PC Alpha 20 Dev Diary

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Nope.  First random thing - granades. It is so hard to implement granades for npc - that can spam them or do it radomly on their own legs (stalker XD) . Or bots in L4D2 can't use melee weapons because... i don;t remember. i agree that npc can heave perfect accuracy but sometimes mean nothing - guy with rocket launcher can shot in wall and hurt his mens by accident  or he can use rocket laucher as shotgun etc so this is so hard to make good. 

About exploits : this is another reason how hard is to make this good. Well in DL1 it was much less exploits and some of them weren't even exploit - you could kill goon zombie just throwing knifes at him. In DL2  you can tons of them - i know they wanted to do balance  volatines to avoid to be too much agresive but they make them just... dogs on a leash
Grenades are a parabola until they come into contact with a surface, from there it's pretty simple newtonian physics to determine where they land.  There are plenty of examples where games give you an indication of grenade trajectory before you release it and that calculation is the basis for the AI to aim.

The bad guys are often intentionally bad at aiming grenades because nothing annoys players more than when they think they're in cover and a grenade bounces off the wall behind them and lands at their feet.

The fact that you seem to think the AI is unintenionally missing indicates that the programmers have got the AI right to make it enjoyable instead of the player being killed in seconds by ricochet's and splash damage.

Many people here will have a cold shiver down their spine when I remind them of the horror that was the sniper jackals in halo 2.




 


 
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11 hours ago, The Gronk said:
Grenades are a parabola until they come into contact with a surface, from there it's pretty simple newtonian physics to determine where they land.  There are plenty of examples where games give you an indication of grenade trajectory before you release it and that calculation is the basis for the AI to aim.

The bad guys are often intentionally bad at aiming grenades because nothing annoys players more than when they think they're in cover and a grenade bounces off the wall behind them and lands at their feet.

The fact that you seem to think the AI is unintenionally missing indicates that the programmers have got the AI right to make it enjoyable instead of the player being killed in seconds by ricochet's and splash damage.

Many people here will have a cold shiver down their spine when I remind them of the horror that was the sniper jackals in halo 2.



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Yep so i what i mean - this is good because this sounds like something happens nearby. it is not perfect but still better that random screams etc

 
Yep so i what i mean - this is good because this sounds like something happens nearby. it is not perfect but still better that random screams etc
I don't know how you can say it's good... I mean, it's night, you're in the middle of nowhere, and you hear some kind of water flushing noise from a toilet!  :confused2:

That's so immersion breaking... and on top of that, is very loud, so if you're sneaking around at night you won't hear @%$# while that sound is playing.

Anyway, problem solved by using the Ms.

I won't be able to report bugs anymore, but hey, you can't have everything, I guess.  :ohwell:

 
I don't know how you can say it's good... I mean, it's night, you're in the middle of nowhere, and you hear some kind of water flushing noise from a toilet!  :confused2:

That's so immersion breaking... and on top of that, is very loud, so if you're sneaking around at night you won't hear @%$# while that sound is playing.

Anyway, problem solved by using the Ms.

I won't be able to report bugs anymore, but hey, you can't have everything, I guess.  :ohwell:
Well if it is city - well let say water pipe is broken somewhere but in forest well i can agree with you XD

@ TFP could you guys show us A21 roadmap in this week please?  :angel2:

 
I also absolutely detest (not a strong enough word but will do..) that ambient sound/music crap and wish there was a way outside of a mod to get rid of them.

I turn off music because I don't want it playing, that includes that immersive breaking intrusive track that plays. It doesn't add tension or anything positive so for the love of all that is holy, allow us to turn it off, please..

 
I'll pile on the ambient sound bandwagon again.

I've said it for years the ambient tracks have too many sounds that are not ambience in a post apocalyptic world.  Many "ambient sounds" are music bits or sounds that would only occur in a world with other living and breathing to which those sounds should lead or be removed.  Many of the sounds should only be playing if they have an actual source. 

