PC Alpha 20 Dev Diary

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Do i understand correctly, that walking sleepers - will help revive the dead streets of cities.

Or do they have a different purpose?

 
@Gazz : just noticed that dismantling a "wall oven" with a wrench gives only a tiny amount of iron... maybe you wanna check that for A20 to see if it's still there. Tks

 
Weapon jamming would be neat, but would cause grief to many if not implemented right. Perhaps above 80% degradation would give a very small chance to jam each shot fired? Jamming could simply mean a misfire and reload to clear. 

Structural brace mod would suddenly become more appealing.

 
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Games'n'Grumble said:
I have to ask - everyone saw this moment on stream, right? What's it? Subscribers often contact me with this problem, and all I can recommend is to enter "pois" command in the console. Can the dev-team (possibly @faatal) explain why imposters do not disappear from the location, disturbing players? In Alpha 19, this is a very common problem. It seems to me that this is a RAM problem, and the swap file helps some people, but not everyone.
Tell us if this problem can be fixed in A19, what is it related to, and whether it will be fixed in A20? Thank you very much.

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its a LOD mesh issue. Simply logging out to main menu and back in fixes it. It is what we have been saying and TFP are aware of the bug just hard to reproduce easily.

but atleast they saw what we have issues with mostly (as well as the marble blocks and little block issue that garbage and besser blocks turn into,

but yeh log out to menu and back in fixes it. (may or may not have to do a couple times, even in a row to fix then can play for a while etc without it occurring)

 
@faatal , since Robert isn't here to answer, do you know if the RWG has a target RAM consumption for a20 ? The news are that you guys are ditching the 4k maps. I have mixed feelings for various reasons:

In 4k maps, the RAM RSS feed currently stands at 3800 Mb to ... 6000-6200 MB !! after around 5 (quest days/build nights) hour sessions SINGLE PLAYER. That means multiplayer can easily double after just 4-5 hours resulting in 12000+MB memory RSS feed and square and texture artifacts everywhere at virtually any time (artifacts start to happen when the dedicated memory  is filled and system RAM juggles too much).

My concern is that if we are going to get 6k maps minimum, how is that going to fare for us lads with peanut butter Pcs? At the moment I'm standing in the "just ok" rope with 4k maps consuming said 3,8 gigs to 6,2gigs  after 5 or 6 hours.

Do you have any insight on this subject ? Are 6k maps gonna have a stable 4 gigs of RSS most of the time or are they expectedly going to hit the 8 gig mark as Navezgane is currently doing ?  Senior programmers have a throne in Westeros from where they can overlook such things, right? I'm sure of it.

Salutations.

its a LOD mesh issue. Simply logging out to main menu and back in fixes it. It is what we have been saying and TFP are aware of the bug just hard to reproduce easily.

but atleast they saw what we have issues with mostly (as well as the marble blocks and little block issue that garbage and besser blocks turn into,

but yeh log out to menu and back in fixes it. (may or may not have to do a couple times, even in a row to fix then can play for a while etc without it occurring)
Not hard to reproduce. When dedicated memory is filled and RAM is also topping or juggling too much, it happens 100% of the time. Moving fast through the map (no need to God mode) also results in that, but again, memory HAS to be filled.

 
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So with the change to armor/clothing will the night vision goggles be moved to a helmet mod like the headlight?

 
@faatal , since Robert isn't here to answer, do you know if the RWG has a target RAM consumption for a20 ? The news are that you guys are ditching the 4k maps. I have mixed feelings for various reasons:

In 4k maps, the RAM RSS feed currently stands at 3800 Mb to ... 6000-6200 MB !! after around 5 (quest days/build nights) hour sessions SINGLE PLAYER. That means multiplayer can easily double after just 4-5 hours resulting in 12000+MB memory RSS feed and square and texture artifacts everywhere at virtually any time (artifacts start to happen when the dedicated memory  is filled and system RAM juggles too much).

My concern is that if we are going to get 6k maps minimum, how is that going to fare for us lads with peanut butter Pcs? At the moment I'm standing in the "just ok" rope with 4k maps consuming said 3,8 gigs to 6,2gigs  after 5 or 6 hours.

