tables with Terraria and quite a few others.  (Although not Minecraft set to 64 chunks.  ;)  )  

I tend to build very expensive gaming rigs.  (9 fans and liquid cooling.  With appropriate monitoring apps, of course.)  Current rig within top 1.5% 3D Mark territory.

BTW1: My last 3 rigs have been built specifically with 7D2D in mind.  (Not the only thing, but a high priority.)

BTW2: I am NOT trying to 'undercut' the 'kernel panic or BSOD' statement.  Heck, I would bet you could literally fry some (a lot?) systems by trying that.  (I probably could as well...) 

 
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I think the last time I cracked a hash you were probably just starting your first day in security, I hope so, it's probably quite a bit longer though... I'm very old.

No doubt things are more stable now but I still question the sanity of running complex logic on the GPU.  Debugging alone becomes exponentially harder.

UEBS is a unity game, why they haven't just chucked the logic into the job system I have no idea.  That's exactly the sort of code it was created to run.  I love it, the speed of a primitive language without most of the tedious memory management.

 
I think the last time I cracked a hash you were probably just starting your first day in security, I hope so, it's probably quite a bit longer though... I'm very old.

I love it, the speed of a primitive language without most of the tedious memory management.


I am currently quasi-semi-retired.  But, I may be getting back in.  My 'IT' background goes back to 60's.  Dad and I were building plastic adding machines/calculators even before the Altair 8800.  (I did a digi-comp before going to school).  Dad (electronics tech plus) even brought home damaged 'mainframe' 'modules' that we would make good ones out of (along with some 'hard build' things like digital display frames, etc.  I laugh when some try to use machine language as a 'bar'.  (or even a TI-59)  Me: "You mean you didn't have to use 10 mechanical switches for every byte of code and hit a switch to store, and do that a hundred times?  For every program?"  (cuz you would lose EVERYTHING by power or even hitting a 'bad' (not power!) switch...  (and NO way to even SAVE programs.  You know - like a tape or cards or anything) 😁

 
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My gosh! All this nerd talk has given me a headache!  :dizzy:

Oh well, I'll get some painkillers, antibiotics and vitamins...  :nerd:

 
You can program damn near anything you want in shader code, that wasn't my point.

Have you ever tried hash-cracking or crypto-mining _while_ rendering a high-def scene?  It's the short road to a kernel panic or BSOD.


We actually had someone in the General Support forum complaining about FPS drop while crypto mining.  Our advice to him was stop trying to do both while playing the game.

 
We actually had someone in the General Support forum complaining about FPS drop while crypto mining.  Our advice to him was stop trying to do both while playing the game.
They will stop doing both when the thrashing kills the GPU. (Really if anyone doesn't know mining and anything with high graphics demand at the same time will destroy a GPU).

 
Just like sharing saved map points , the person with the quest has to first share the quest (I think on quest tab) and then your friend has to ACCEPT the quest and click the compass to follow it. When you share a map point your friend has to open up the map and click a flag icon to SAVE permanently


We can share Quests now thanks, I also tried a simple random location which again worked but why doesn't it appear in the Shared Waypoints box on the map menu ?



't' was the test shared location yet its not seen in the lower shared section ...

 
Anyone else getting Null Reference errors?

Played the game fine then reopened with Missing Paint ID XML entry: 255 for block 'concreteShapes:cube'

I use some mods but this hasn't occured and I didnt change anything but add one mod, which I have since deleted and still getting this error.

It's spamming the console and I cannot move without it popping up. Any ideas?

 
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Anyone else getting Null Reference errors?

Played the gane fine then reopened with Missing Paint ID XML entry: 255 for block 'concreteShapes:cube'

I use some mods but this hasn't occured and I didnt change anything but add one mod, which I have since deleted and still getting this error.

It's spamming the console and I cannot move without it popping up. Any ideas?
Even if you removed the mod, you should still try to verify the game cache from Steam.

 
Anyone else getting Null Reference errors?

Played the game fine then reopened with Missing Paint ID XML entry: 255 for block 'concreteShapes:cube'

I use some mods but this hasn't occured and I didnt change anything but add one mod, which I have since deleted and still getting this error.

It's spamming the console and I cannot move without it popping up. Any ideas?


If you added a mod, it added resources to the game.  Simply removing it from an existing world typically won't fix it as the world is trying to reference back to it.  You would have to create a new world in most cases.

 
If you added a mod, it added resources to the game.  Simply removing it from an existing world typically won't fix it as the world is trying to reference back to it.  You would have to create a new world in most cases.


The mod hasn't added anything. Just better cement which uses existing items but in the normal mixer.

I already verified but I'm still getting the same error continuously.. I can't play because it won't stop spamming.

You guys have any more advice?

 
We can share Quests now thanks, I also tried a simple random location which again worked but why doesn't it appear in the Shared Waypoints box on the map menu ?



't' was the test shared location yet its not seen in the lower shared section ...
You won't see it in the shared section but your friends will and they have to click each waypoint and then the flag to save it on their end 

 
JaxTeller718 said:
Perks are a whole other topic. I'm forced to sink points into what i feel is a useless endeavor to get stations. I don't care for or want perks for batons/electric/turrets but i must sink them there for access to vehicles and benches. Why? its an attempt at a janky class system. And lets not talk about why anyone would want to take clubs or blunt weapons when bleed on knives is always a better bet. Even pipe batons are better than a club.
 


Absolutely spot on, the level gates are probably the single worst thing about the leveling system right now, along with the seemingly multiplayer-centered balance. It's obviously just a duct tape fix, but mod out level gates, set the points per level to 3, and the game becomes exponentially better. It is just baffling that in a survival game of all things, you are railroaded to "specialize" instead of diversifying your survival techniques, i.e. doing a little bit of gardening, a little bit of looting, a little bit of construction, and this, and that. 

 
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Absolutely spot on, the level gates are probably the single worst thing about the leveling system right now, along with the seemingly multiplayer-centered balance. It's obviously just a duct tape fix, but mod out level gates, set the points per level to 3, and the game becomes exponentially better. It is just baffling that in a survival game of all things, you are railroaded to "specialize" instead of diversifying your survival techniques, i.e. doing a little bit of gardening, a little bit of looting, a little bit of construction, and this, and that. 
I've been saying for ages that they should have different attribute skill trees for SP and MP.

This would solve once and for all the balancing problem we have now. Also, would solve the "Charismatic Nature" hole issue for SP.

 
Those are typically shader cache updates being pushed for many games.  It is to improve Vulcan and OpenGL game performance




 
Absolutely spot on, the level gates are probably the single worst thing about the leveling system right now, along with the seemingly multiplayer-centered balance. It's obviously just a duct tape fix, but mod out level gates, set the points per level to 3, and the game becomes exponentially better. It is just baffling that in a survival game of all things, you are railroaded to "specialize" instead of diversifying your survival techniques, i.e. doing a little bit of gardening, a little bit of looting, a little bit of construction, and this, and that. 
The only time you're encouraged to specialize is in multiplayer and that's generally because others want to specialize in combat perks and doesn't have anything to do with anything intrinsic to the leveling system.

In single player if after your first 4 points you aren't spreading them around, you're just doing it wrong. You aren't locked into any tree nor do you have to specialize too far into any particular tree in order to survive. You can evenly distribute your points across every tree and manage just fine.  It only becomes an issue on max difficulty settings where you kind of have to spec higher into your particular weapon and even then, the first few points into other trees are cheap.

 
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