PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

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    3
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Right click a chest to get access to the sign class, e still opens. Just gotta mix the loot and sign class.
I was thinking something similar, if not the same:

1. change the sign code so that you have to hold R to open a radial menu where you can edit the sign, not E. Also allow a LOCK TEXT option in the radial menu.

2. make a crate that is essentially a sign, but with storage when you press E.

That would fix both issues, no?

 
You can't just simply remove the bones from a character. The bones are what move the skin, so no bones means no ragdoll, no death animation... it'd be frozen in a T-pose if anything. You could have preset death animations and boneless models that match the last frames of those animations, and swap them in when the death animation is finished. But you'd be giving up ragdolls, and it would frankly look pretty last-gen: a significant step backwards for the game's graphics.
I understand most of what you posted because i've been reading to learn how the processes work, so after the

death animation and ragdoll are completed, is there no way to replace that entity with a lower tris one

without the default T pose. I ask because after they hit the ground, they are mostly imobile. I was thinking

along the line of the way downgraded blocks work. Then applying it to an unused entity. Or they can devolve

into the gore block that is seen in the streets. The thought was only for rendering purposes when there are a

lot of dead bodies around. yet still giving a visual.

 
Madmole

What is the different config for solid block colliders and the door collider, I ask because before the zombies would hit player and objects

through walls? But Someone on the team made a change, and that stopped happening.

 
&lt;snipped for space&gt;
You _could_ convert the vertices and uvs of the skinned mesh renderer into a static mesh and then remove the bones.

By the time you've done that to a reasonably high poly mesh you've just used more system resources than you've saved. They would also stop responding to physics and blocks being destroyed underneath them.

Automatically reducing mesh complexity is a system intensive process and not something that's particularly easy to implement.

Damned if you do, damned if you don't.

 
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Np and thanks for answering, it gives me something to experiment with in unity now.

Here is a next leftfield idea

For the box swap, why not use a macro. And just have a y/n tick box in the corner or the backpack slots. If y

then do if null then don't. Then anyone could either send 1-all slots that you have filled,

when you hit transfer key.

 
I understand most of what you posted because i've been reading to learn how the processes work, so after thedeath animation and ragdoll are completed, is there no way to replace that entity with a lower tris one

without the default T pose. I ask because after they hit the ground, they are mostly imobile. I was thinking

along the line of the way downgraded blocks work. Then applying it to an unused entity. Or they can devolve

into the gore block that is seen in the streets. The thought was only for rendering purposes when there are a

lot of dead bodies around. yet still giving a visual.
Didnt we have that before ragdoll was put in?

 
That's it. Guppy. Thank you for explaining it I got lost in the writing. We don't destroy. Bodies anymore. but for 30 to 60 seconds of each body killed the tris mount up. So i was trying to think of a way to have visuals but less on screen overhead. So if you have 20 dead bodies, and 16 live you are sill rendering 36.

 
That's it. Guppy. Thank you for explaining it I got lost in the writing. We don't destroy. Bodies anymore. but for 30 to 60 seconds of each body killed the tris mount up. So i was trying to think of a way to have visuals but less on screen overhead. So if you have 20 dead bodies, and 16 live you are sill rendering 36.
Yeh unfortunately Gronk's reply makes sense... doing this for every entity is likely more expensive than the dead entity, AND since it would be a block, it could never be "moved" again and would do weird things when floating.

 
Yeah exactly. I had similar thoughts myself and thats why it made no sense. I'm still confused about his question but I'm probably just not understanding what it is he is asking.
I just wanted to know if they had any benchmark data comparing a17 to a18. It wouldn't matter that the FPS is higher or lower in different areas. As long as the benchmark was conducted in the same area/s with the same settings it would give comparable results.

 
It's probably one of those, "What are your specs?" type of questions. Or one of the, "I'll believe it when I see it." sort of things.
P.S. Wandering horde zombies are such muppets when under the entrance of Dishong Tower. :p I had a wandering horde spawn in the tower on the ground floor and race out the entrance ways in my direction. They raced past me, then turned around to face me, then circled me, then turned around 180 degrees and began running off again, rinse and repeat until I killed them all. ROFL
Relax I just wanted to know exactly how much better =)

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Re: fps
Unholy Joe posted his fps comparisons, a18 was an improvement. Same spot, same time of day. Ish.
Thanks gupp, To the search box! haha

 
Luckily for him the sound only lasts 2 minutes, 7 times a day.
2 minutes seems like an overestimation, my friend!

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Okay, thanks! I'll get in you dark and wet basement, where some shady stuff has definitely happen just before I got in :) You're a good friend.



No one ever saw Trankitas again.
Hehe..

In all seriousness, I hope you manage nicely to settle into your new house!

 
There's many games that have this function. You open up the item and as simple as you would click on the Modify button there's a Favorite/lock button. Once on it won't move with the auto dump or auto sort. Also, keep you from scrapping, selling, or dropping it. (There's a story about a bow I keep hearing about???)
You can still move it around your inventory, tool belt, and even into storage.
Indeed; that is the mechanic we're discussing. Just trying to find a version that would be intuitive, easy to implement, have less edge cases like "what to do with an empty stack of bandages" and would fit the current UI. Each version would have their pros and cons.

 
and to beerfly... yes they are... but you all will have to explore to find them... they look amazing.
Thank you for sharing that awesome new detail. I didn`t need my brain anyway. Love them :)

 
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