Recent content by ZehMatt

  1. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: 0.9.9 Read the rest of this update entry...
  2. ZehMatt

    Beta WalkerSim2 - 0.9.9

    0.9.9 Fix: Clients without admin permission can restart the simulation with the console command. Fix: Activation radius was too big causing issues with spawning. Fix: During spawn it could select the entity class `None` which was substituted by `ZombiesAll` which skewed the probabilities...
  3. ZehMatt

    WalkerSim2

    @fclen I've found the root cause but I haven't done a new released yet, not sure yet when I'll do that but if you like to try it earlier you could check out the artifact from here: https://github.com/ZehMatt/7dtd-WalkerSim2/actions/runs/15800631625
  4. ZehMatt

    PC V2.0 Storms Brewing Dev Diary

    I see, however there are plenty integer operations and the "Fast" ones don't do so well here compared to the standard stuff. Also just pointing out what I observed, not asking to rush anything. Also would you mind sharing those tests?
  5. ZehMatt

    PC V2.0 Storms Brewing Dev Diary

    I actually measured that just today with Unity 6.1, the built-ins are better and codegen wise at least the integer versions are just 4 instructions with no branching which the "Fast" ones never achieve, ever, no matter how hard I pressure the code path. With those "Fast" functions you play...
  6. ZehMatt

    PC V2.0 Storms Brewing Dev Diary

    @faatal, https://dotnetfiddle.net/AFt7Kn please consider changing those "Fast" functions to use the built-ins, low hanging fruit and nearly zero effort optimization opportunity, it wont get us 100 extra fps but what is even the idea here? 😆, lets just leave such function to the runtime which...
  7. ZehMatt

    WalkerSim2

    I will look into this, I wasn't aware. Edit: They do seem to spawn but the chance is very low I think this might have to do with the low chances set in entitygroups.xml, until a certain game stage its typically 5% which is not a lot and with more zombies being spawned now its quite a slim...
  8. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: 2.0 support and bug fixes. Read the rest of this update entry...
  9. ZehMatt

    Beta WalkerSim2 - 2.0 support and bug fixes.

    0.9.8 Change: Support for game version 2.0, older versions will not work. 0.9.7 Fix: Allow clients with admin permission to run console commands such as `walkersim stats`, `walkersim show` will still only work on local games. Fix: Incorrect calculation of the view radius, the spawn area was...
  10. ZehMatt

    WalkerSim2

    ZehMatt submitted a new resource: WalkerSim2 - More realistic hordes based on a 2d simulation Read more about this resource...
  11. ZehMatt

    Beta WalkerSim2 0.9.9

    WalkerSim2 WalkerSim transforms the way zombies and hordes behave in 7 Days to Die. Instead of relying on random spawns, it runs a persistent simulation of zombie activity across the world. In this system, zombies — referred to as agents — exist and move within a virtual 2D world that mirrors...
  12. ZehMatt

    PC The Duke, Noah, and the story so far

    You guys giving this clown too much attention for a non-existent problem. No sane person that will play this game will suddenly have a bad attitude or view towards native Indians, this way of thinking is just insane.
  13. ZehMatt

    PC The Duke, Noah, and the story so far

    After reading all the posts I come to the conclusion that the Internet has cooked way too many brains, touch some grass.
  14. ZehMatt

    PC V2.0 Storms Brewing Dev Diary

    Get ready for a whole new level of zombie mayhem! Similar to the current green Radiated Zombies we have added new higher gamestaged Charged Blue and Infernal Orange zombie Archetype groups with new behaviors coming. These new Archetypes will intensify the later game experience!
  15. ZehMatt

    WalkerSim 2 (Beta)

    I did go through some of the code, apparently "volume" is kind off the distance?, it just goes volume * volumeScale and so far I've only observed volumeScale of 1. Here is what I logged out. Noise: ak47_fire, Volume: 108, Duration: 2, MuffledWhenCrouched: 0.8, HeatMapStrength: 0.9...
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