PC Alpha 19 Dev Diary

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happy Bday to me. yaaaaaa.............

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Happy Birthday Adam, I hope you get whatever you want out of your day. Cheers

 
@madmole the new hunting feels great as well like never has been this good 🙂

completely new you see him a lot in the factories 
Thanks. I really like the look of him, the artist did a great job.
 

I too am enjoying the hunting. I maxed out on the tracking perk, first time I have ever done so and really enjoy tracking down animals. It’s nice to have the sprite on screen when a bunny runs into the tall grass, I can still track him down. The only issue I seem to be having with it though is if there is an animal inside a POI, I can detect an animals tracks, but the sprite doesn’t appear on screen or on my compass. I don’t know if this is an intended feature or if animals aren’t supposed to be spawning inside POI’s at all, it just started with b169. I also can’t say for sure if they are spawning inside the POI’s or are just wandering inside either.

 
on a funny side note when i took the perk on like day 5 the first rank i uh....may have been saving my meat too see how much i could get and well by day 31 which is now i have like 2k raw meat lol

 
We were just talking about how fast Christmas will be here and for us to be stable in A20 by November we'd have to only have 3 months of production time, which isn't much. That will for sure be no bandits for A20 already, and probably just QOL and pipe guns and new pois and zombies for A20 is about all we can do realistically. So you see how stacking more stuff on that isn't needed really hoses the average player.
Yup, production realities are always much more limiting than people think they are.  Yall keep on keeping on :).  I've enjoyed how the game has grown and evolved personally and the steam chart numbers for a 7 year old PVE game seem to show yall are doing a pretty good job.  I can't think of many PVE oriented games that keep growing after 2 years, much less 5/7.


 

Yes every week we have a meeting with Gazz and say "TURN THAT @%$*#! UP". Until I hear people crying here that it is too many crits, I KNOW it isn't high enough. An entire system is offline basically. I have meds pile up and no use for them.

There is another issue, and MP doesn't get crits as much as SP, and its not hard enough in SP yet.
I think by day 35 I had only encountered crit conditions about 5 times total so on a personal level I'd agree.  OTOH I'm a very experienced and careful player so I prolly get hit alot less than your average player and when I DO  get hit it's at max/high health and without abrasions (which I've seen maybe 10 times).  So my experience is likely not representative of your average player.

 
Because I'm the only staff at TFP who builds vanity forts and I'm not pushing to add more features when we have clunky building, clunky combat, no pipe guns, no bandits, no Duke/Noah, poor FPS and 2 other games to ship, and a huge list of QOL improvements to make. We're not deliberately doing something that is going to for sure affect performance and clog inventory or crafting menus that a modder can do in 2 minutes or anyone can cm in 2 seconds.
A compromise though could be to add more variety of vanity items to the trader, they don't seem to sell very many and they tend to be the same ones. If this is easy to mod in though, then I'll look into modding it in myself as well.

 
A compromise though could be to add more variety of vanity items to the trader, they don't seem to sell very many and they tend to be the same ones. If this is easy to mod in though, then I'll look into modding it in myself as well.
They do a lot of that already IMO.

...clogs up the useful stuff... 

 
I am still having massive pauses in game whilst something gets loaded in its really a problem in this build, I can not be the only one surely ?
Nah it's not just you. I've noticed increased hitching and stalling when loading chunks with most recent patch as well. I suspect it happens during loading and unloading blocks from VRAM - cause I notice the VRAM usage fluctuate much more now than before and I notice this occur during those periods of the most fluctuation.

 
Nah it's not just you. I've noticed increased hitching and stalling when loading chunks with most recent patch as well. I suspect it happens during loading and unloading blocks from VRAM - cause I notice the VRAM usage fluctuate much more now than before and I notice this occur during those periods of the most fluctuation.
Entities are no longer preloaded.

 
Entities are no longer preloaded.
Could be what it is, then. Do entities have mips like blocks? I know they appeared to have less animation frames the further out the were (sliding zombies) - if you could reduce texture size and poly count on zeds and other entities depending on how far away they are - you might be able to greatly reduce the chug as they load in.

 
100% survival guaranteed, if they run.
Now that you mention it, this threats were not close close, but maybe 1 chunk from spawn. Oh well. At least there's a chance to avoid them.

Loading screen tip 24 : Madmole enjoys to see new players getting mauled on day 1 while he laughs on his shivel chair.

 
Now that you mention it, this threats were not close close, but maybe 1 chunk from spawn. Oh well. At least there's a chance to avoid them.

Loading screen tip 24 : Madmole enjoys to see new players getting mauled on day 1 while he laughs on his shivel chair.
i would if i was in joels shoes!

i would also summon Zombie Deer to gore the new survivors!

 
Entities are no longer preloaded.


Could be what it is, then. Do entities have mips like blocks? I know they appeared to have less animation frames the further out the were (sliding zombies) - if you could reduce texture size and poly count on zeds and other entities depending on how far away they are - you might be able to greatly reduce the chug as they load in.




This has been done to stop the game chugging when VRAM maxes out on low end memory cards I take it. Trouble being cards like the 1080ti with 11gb this was not an issue and the game ran great with hardly a hitch noticeable. Now my VRAM maxes out at approx 7gb at some points (needs more testing) but catering for the low GPU's its now running like pants on higher end GPU's. 

Once the textures are in its obviously okay there after (until I travel somewhere I have not) but the high end quality textures which I have always used and so should be able to with a 1080ti are now loading in one big chunk causing serious game pauses up to two seconds or more whilst trying to move or do something.

 
Even on an SSD with a GPU that has GDDR6 with 396* GBps memory bandwidth - I get those chugs. Can't imagine how the changes would have helped the potatoes..

 
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Hey... No modding talk... I won't warn you again. 🙂

But seriously, what's with the hitch when zombies spawn in? It's even more noticeable with "that word" zombies... Especially on disk drives. I think the patch notes alluded to something that would cause this (no more preloading?), and was wondering if this was a temporary situation for a greater future fix?

May be a @faatal question...

I noticed the tools in the prefab editor, what is the tfp ideal performance count for prefabs?
I don't know, its not my bag baby.

 isnt the perk 30% on max? 

"only"

are we talkin about zeds or robocop? :D
Probably. I'm saying an item shouldn't be way more powerful than a full rank of a perk. It still is, and it is probably ok since it is the only mod that does that.

I was joking, hopefully shotgun builds are still fun.

 
I don't know, its not my bag baby.

Probably. I'm saying an item shouldn't be way more powerful than a full rank of a perk. It still is, and it is probably ok since it is the only mod that does that.

I was joking, hopefully shotgun builds are still fun.
still fun, 4 points into the perk, full book collection, blue auto shottie. still 1 shotted blocks, took 20 to destroy a concrete block, 2 shots to destroy rubble, and still 1 shotted many zeds with limb shots and dismemberment.

 
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