PC V2.0 Storms Brewing Dev Diary

@faatal With this being only your guesstimate of course; do you think a 2.5 EXP release is possible by the Thanksgiving holiday (November 27)?
Or should I just be expecting it for sometime in December?

Of course, I could expect it by December and if we get it in November, I'll be a happy camper (forget I said that!). 😁
At this point we are planning on Dec as we are combining features that we were going to release separately.
 
Any details on how temperature will likely be re-implemented, from the perspective of handling it gameplay-wise?

I first played around A15/early A16, stopped, then came back around 1.1/1.2; it was many years ago, but my partner and I's shared vague memory of temperature back in A15/A16 was that it felt more like a nuisance than an interesting survival aspect. Desert and snow felt gatekept by happening to loot temperature-favorable pieces of clothing for however many people were playing, then having to put on/take off/put on/take off the piece of clothing to regulate temperature and the inventory slots the clothing took.... Basically, we're both a bit trepidacious about temperature coming back because not having it in 1.X/2.X has felt quite a bit more freeing compared to our memories of A15/A16.

Disclaimer: I am in no way asserting that either of our memories are accurate, that's just how we remember it.
 
@Ostentatio

Probably because it was only about 11% implemented by default
at the time. There is a range of 255 steps to usable elevation
meaning bedrock to our highest normally allowed build height.

There were only 28, levels in xml, so unless a person modded it,
then temperature felt really abrupt as you moved. Once modded, it
felt in synch with the elevation.

There were 23 variables, that adjusted for environmental location,
and personal changes, like DryTempCutoff, CoreTempChangeRateWhenDry,
EnclosureDetectionThreshold which was really generous at .15, etc. These
allowed weathersurvival to feel like a part of the game, but only if the
complete elevation was modded. But very few people modded it, so; most people
remember it the way that you do.

One of he reasons it would have felt different when you returned is because
the new RWG is based on a plane instead of elevation. So your memory is correct if
you didn't mod to allow for elevation back then.
 
We don't know, but I do know it won't be soon. That requires moving to HDRP for rendering, which means redoing all the shaders, postprocessing, video options and parts of the rendering code. Some of that work has been done in a branch of the 7 days code for another project, but so far performance is quite a bit worse.
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Unity games are c#, so we have a ton of c# code. We do use a lot of xml but it contains data. XML modding is much easier than code modding.
I see, thank you for your reply. I imagine a lot of work is needed to make ray tracing lightweight and of good quality in terms of performance and visual quality in games. It's a huge undertaking, perhaps with some help from ray tracing pros? And that would allow many developers to get hands-on experience with this technology? ;) :) <3
 
At this point we are planning on Dec as we are combining features that we were going to release separately.
So the update is delayed again? 😵‍💫😭 Will there be a 2.6 update? I saw on the forum that there will be, but since your plans are changing 😭 please tell me yes
This would allow you to add so much more content, fix bugs, and polish version 3.0 😭😵‍💫
 
I first played around A15/early A16, stopped, then came back around 1.1/1.2; it was many years ago, but my partner and I's shared vague memory of temperature back in A15/A16 was that it felt more like a nuisance than an interesting survival aspect.
Yes, in A16, it was a bit odd as you had clothing that would cool you instead of protecting you from the heat or warm you instead of protecting you from the cold.
This would lead to weird situations where you would for instance remove your t-shirt in the snow because it made you too cold.
It was later redone in subsequent alphas with the introduction of mods and was better to some extent.
However, temperature will probably appeal more to hardcore survival enthusiasts and might not be for everyone.
 
XML modding is much easier than code modding.
The extent to which TFP have made this true--how much of the game is exposed to xml modding--impresses the hell out of me every time I want to tweak something. From time to time people throw shade at TFP because they feel mods are required to enjoy the game, without stopping to recognize the smart and deliberate design TFP put in place to facilitate that.

