PC Alpha 19 Dev Diary

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Cool, does this include xml control, for say people that wanted a less or more foggy world?
Some control. I added a fogPower value to worldglobal xml so fog can be pushed up or down for day/night.

 
Thanks for the answer. May I ask if there can be a very thick fog in the game in the future that can hide everything around us at a distance of more than 5-10 blocks?
That is what 100% fog does. You could increase fog towards that by setting a low fogPower for day and/or night or a very low fogPower would do that even if the game was only showing 5% fog.

A19.0_2020-02-05_20-12-43.jpg

 
"Uh terminated him in daark fate."

Someday I want to do a 7 days lets play as Arnold doing my pretty good Arnold imitation the entire time. I'd have to mod it to make it really cool, like he could punch a door down with one hit and ragdoll everyone lol.
Did you really just spoil the movie for me? Real cool Joel. Real cool.

Fixed. But please cite the issue when you report a post - it wasn't clear what the problem was.

 
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Not 100%. You can only see like 5m with a torch.
hmmmm so that means you dont have to render so much of the world to see, and therefore the pc could handle hundreds of zds?

that would make fog something to worry about...

 
hmmmm so that means you dont have to render so much of the world to see, and therefore the pc could handle hundreds of zds?that would make fog something to worry about...
Fog _could_ be used that way. It's why the original Silent Hill had the iconic fog, to hide the inadequacies of the hardware.

 
hmmmm so that means you dont have to render so much of the world to see, and therefore the pc could handle hundreds of zds?that would make fog something to worry about...
Fog works by modifying pixel values in shaders based on distance. All the renderers are still drawn and they don't actually know about fog.

If you knew an entity/chunk was 100% blended out, you could disable the renderer. You could also decrease the camera far clipping plane. We are probably never going to push the fog up high enough where you can't still see things at a good distance. Distant objects already turn off or drop to lower LODs, so not a lot of gains there. Distant terrain would probably be the biggest gain.

 
I hope this is an acceptable topic.

Animation, If it has not been done already. Is it possible to

adjust either the ray trace to ground or collider on Zombie Steve crawler,

Animal feet, and Sleeper feet.

Ive added footsteps to the individual entities. Adjusting pitch in

soundforge now. What I found out is ZSteveCrawler the soles of his feet

are parallel to the ground and he uses his arms for movement so no sound

no collide with brush.

Animals don't collide with brush even with added tags,

But they do make a sound if they jump, but not walking or running.

I go into a Poi, sleepers awake, You hear the thud when they are initialized

in the volume. but no footsteps inside the POI. A Z comes in from the outside

they have footsteps on each surface.

 
"Uh terminated him in daark fate."

Someday I want to do a 7 days lets play as Arnold doing my pretty good Arnold imitation the entire time. I'd have to mod it to make it really cool, like he could punch a door down with one hit and ragdoll everyone lol.
get to the chopper !!

Did my chopper just explode??

Seriously I think that will be realy difficult to stay in role^^ But I would watch it for shure!!!

 
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See what I mean? Or not, because its foggy :)
It might be ok in small / rare doses.
Yes, rare small doses of extreme fog would be nice. It would be even better if it this rare event could creep in late night/early morning and dissipate by noon as it tends to do IRL.

 
Got a technical question that should be related to A19/A20.

Since we can build our own itemicon atlas (and have been able to for ages), and A18 brought the ability to build our own UIIconAtlas... is there some limitation why we can't do this with the texture atlas?

The reason I ask is because I would personally LOVE to be able to build my own terrain textures, but I've seen users asking for more paint options and I believe that pulls from the blocktextureatlas.

 
Faatal: In regard to the new fog system

Is there any plan to use shader graph, or an atlas similar to creating torch fire movement,to give it

variable texture?

Or is it to be a static visual obscuring mask?

 
See what I mean? Or not, because its foggy :)
It might be ok in small / rare doses.
Fog is cool if it's not too long. Half a day to 1 day tops...

Even in a18 I've had fog for multiple days. After 2 days of fog I usually just restart the game to get out of it.

 
Fog is cool if it's not too long. Half a day to 1 day tops...Even in a18 I've had fog for multiple days. After 2 days of fog I usually just restart the game to get out of it.
In A18 you can also just type in weather fog 0.5 in the console menu and it restores it to the default settings (or very nearly, I cannot tell the difference). :)

 
Some control. I added a fogPower value to worldglobal xml so fog can be pushed up or down for day/night.
Enough control to attach it to an event? Would love to cause it, and or have it cause something.

 
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