PC Alpha 19 Dev Diary

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It's almost like you take someone saying good luck as an insult. It's not. Someone can work just as hard as you have and still not make it. Things completely out of your control DID happen that also helped. They could have just as easily happened in a way that hurt. That doesn't take away from the fact you worked your a$$ off and are really good at what you do. But it is a fact of life in a universe ruled by chaotic influences.
I don't think he was insulted and just wanted to clarify that if you want to be successful, it is well in your control and is not up to being just lucky. Alot of successful people have failed a ton of times before they succeeded.

 
man this thread is so dead compared to the A18 one. Slow updates?
No there is just always lots more to show towards the end when everything is coming online. The lighting was broken/trash when we first switched to linear so it was pretty hard to show anything.

 
So no new arts to share just yet?

Don't make us cry =(

Screenshot-122.png
 
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So no new arts to share just yet?

Don't make us cry =(

Screenshot-122.png
oh dont get me started on lights. the spot lights are something i hopoe A19 fixes. the lights neesd to start farther out. feels pointless unless they are upside down whcih they cant really do unless u got mods.

Any news on those sort of light updates?

 
No there is just always lots more to show towards the end when everything is coming online. The lighting was broken/trash when we first switched to linear so it was pretty hard to show anything.
I remember you did say there was a lot of art you could show, would you mind showing some more of the new game art?

 
Its a mod, as he said. Seems popular to enforce mod screenshots in dev diary nowadays. Madmole loves it!
/sarc off

Cheers
Its hard to have pretty screenshots of a server manager.

 
Antialiasing now has low, high, ultra settings! Discuss...
Nice! Speaking of which, I noticed that several POI tiled textures (bricks, wood, ceiling wood trims, etc) are too detailed when I turn down to the eight size in order to run 1080p in my potato ( By the book minimum gtx780M 4VRAM 8RAM), resulting in, well, poor performance when I'm just outside said POI until RAM catches up. If this statement is not enough I can show pics no homo.

Can we expect sluggish POI textures as well as Terrain/Zd/asset ones? The contrast is a bit jarring. I dream of a 60fps day. Almost there, everything minimum occluder ON texture streaming ON 1920x1080 is consuming right now 4175~ VRAM when right outside a POI rich environment.

If this POI rexture thing gets fixed and we get to see the sluggish, the game will nail the requirements and run full 1080p stable.

It just seems that 8th size isn't doing much for those textures, something is wrong and my pc CAN feel it.

 
Sometimes I just relay the overall feeling most the team has about it and not my own personal feelings. I agreed it wasn't needed before though, but now that food isn't going to be directly tied to stamina meter it is a little more important to see your food bar.
Well, it must be a more than appealing system for you guys to withdraw what was previously done. All that defending of the current system, and all that tweaking of it to get it right to be able to do so... for weeks, if not months. I'm excited to see.

 
Well, it must be a more than appealing system for you guys to withdraw what was previously done. All that defending of the current system, and all that tweaking of it to get it right to be able to do so... for weeks, if not months. I'm excited to see.
Well ISS is confusing to new players, most of the team didn't even understand it when they got to play A18. Why is my max health damaged? No clue. Then things like broken legs were fun and communicated well and created lots of interesting stories. So the idea was get rid of the confusing part, add more of the fun and interesting parts and it should be a nice system then.

We'll have stun which leads to concussions, cuts, deep lacerations (requires a first aid kit which has a sewing kit as part of the recipe) that causes periodic bleeding until treated, abrasions, broken legs, broken arms (slow reload, power attacks hurt the player 1hp, slower aim, etc) and a few other surprises. But the entire system is governed by a crit manager that decides if you get a crit or not. We'll have some protection in there for cheap crits too, so generally it will be like infection, if your armored up and high health you will be unlikely to get a crit (aside from broken legs). But the more beat up you get, and if you take a flurry of hits, then the likeliness of getting one goes up.

I'm really excited about it. It will communicate just like infection, with a debuff telling you exactly why your max health is damaged, and the amount with a number, and full description in the active effects.

Then for A20 we'll have the same setup for vehicle criticals, flat tires, punctured radiator, etc and specific parts to fix those problems.

 
should be a slider.....
actually, there are a few new options coming which is nice. any chance the first post could have a list?
A slider would be useless because the AA post processing algorithms don't work that way. FXAA has one choice fast mode or not. SMAA has low/medium/high, but low/medium look like FXAA, so those will not be a choice.

I would not put features on the list until they seem releasable. Putting prototype features on the list and then having to remove them if there is an issue for A19 would disappoint people and looks bad.

 
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Well, people get creative with UI elements. If it's a bar made up of 4 large segments, equaling 5 settings, that's a slider. =P

 
Haven't checked in since Oct 2018 .....

Gotta say well done to you Pimps for the outstanding A18. Loving what ive just spent a few hours reading this thread. New changes with ISS and Irradiated Z's big fan.

Only thing id like to see more of is options. From what ive seen, seems like this is the way the team is heading.

Anyway gratz and contuine the great work.

 
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