Those sounds and music in the ambient sound track have been a long-standing complaint from many.  Ambient sounds should only be the generic noises you would normally hear at night in the environment.  It is truly a shame those NON-ambient sounds and tunes are mixed in because it means the whole of the ambient sounds is damaged by them.  Further as mentioned many times music even short little tunes should not be in the ambient track at all unless the ambient track was for a concert hall and the concert equipment was still running.

It is truly a shame that the environmental ambient sounds which I would like to be able to hear  have to be disabled because of the sounds that also play which should not be occurring as part of an ambient track.

I try each version to put the ambient track on, but by day 3 I have had it with noises that do not belong and it ends up disabled.

It is the reason I have played with Music and Ambient sounds disabled for years with this game. 

There have even been suggestions in the past to make the ambient sounds that do not belong part of a madness track and make that start to play more often as you fail to interact with people or maintain proper health (such as a madness or loneliness buff).  This would be nice and better than the always occurring ambient sounds that should not exist without a traceable source.

 
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I don't know how you can say it's good... I mean, it's night, you're in the middle of nowhere, and you hear some kind of water flushing noise from a toilet!  :confused2:

That's so immersion breaking... and on top of that, is very loud, so if you're sneaking around at night you won't hear @%$# while that sound is playing.


Well we do have construction workers in the game.  Are you sure they haven't setup a porta potty somewhere close by to you?  😉

 
If anyone remember the Gamecube Game Eternal Darkness...that had THE BEST insanity side effects out of any game EVER...the higher your insanity got the more weird things and strange situations would start happening...strange noises , parts of the UI changing or moving around on you...even things like you controlling your character , walking thru a doorway(old Resident Evil style) moving to a new hallway or room still controlling your character to suddenly having a huge monster decapitate you...then suddenly....you were back in that room before the door , seemingly fine but panicked and out of breath...

But , yeah as much as something like that would be awesome here....I just don't see it coming to this game!

 
If anyone remember the Gamecube Game Eternal Darkness...that had THE BEST insanity side effects out of any game EVER...the higher your insanity got the more weird things and strange situations would start happening...strange noises , parts of the UI changing or moving around on you...even things like you controlling your character , walking thru a doorway(old Resident Evil style) moving to a new hallway or room still controlling your character to suddenly having a huge monster decapitate you...then suddenly....you were back in that room before the door , seemingly fine but panicked and out of breath...

But , yeah as much as something like that would be awesome here....I just don't see it coming to this game!
Honestly i don't see this came to any modern game- too much of work to make this efect and...  i think a lot of people will be annoyed so it will not sell well. Rly good games just.. don't manage to sold good enough but were unique - citizen kabuto , cryostasis,  rayman 3 ( if leaks about that are true) - so a lot of rly good games are just forgotten. I think eternal champions could be even better that MK 

 
Matt115 said:
Honestly i don't see this came to any modern game- too much of work to make this efect and...  i think a lot of people will be annoyed so it will not sell well. Rly good games just.. don't manage to sold good enough but were unique - citizen kabuto , cryostasis,  rayman 3 ( if leaks about that are true) - so a lot of rly good games are just forgotten. I think eternal champions could be even better that MK 


Hey someone else that agrees with me there...Eternal Champions , especially the Sega CD version...was WAY better then Mortal Kombat...Hell I still fire that Game up and play it occasionally...so many ways to die in that game lol

 
whats with all the moaning about ambient sounds? i turned it off so long ago i forget how to do it. surely you can figure that out 

 
Hey someone else that agrees with me there...Eternal Champions , especially the Sega CD version...was WAY better then Mortal Kombat...Hell I still fire that Game up and play it occasionally...so many ways to die in that game lol
Yep, well i  hear someone was trying to make remake but sega blocked this project

 
Can't file a bug report since I'm using a sound mod... but I just wanted to let you know that A20.2 has some serious "disappearing trees" issue right now...

