PC Alpha 21 Dev Diary

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@Hated do you know if the translation for a21 has been improved? Not only words per se, but some areas, like the UI "TIME" and "DAY" were translated (poorly) but are not brought forward to the txt, so we can't even mod them. 

An easier-to-read file would also be appreciated.

 
Dear Diary,

The QA team has spent the last few days trying to nail down a solid reproduction on 2 very nasty bugs.

Both bugs cause a red error spam in the console that forces the player to have to terminate their game to recover.

One happens when visiting a trader (not everytime) while the other happens anywhere.

After many grueling hours, the QA team was able to isolate the issues and the programmers were able to get fixes in that "appear" to have resolved the issues.

We got lucky with one as it involved a particular zombie being submerged in water....😅

On the level design front, a couple of us are working on roadside POIs.  I just checked in the roadside checkpoint POI I was working on so QA can do their thing and provide feedback.  It is a new T4 that supports all quest types.

 
Still curious to know how big of a chance vehicles will have to explode after hitting negative hit points. I know it's supposedly not likely to happen, but all it takes is one string of really bad luck and BOOM you lose your 4x4 and anything you had inside it.

It feels like a very player-hostile change, much like A20's farming changes, so I'm hoping it gets tweaked fairly quickly, like farming did (though farming is still pretty worthless unless you spec all the way through Living off the Land (and even then, a string of bad luck can still screw you over on getting a reasonable amount of seeds back).

 
Hey Everyone.

@faatal and @Roland, any updates on bug counting?

I've been following the discussion since Alpha 19, but wish to join the thread. Been playing SP since 2018 and, honestly, A20 has been the nicest update since I started playing (A15, if I'm not mistaken).

Continuing the thread, I've been playing nomad since forever so LotL never gave me any difference with standard settings. Bacon and Eggs always seemed to work fine for me.

Cheers chat.

 
Finally started watching the A21 dev streams. I'm on the first video. I love most of what I see. However, things I don't agree with are:

1. Getting rid of glass jars as you drink from them. Where does the glass jars go after you drink from them? In a survival situation, would you just throw away good and useful things after 1 use? Instead I believe it should be a good chance for it to break or damage beyond using condition after some use or getting damage or broken when combating zombies or just moving/running around. After all they are glass.

2. Garbage go poof. Really, ever heard of the saying one man's trash is another man's gold. I sell those in early game for money at the traders. Why not do it like the big trash that shows wheather it was looted with a different looking pile, like scattered vs intact? If intact, we can still loot and  if it's scattered then we can still chop it for scrap materials to sell or use. What I'm saying is clear distinction so we can decide to run past or stop and loot, however, not poof away.

3. Cannot throw spear, lol! One should be able to throw almost any thing in defense in a survival situation! You should be able to throw ur bottle or axe if u have to so you survive an encounter with a zombie or pig or whatever. If you throw something, you should also understand that there is a possibility of loosing them in many different ways. That's just life.

This just my opinion wheather you agree or not. Hopefully I can get to dec stream video 2 soon. :)

 
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Does anyone know if the CPU usage improve with A21 update?

I have an octacore CPU with lower frequencies and it always bottlenecks me on larger cities. 

I've ~700h on PC and it always happened, since my athlon 5 years ago (of course it would) up to my current 5800h... and the FPS drop from stable 60 to 25~30 is a big let down. RWG is even worse because has a more intense voxel calculation all around...

Is there any improvement in that regard planned or discussed for A21?

Thanks!

 
Does anyone know if the CPU usage improve with A21 update?

I have an octacore CPU with lower frequencies and it always bottlenecks me on larger cities. 

I've ~700h on PC and it always happened, since my athlon 5 years ago (of course it would) up to my current 5800h... and the FPS drop from stable 60 to 25~30 is a big let down. RWG is even worse because has a more intense voxel calculation all around...

Is there any improvement in that regard planned or discussed for A21?

Thanks!


One of the biggest performance hits of large cities were all the windows, especially in the skyscrapers, and caused a bunch of overhead due to unnecessary draw calls.  @faatal has posted previously about how windows were rewritten to be much more performant.  That and other optimizations that have happened along the way will hopefully add up to less FPS drops in cities in a21 and just better performance overall.

 
1. Getting rid of glass jars as you drink from them. Where does the glass jars go after you drink from them? In a survival situation, would you just throw away good and useful things after 1 use? Instead I believe it should be a good chance for it to break or damage beyond using condition after some use or getting damage or broken when combating zombies or just moving/running around. After all they are glass.
An attempt for a plausible explanation.

The character has a bag in which he keeps the empty jars, but it is not shown in the game's inventory. Every time the character loots murky water from a toilet, he actually takes a glass from his bag and fills it with the water from the toilet tank. When he takes clean water from the dew collector he actually fills the clean water from the barrel into one of the jars in his bag.

And when he gets honey from a tree stump then there was actually a honeycomb on the tree stump and the whole process to get the honey from it was just not shown.
 

This explains on the one hand where the jars go after you drink, and  on the other hand  where the jars come from that shouldn't exist.

 
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An attempt for a plausible explanation.

The character has a bag in which he keeps the empty jars, but it is not shown in the game's inventory. Every time the character loots murky water from a toilet, he actually takes a glass from his bag and fills it with the water from the toilet tank. When he takes clean water from the dew collector he actually fills the clean water from the barrel into one of the jars in his bag.

And when he gets honey from a tree stump then there was actually a honeycomb on the tree stump and the whole process to get the honey from it was just not shown.
 

This explains on the one hand where the jars go after you drink, and  on the other hand  where the jars come from that shouldn't exist.


No, no...

It's magic!

giphy.gif


(And...there was more than one jar!...)

iu




-Arch Necromancer Morloc 💀

 
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