Do you have any insight on this subject ? Are 6k maps gonna have a stable 4 gigs of RSS most of the time or are they expectedly going to hit the 8 gig mark as Navezgane is currently doing ?  Senior programmers have a throne in Westeros from where they can overlook such things, right? I'm sure of it.

Salutations.

Not hard to reproduce. When dedicated memory is filled and RAM is also topping or juggling too much, it happens 100% of the time. Moving fast through the map (no need to God mode) also results in that, but again, memory HAS to be filled.
None of that should be set in stone yet. Once RWG changes are further along, we can see where memory use is at and fix what needs to be fixed.

Edit: Robert says 4k is still possible, so we will probably have that too.

 
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@madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.

 
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@faatal , I've been testing A19.3 performance. I hope to have unearthed something useful in the output logs. Be aware, the issues posted below are universal to all sizes (4k and 8k) though in 8k they might be proportional.




 
@madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.


This is probably one of the reasons why they want to completely move on from the UMA system.

 
I decided to reenable the Charging Bull perk, because I enjoyed using it in A17. Noticed 2 things, it doesn't correctly function anymore, and the new description is essentially Pain Train from Fallout 4.

My question is, will Charging Bull be making a return in A20?

 
@madmole

So How many Armors/cloths do you think will come to the game and do you think we will see some old ones make a return (at least in style) 

like a Military armor set ment for gun users.

or a Knight armor ment for heavy melee weapons 

Also sense there are alot of clothes, will each piece of clothing already in the game be turned into the new clothing or will there be more added (i don't know how to explain it)
 

 
I wanted to ask. How were you able to get the game to load all that data? I know some people who are trying to make a game and it takes forever to the game to load and it doesn't have nearly as much detail as this game. 

 
Now that the fire Forest biome is merge with the wasteland biome (which i think is a good idea) could we see 1 new biome before gold, such as a swamp biome? Or what ever the team has in mind

 
@madmole Regarding the armor/ clothing sets, what will become of the the special items like the firefighter's helmet, SWAT helmet, football helmet, and military stealth boots? Will they go away or stay and become part of special set?

 
Liking a lot of the changes, but two things have me worried:

Inventory unlocking:  Currently you can unlock your entire inventory using double clothing pocket mods and triple armor pocket mods.  Going down to only 4 pieces of equipment means we'd like 6-pocket mods or something like it.  Or will Pack Mule become required to fully unlock your encumbrance slots?  It was mentioned much earlier in this thread that possibly a larger backpack is something on the roadmap in the future.  That would only make this even more vital.

Temperature management:  Are there plans to drastically increase the temperature bonuses of armor/clothing?  With half as many, you'd need twice as much on each piece to combat desert/snow temperatures.  If you're not going to continue the cowboy hat/skullcap/pressboy hat mods (which gave excellent temp bonuses, its not just about visual effects), how will we possibly have enough temp resistance?  I'm worried that a lumberjack-type outfit might be great for snow, but useless in wasteland/burnt/whatever-its-called-next biome, resulting in either constant overheating or foregoing the bonuses.  Likewise, would your ranger outfit result in you constantly freezing in the snow biome?  I look forward to the increased challenges in the harder biomes, but I hope that challenge doesn't include dealing with stage 2 freeze/heat exhaustion the entire time.  Today I can swap my skullcap mod for a cowboy hat mod, and my duster for a poncho, and I'm all set to handle a different biome.  That won't be possible now.

 
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@faatal , I've been testing A19.3 performance. I hope to have unearthed something useful in the output logs. Be aware, the issues posted below are universal to all sizes (4k and 8k) though in 8k they might be proportional.
I can look at that at some point, but busy with other things now.

I wanted to ask. How were you able to get the game to load all that data? I know some people who are trying to make a game and it takes forever to the game to load and it doesn't have nearly as much detail as this game. 
A lot of complicated code. For all the people who complain about lack of optimizations, if there were none it would be unplayable.

 
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