This one was taken looking in one direction:

20220215183603_1.jpg


And this one was taken by just looking a few degrees to the left (same spot, all trees on the right have disappeared):

20220215183606_1.jpg


Second example, this is the first screenshot:

20220215183731_1.jpg


This is the second screenshot, just a few steps forward (notice how the two trees left and right disappear):

20220215183734_1.jpg

 
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Naz said:
@faatal I noticed in my a20.0 tests that the 4 core affinity trick no longer has the same huge gain seen in previous alphas and that without it applied the results are where i'd expect with it applied. I also took a look at the list threads command and see the game now only spawns up to 6 threads instead of all cpu threads [SIZE=14.6px]available[/SIZE]. This is a god send for users with many core cpu's that don't want to mess [SIZE=14.6px]around[/SIZE] with [SIZE=14.6px]applying[/SIZE] affinity [SIZE=14.6px]themselves. I had a couple questions regarding it out of curiosity.[/SIZE]

[SIZE=14.6px]1.Why 6 threads instead of 4? my initial tests using a extremely high vert and tris prefab to stress the cpu as much as possible showed a huge loss bellow 4 and every new thread above 4 showed a small but constant loss in performance, that got worse the more threads were [/SIZE][SIZE=14.6px]available. The difference in performance between 4 and 6 threads is very insignificant so it doesn't really matter in the grand scheme of things but i'm curious if there was a specific reason to go with 6.[/SIZE]

[SIZE=14.6px]2. Will any of those threads be run on a virtual core or does it somehow only utilise physical cores? I've found that hyperthreading/amd's smt doesn't help and pretty much always results in a loss in performance when used by the game. I know as an example Cyperpunk 2077 scans your hardware to determine how to handle it and if you have 12 or more physical cores it won't use virtual cores at all, but will use them on cpu's with fewer. Cyberpunk may always be considered a bit of a train wreck but i was very impressed with how well the game scales in performance in cpu's it will happily use all 16 cores on my cpu and performance does scale. Obviously i'm not expecting the same feat from 7dtd they're 2 completely different kind of games and developers with very different resources.[/SIZE]

[SIZE=14.6px]Appling 4 core affinity in a20.0 does yield some gain, but it's worth noting that i've targeted those 4 physical cores to the fastest cores on the cpu which will be the majority of the gain.[/SIZE]
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There was nothing changed that I am aware of. We are using a newer version of Unity in a20 than a19, so beyond that, I don't know.

 
Can't file a bug report since I'm using a sound mod... but I just wanted to let you know that A20.2 has some serious "disappearing trees" issue right now...

This one was taken looking in one direction:



And this one was taken by just looking a few degrees to the left (same spot, all trees on the right have disappeared):



Second example, this is the first screenshot:



This is the second screenshot, just a few steps forward (notice how the two trees left and right disappear):

I have this same bugs too

 
So the story now is:

-Players cheesed the game with the zombie drop hallways. 

-TFP counter cheesed the cheesy bases with rage mode.

-Now players are mad that they've been out cheesed.

The new super cheesy solution (beside just turning BM off, because that would be too easy??) is to make your base a zombie drop floater (using sheets).

Yup, sounds fun to me!
that is why when i Played

i just survived in my base. No side base, no trap...

just me, my base, my Pew pew or bow, and Lots of meth 

 
Can't file a bug report since I'm using a sound mod... but I just wanted to let you know that A20.2 has some serious "disappearing trees" issue right now...

This one was taken looking in one direction:



And this one was taken by just looking a few degrees to the left (same spot, all trees on the right have disappeared):



Second example, this is the first screenshot:



This is the second screenshot, just a few steps forward (notice how the two trees left and right disappear):

same here im more than sure its a bug with occlusion that was never fully fixed but compared to a19 from 20 its definitely less common for me at least  and i got a gtx 1050ti not that i dont think that matters but i could be wrong

 
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