ExactlyWell...while "swimming" remains as it is there is at least one point to a raft.
Hmm... have you tried screaming at it? Or stabbing it? That usually gets it to work.It's not a priority. This is not Subnautica.
This is not about a water surface behaving correctly. A flat plane is easy to control. The tricky part is water flowing into and out of places when those places can change shape at any time so you cannot pre-generate anything.
That essentially means doing pathing calculations for a massive number of water blocks all the time as the water goes places.
That this is not done all the time is why water can have holes that do not equalise/close immediately or ever.
Some point at how well Minecraft water works but it's only a matter of scale. It flows for 7 blocks while 7D water flows for 3 or so. Other than that it's quite similar and 7D has more to do than animate stick figures hopping around cube blocks.
Saying "fix water" or "improve the voxel system" is easy but... with what kind of CPU power? LOL
Even replacing voxel water with a permanent water level is neither simple nor easy because it creates just as many issues when tunneling into a body of water at which point players would expect the water to flow into the tunnel.
So if water doesn't flow you can dig out the ground under a lake and build your base in this newly created air bubble, looking up into the lake water. And if you go "but the water would flow into that, right?" you are back to square one because it would have to be voxel water made of individual blocks and... see the problem?![]()
Games that "do water" reasonably well tend to be 2D ones like Terraria where the computing requirements for it are exponentially lower.
This will be different in A18, since there was a bug reducing animation root motion, which when fixed made all the animals and zombies much faster, so I tweeked some of the AI move speeds back down to try to match how it was before. This should give more headroom for higher speeds, since it was capped out before on nightmare.
Bottom line, we will be making another pass over that for A18.
I guess there were some changes to root motion that would be too hard to port to 17. 18 will have a true nightmare mode.
Well, A18 can't come soon enough!EDIT: I'm excited to see if all the changes bring back that desire of I need this, I need that, that hook of you wanting stuff, fearing stuff and general addiction level. BTW 18 is not shipping with the dream gun system, but some quality damage is coming back.
Very well said. If SBD isn't a good fit for this game, no other game has hopes of making it fit. Like you said, we have all these different kinds of food and ways to acquire it/produce it, and it simply becomes a non-issue too fast. In other words it's a lot of content not fully exploited. Hopefully the performance hurdles can be overcome for a streamlined SBD.So much trouble in creating different types of food, tin cans, animals to hunt, agriculture ... and at the end of all that, even a new player understands that food ceases to be a problem the second or third day at the latest............Giving food a secondary role in healing or giving buffs does not solve the bottom line.
I am saddened to see how much effort has been made in other areas to correct "bad designs" and that everything related to survival and resource management has been considered good enough.
Despite this I understand that you do not want to add rot (which would have helped in this) if this seriously affects the performance of the game.
Gazz,It's not a priority. This is not Subnautica.
This is not about a water surface behaving correctly. A flat plane is easy to control. The tricky part is water flowing into and out of places when those places can change shape at any time so you cannot pre-generate anything.
That essentially means doing pathing calculations for a massive number of water blocks all the time as the water goes places.
That this is not done all the time is why water can have holes that do not equalise/close immediately or ever.
Some point at how well Minecraft water works but it's only a matter of scale. It flows for 7 blocks while 7D water flows for 3 or so. Other than that it's quite similar and 7D has more to do than animate stick figures hopping around cube blocks.
Saying "fix water" or "improve the voxel system" is easy but... with what kind of CPU power? LOL
Even replacing voxel water with a permanent water level is neither simple nor easy because it creates just as many issues when tunneling into a body of water at which point players would expect the water to flow into the tunnel.
So if water doesn't flow you can dig out the ground under a lake and build your base in this newly created air bubble, looking up into the lake water. And if you go "but the water would flow into that, right?" you are back to square one because it would have to be voxel water made of individual blocks and... see the problem?![]()
Games that "do water" reasonably well tend to be 2D ones like Terraria where the computing requirements for it are exponentially lower.
As somone who likes to build, I was frustrated the first time I saw the table saw. Gateing wood building/deco materials is strange since they don't serve a function beyond aesthetics.The mixer should use gas and not be electric IMO. The saw is just decorative fluff so I wonder do we need to add complexity to people who simply want to decorate their base?
Minecraft does not use a hightmap terrain, nor marching cubes terrain and has mainly simple cube blocks. The tech is way different.Gazz,Minecraft water would be perfect. It is a balance between good phisics and good performance.
How? It doesn't do anything different. It develops holes, it does not flow where you would expect water to flow...Gazz,Minecraft water would be perfect. It is a balance between good phisics and good performance.
What is the "dream gun system"?No maybe it was broke with that root motion thing. As I said 17 is way faster than 16 player movement speed.
EDIT: I'm excited to see if all the changes bring back that desire of I need this, I need that, that hook of you wanting stuff, fearing stuff and general addiction level. BTW 18 is not shipping with the dream gun system, but some quality damage is coming back.
I actually go into the biomes.xml and set anything to do with grass to 0.1 if its higher than 0.1. Some of them have .4 or .5 which I believe is 40-50% chance to spawn per block. You'd be surprized how much fps you can get by just reducing the amount of grass its not as big of a improvement in a17 as it was in a16 though, not to mention it makes stuff like stones and bird's nests easier to see as there is less grass in the way.I have often wondered if there might be a way to combine static and voxel terrain to improve fps. Like only doing voxels 3-4 deep for terrain until the player starts digging and then converting to voxels as the player moves into what would have been static terrain.
And grass. Would it make sense to get rid of grass as a separate, harvestable voxel and just make it part of the ground block? The last couple of alphas have seen grass become less and less important (I'd argue we really don't need grass clothing now that we have a weather-protection buff at the beginning) and it seems like a lot of items to spawn and make destructible for little gain.
The difficulty isn't the issue. It's whether it can be implemented without killing the frame-rate.Would be an interesting challenge. Imo difficult but possible.
I meant it was difficult because of possible frame-rate issues.The difficulty isn't the issue. It's whether it can be implemented without killing the frame-rate.
The minecraft system also has such oddities as the ability to build water-walls which isn't anywhere near how real water works.
Oops, sorry, I could have sworn it was in Ravenhearst. Doesn't change the argument though, DF shows a mod can get away with substandard features.No I dont remember the Behemoth Because my mod isn't Darkness Falls.
Yes. Yes. Yes. And not my point. Point is "lower standards": A modder put it into his mod and got away with it. TFP think they can't.The only reason the behemoth has jerky animations is because we had to extract it, animate it and put it back in.
The actual behemoth, activated via XML and NOT extracted, can just use normal zombie walk types.... but then it has no colliders and thus you can't kill it.
That'd be an easy-ish fix for TFP too. The model just needs colliders so it can register weapon damage and it's good to go.
Fair enough, my mistake.I meant it was difficult because of possible frame-rate issues.![]()
Those Minecraft water walls are pretty much the same thing the 7D water does.The difficulty isn't the issue. It's whether it can be implemented without killing the frame-rate.
The minecraft system also has such oddities as the ability to build water-walls which isn't anywhere near how real water works.