Adam the Waster
Well-known member
that would be a cool Weapon mod for the Double barrel shotgun lolReminds me of the quad barrel shotgun from the Phantasm movie series:
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that would be a cool Weapon mod for the Double barrel shotgun lolReminds me of the quad barrel shotgun from the Phantasm movie series:
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I thought so at first but Lathan mentioned the reason they have it is because they have plans for them to move around which makes sense...So far from what I've seen, the only nit pick I have for A19 is the unnecessary sprite that shows the position of the trader when there's no quest to turn in.
1) While I hope that they do add more paint textures, and I think that they are aware of community desires for more more more of those, there are apparently some kind of engine or performance limitations that limit the number of textures they can have, or some such. I'm not super clear on the details, but for some reason it's not as easy as just making a texture and including it in the build.1) please add a couple of textures for the storage box. such as: for sale, fuel, building materials, raw materials, parts, mods etc.
2) add a boat model. that’s enough for us until you recycle the water and create a working boat. Modcreators use this model for create something working. Players, servers, can be played without loading boat models.
3) Create quests. Make a quest to repair or build an antenna, bridge, turret, etc. A quest for powering an object. A quest to deliver a box to another trader. quest to deliver resources to the trader.
4) remove the possibility to adjust the gamma or limit the diaposon, as in other survival games. For 4 years, played with over 500 people no one uses light. All twist the gamma.
5) add electrical appliances, forges, microwaves, ovens. The game has electricity, I don’t understand why not finish it.
6) modify the server part, there is not enough opportunity to work with zones. Modified quests do not work on a dedicated server. i wrote about this in detail in the forum.
p.s with love, a fan of the game played 2000 hours with friends, with the same avid players
yep https://community.7daystodie.com/profile/390-the-fun-pimp/(does Rick have a dev nickname like everyone else?).
so he is THE PIMP?
Kind of makes brutal, obvious sense in hindsight.so he is THE PIMP?
In A19 gamma was changed to brightness when we switched to linear lighting. I limited the brightening compared to how bright you could go with the gamma setting.4) remove the possibility to adjust the gamma or limit the diaposon, as in other survival games. For 4 years, played with over 500 people no one uses light. All twist the gamma.
Oh sweet! I forgot about the PBR stuff and lighting stuff they described! Is that going to make shadows cheaper? Will it have any impact on light underground?In A19 gamma was changed to brightness when we switched to linear lighting. I limited the brightening compared to how bright you could go with the gamma setting.
Each paint texture uses more VRAM and are in a texture array that can't be streamed. The game slows if you run out of VRAM and textures start getting read from system RAM. Unity gives us no control over where textures are or even a way to tell if a texture made it into VRAM.1) While I hope that they do add more paint textures, and I think that they are aware of community desires for more more more of those, there are apparently some kind of engine or performance limitations that limit the number of textures they can have, or some such. I'm not super clear on the details, but for some reason it's not as easy as just making a texture and including it in the build.
Thank you for that clear explanation, I will quote and reuse it when answering that question in the future!Each paint texture uses more VRAM and are in a texture array that can't be streamed. The game slows if you run out of VRAM and textures start getting read from system RAM. Unity gives us no control over where textures are or even a way to tell if a texture made it into VRAM.
Shadow rendering should be the same. Gamma vs linear should make no difference.Oh sweet! I forgot about the PBR stuff and lighting stuff they described! Is that going to make shadows cheaper? Will it have any impact on light underground?
Gotcha, thanks.Shadow rendering should be the same. Gamma vs linear should make no difference.
Underground lighting will be darker, as will indoor lighting, not from linear, but because we fade to different darker ambient light values when you are considered inside. This has a few side effects, since ambient colors are global, but works well enough.
At least in my social circumstances, same here. I imagine it's more a cultural thing that depends on a biology thing, than a directly biological thing, but it's pretty firmly ingrained in my culture.I suppose you don't have an elder brother then... my elder brother is smaller and less fit than me but I still feel like he could boss me around lol![]()
Yes, I also felt that the movement was a little too smooth and perfect.I liked the head tracking concept, BUT...did anyone find it a little weird that they all head track like there's a rope attached to their forehead and your character? It was too...samey? I still like it, but I think it needs a little work. I think they even mentioned it in the stream with the "Thriller" dance sequence. Keeping a little head bob, or randomize/delay the head tracking a bit so they aren't ALL synced together.
It is not done. Loosening it up is on my list.I liked the head tracking concept, BUT...did anyone find it a little weird that they all head track like there's a rope attached to their forehead and your character? It was too...samey? I still like it, but I think it needs a little work. I think they even mentioned it in the stream with the "Thriller" dance sequence. Keeping a little head bob, or randomize/delay the head tracking a bit so they aren't ALL synced together.