PC Alpha 19 Dev Diary

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Its a nice robust system, that could theoretically allow you to have a world of unlimited size (with some changes).

Only the areas you have visited are stored in a database.

And only the areas you are in currently need to get loaded.

 
Nope, it was modding related, hence I did not report it as a bug. But I thought you should be aware. I spend 5 hours trying to find the cause of this, it only appeared in one of my biomes and only nearby POIs. I removed all deco and then the issues stopped, when re-added the grass I got the errors again. When I reduced the amount of grass total in the biome the bug also stopped from appearing.
I used to have nearly 100% grass in the plains biome, so maybe its something to do with under water.

 
Many of us don`t mind them yet, you guys gave us so much cool things to do on ground already and keep adding, have your time.

Btw, my personal wish for the water thing is to make us say "I was ♥♥♥♥ing eaten by something down there, again" many times :p
I definitely think it needs to be murky and your last resort for travel because of stuff you can't see that lurks in there.

 
I think it might have something to do with the creation of the map.... I see concrete, metal beams, and grass under the water...maybe the water gets placed first and the splat gets placed everywhere but where water is...might help maybe.

Anyways, great work, keep it up... Love it cant wait till the next big update TFP.

Semper Fi

 
I used to have nearly 100% grass in the plains biome, so maybe its something to do with under water.
I have a feeling a recent change might be responsible, I used this amount of grass for a while now without issues either. It happened mostly near POIs, no water nearby at all.

 
If the subject is that annoying, maybe it's because it was a popular biome that is talked about reminisced about?
You did see who I quoted right? Just a joke to poke fun at Madmole.

There is no question the biome was popular. There's also no question that it's gone for good. Reminisce about it all you want in places other than the A19 dev diary.

 
You did see who I quoted right? Just a joke to poke fun at Madmole.

There is no question the biome was popular. There's also no question that it's gone for good. Reminisce about it all you want in places other than the A19 dev diary.
i'm glad it is gone... could never find the damn birds nests and small stones. small animals were a pia as well. i am still waiting for the snow biome to disappear because of global warming. :)

 
Well if static map, present terrain config, and Microsplat are

to be the dominant guiding processes for the future. How about

a plain biome? Sort of like what MM stated above, with more

subtle lighting changes, and a softer blending of overlaying

terrain textures.

Example: Main terrain the desert mountainous

stone texture as the main, then using variable opacity, dependant

on altitude or theme locale to more smoothly go from one to the other.

The flora decor can coincide with altitude, and or biome mix as is now.

But will visually blend, various tree types, and flowers.

"subtly" instead of abruptly.

 
Any chance of a one sentence explanation on how it's implemented? I'm genuinely curious.
Its not all that complicated. It moves a lot of GameObjects by x amount. Some rigidbodies also move. The worse part was all the code that has to convert between world (absolute/common/server) space and local (transform) space.

 
Faatal
I have a layman's compound question. Re: Rendering

If you had Sectr Complete stream rendering set at 1024 for area of influence.

So rendering and physics is only 1024 meters within a 70' arc.

Added a culling camera 70' to to first person point of view.

Then set the origin shift point, on the first person camera position

to coincide with the terrain rendering shift. Would that always keep

the 0,0 position for rendering and physics focused on the player point

of view? Or is this too convoluted?

For the moving objects ie. animals, entities, other players. Using a

resource pool of objects set at 100 to allow full screen activity without

having to constantly calculate\render everything, only what is in first

person point of view. For moving objects out of point of influence ie.

greater than 1024 meters save x.y.z. position until they are within 90'

or fps focus plus 20.

The abstract thought is looking for a hybrid rendering procedure that

combines procedural rendering and culling applied to a pregenerated terrain.

So at any given point the game is only rendering 70' 1024 meters ahead, yet

is still a full 8192 by 8192 or greater sized terrain pregened.

Pools: decor,entities,pois increased to amount of pois in prefabs folder, etc.
Not sure what you are getting at. General 3d rendering already only draws what is in a cameras field of view by mesh culling and then screen clipping.

 
Its ok Damocles and Dust explained it off screen. I had been looking at combination of taskmanager, and the regions folder,

region folder would update every region at same time stamp, while task manager continued to increase even if i stayed still

so I thought that meant that everything was being constantly monitored and updated. Thats why I said layman's question. I had

researched but had not found an answer.

 
madmole! Can You make the merchant have a limited amount of money?

So that this can be enabled in the settings?

Is it possible to do this ?

 
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