Arez
Well-known member
Wow, that's a lot! It sounds like you guys are gonna need some extra, remote playtesting. I guess you can drop the download link in my personal messages?I have not posted in a while, so here is some info for January:
Wow, that's a lot! It sounds like you guys are gonna need some extra, remote playtesting. I guess you can drop the download link in my personal messages?I have not posted in a while, so here is some info for January:
[snip]
RWG is getting some improvements for A22. Alloc and I have reduced memory use a huge amount. I have also been working on performance with stamping now many times faster. I plan on looking at road generation speed next as is the slowest system now. Better messaging. Some fixes for seeds not being consistent and possibly other bugs like biomes not matching percents.
[snip]
Our gfx programmer is adding new hair shaders, contact shadows and ambient occlusion.
[snip]
Coughs* Airport POI * CoughsHello All,
Last week, I finished the 4 unit apartment building I mentioned in my last post. It will be a T2 questable POI in the country residential district.
I have started work on a new cave POI but still in the early planning phase. I am hoping to come up with a t3 or higher design. Will see where things end up.
Coughs * Airport POI * Coughs1. Football Stadium refactor. The original has not been updated for several alphas. My goal is to redesign it so it works both in Navezgane and RWG worlds.
2. There are several high tier POIs planned for A22, some of which has already been shared on social media
3. Some new POI trigger improvements coming in A22.
4. The new character system hands down.
I'm really surprised and happy that someone can take on Robert's work!RWG is getting some improvements for A22. Alloc and I have reduced memory use a huge amount. I have also been working on performance with stamping now many times faster. I plan on looking at road generation speed next as is the slowest system now. Better messaging. Some fixes for seeds not being consistent and possibly other bugs like biomes not matching percents.
Coughs* Airport POI * Coughs
Our gfx programmer is adding new hair shaders, contact shadows and ambient occlusion.
Dude....been asking for this since A4.....I made 2 airports when the plains biome was still a thing...a rural and an urban......I made planes and helicopters on runways that you could enter. Its possible....but even if they dont want those make them a static item in game....Cmon now..cant even upload pictures anymore...this new forum platform blows !!!The biggest obstacle to Airport POIs are that the existing suite of rounded blocks are insufficient to make halfway passable planes. Fuselages, yes, but cockpits & tails & such that don't look look like they're made out of Duplo require new form blocks.
Dude....been asking for this since A4.....I made 2 airports when the plains biome was still a thing...a rural and an urban......I made planes and helicopters on runways that you could enter. Its possible....but even if they dont want those make them a static item in game....Cmon now..cant even upload pictures anymore...this new forum platform blows !!!
You always use the Airport mod. It doesn't get placed with RWG because it's too large but you can place it manually or place it automatically when generating a map with Teragon. Yes, planes aren't perfect because of the limitation of block shapes, but it's really well done and has a variety of layouts available.Dude....been asking for this since A4.....I made 2 airports when the plains biome was still a thing...a rural and an urban......I made planes and helicopters on runways that you could enter. Its possible....but even if they dont want those make them a static item in game....Cmon now..cant even upload pictures anymore...this new forum platform blows !!!
Give the airport mod a try. It is actually really well done and doesn't feel too empty. It is also very large and has a variety of quest locations within it. There are a few maps already available with it and Teragon can place it as if it was a single POI if you want to go that route, though you do need enough space for it to fit on your map.I don't understand all this expectations from an Airport POI.
The only cool thing would be if the game could be able to spawn hundreds of zombies at once: THEN, and only then, it would be cool to have an airport filled with "ex-people".
Without that it would only be a very desolate place with too much space and too few zombies.
They are doing preset parts, so you would pick a head and body and then vary some aspects like hair.I don't know if you can share this or not, but will the new player characters have much in the way of editable features/morphs (facial... or rough body build/proportions morphs, like say we wanna play a tall himbo or the *ahem* rotund comic book guy), or is there simply going to be a library of stock presets of heads (and maybe bodies)?
I'm fully fine either way, considering that aside from changing skin tone and hair colour, right now you can make all of *two* characters; just excited and curious about what sort of options we're going to get.
Roads are not planned to be changed unless we stumble on something or need to fix a bug. I did speed up road gen speeds about 3x, so I can now make an 8k world with default settings in <50 seconds. I do have a fast PC.first: HECK YES ambient occlusion, all my homies LOVE ambient occlusion.
Second, a question about roads. Are there any other changes to roads being made beyond tweaking generation speed? I'm someone who almost exclusively uses roads and and trails and doesn't often off-road, especially with the new vehicle damage changes, so I was wondering how difficult it would be to tweak the road generator so that a city or town once in a while has all four cardinal directions see entrances and exits. This is mostly a throwaway question not meant to be taken incredible urgently or seriously, but it's something that's been on my mind since the new RWG dropped.
It's also super good to hear that biome percentages are being tweaked for accuracy! I almost always make my wasteland biome smaller than the others and more often than not it comes out almost the same size or larger than the other two (or so comically small that cities won't spawn inside of it).
Looking better, but running worse is often how it goes. In this case it may cost a few FPS, but it is not a final tweaked feature yet. The lower quality shadow settings may have contact shadows disabled.This question comes from someone who doesn't really know the ins and outs of how these various components work but my idiot brain reads those as things that'll make the game look better but run worse.
Or am I wrong and these are actually intended to reduce performance impact while maintaining the current fidelity?
I hope that made some sort of sense
My point is not about the POI itself, I'm sure the Airport MOD is great if you say so.Give the airport mod a try. It is actually really well done and doesn't feel too empty. It is also very large and has a variety of quest locations within it. There are a few maps already available with it and Teragon can place it as if it was a single POI if you want to go that route, though you do need enough space for it to fit on your map.
It is also a fun place to drop a base in the middle of.
Here's hoping we get alot of optimization in Alpha 22Looking better, but running worse is often how it goes. In this case it may cost a few FPS, but it is not a final tweaked feature yet. The lower quality shadow settings may have contact shadows disabled.