But mostly, because I don't want to be doing more of my day job during my entertainment time, I absolutely adore that I can tweak so much without ever firing up an IDE.
 
Global illumination would be nice to have, even without full-blown RT support (shadows, reflections, etc). I use the screen space GI feature in the Torch mod, which is okay...but SSGI is always going to be inferior to RTGI.
I completely agree with you. RTGI has a huge impact on lighting quality, which is the most important part of graphics. The lighting quality in the game currently leaves much to be desired, even though it has improved significantly in recent years. RTGI would take the game's graphics to a whole new level.

But, unfortunately, yes, for now, all we have is SSRTGI in Torch. Still, it's better than nothing.
 
Yes, in A16, it was a bit odd as you had clothing that would cool you instead of protecting you from the heat or warm you instead of protecting you from the cold.
This would lead to weird situations where you would for instance remove your t-shirt in the snow because it made you too cold.
It was later redone in subsequent alphas with the introduction of mods and was better to some extent.
However, temperature will probably appeal more to hardcore survival enthusiasts and might not be for everyone.
I liked alpha 15 and 16s weather because it was something that everyone had to worry about. No matter what you could still overheat or if the weather was right. Freeze

Im just kinda sad the new clothing won't be visible. Even if its just an opinion to overlay your armor with normal clothing. I love the mo power outfit because its pretty basic clothing. Nothing super crazy or anything
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Such as smell was not going to be in the first experimental release and now it is. The release notes just got smell added and it is a fairly detailed write up.
Im so excited for a better version of smell i remember seeing that on console and thinking it was so cool
 
So the update is delayed again? 😵‍💫😭 Will there be a 2.6 update? I saw on the forum that there will be, but since your plans are changing 😭 please tell me yes
This would allow you to add so much more content, fix bugs, and polish version 3.0 😭😵‍💫
Yes. There are actually a large amount of date changes when making a game. Most are not made public. Every week someone does not get to or finish something and it gets pushed to next week.

For example, the Unity 6 update I have told the team fall, then Oct, Nov, Dec and today it came up with one of the other programmers and I revised to Jan with trying to get 2.5 exp and stable in Dec. I don't want to be mixing U6 assets in trunk with 2.x releases that are on U2022.

Stuff happens. There was a dedi optimization today for loading models and I talked to the programmer who made it, as I thought it would remove colliders we need. I guess we discussed it a while ago and thought it would work. I tested and it did remove them and made errors, so he disabled it for now and may look at again in U6.

I expect there to be a 2.6, but it depends on what is left after 2.5 as I know of several features that could go 2.6 or 3.0.
 
Yes. There are actually a large amount of date changes when making a game. Most are not made public. Every week someone does not get to or finish something and it gets pushed to next week.

For example, the Unity 6 update I have told the team fall, then Oct, Nov, Dec and today it came up with one of the other programmers and I revised to Jan with trying to get 2.5 exp and stable in Dec. I don't want to be mixing U6 assets in trunk with 2.x releases that are on U2022.

Stuff happens. There was a dedi optimization today for loading models and I talked to the programmer who made it, as I thought it would remove colliders we need. I guess we discussed it a while ago and thought it would work. I tested and it did remove them and made errors, so he disabled it for now and may look at again in U6.

I expect there to be a 2.6, but it depends on what is left after 2.5 as I know of several features that could go 2.6 or 3.0.
@faatal So 2.5 EXP (which will include stuff that might have been in 2.6 also) might be released on, or around my Birthday... What a nice gift from the TFP team... Thank you guys!!!
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For example, the Unity 6 update I have told the team fall, then Oct, Nov, Dec and today it came up with one of the other programmers and I revised to Jan with trying to get 2.5 exp and stable in Dec. I don't want to be mixing U6 assets in trunk with 2.x releases that are on U2022.
@faatal Could you please give us an example or two about what Unity 6 will bring to the game compared to U2022?
Will it help with performance? Add things to the game that would not have been possible with U2022? Other features?
 
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