Protect the VIP objectives confirmed!yep, just grab a player on mp server and send him/her out for something special... the horde will then follow the player thus escorting them away... <sounds good any ways>![]()
Protect the VIP objectives confirmed!yep, just grab a player on mp server and send him/her out for something special... the horde will then follow the player thus escorting them away... <sounds good any ways>![]()
Would those be the high priced escorts?So, are we going to see escort quests? On horde nights?
No, they are free! Just avoid the mouth and flailing arms.Would those be the high priced escorts?
I believe there is a twit on tweeter saying that water is optimized by half, and Fataal later confirmed and said ai was only going to use a quarter of what it used to.as far as I know, its still unknown. They mentioned optimizations as well as making areas with water run smoother but no comparisons yet.
any number or comment will be taken totally out of context anyway!I believe there is a twit on tweeter saying that water is optimized by half, and Fataal later confirmed and said ai was only going to use a quarter of what it used to.Not sure what, if anything, that translates into for us plebeians that just want a quick answer.
Using, no. Tech for a game is not something you want to change as you near release. Those would be pretty big changes needing months of dev and testing time before I'd put them in a game.Faatal, using scriptable render pipeline or the multi threaded job system?
Actually, new render pipeline makes you have to redo all materials so probably no
You can do that in the editor by enabling the new SRP but you'd still have to rebuild ALL of shaders from the ground up (literally) otherwise everything will be bright pink.Hmm reports of broken rendering in-game in Phoenix Point, but their Vulkan core is faster than their OpenGL core (27 FPS vs. 34 FPS) and at least that part looks good! :3
But man would Unity's new ECS improve 7DTD pretty much could remove the overhead of the voxel engine if implemented right. But Faatal is right it would take months, to implement ECS (which would go along with the job system) you have to relearn how you look at writing code in Unity unless you're familiar with data-oriented workflows. You would then have to rewrite and restructure entire systems from scratch; and on top of that ECS isn't fully implemented so you would have to use a hybrid approach up until 2019 when ECS would be production ready.Using, no. Tech for a game is not something you want to change as you near release. Those would pretty big changes needing months of dev and testing time before I'd put them in a game.
For related code, I actually prefer fewer larger files, than dozens of small files. If a file has header bars, comments, grouping by functionality, sorted by names and well named functions and vars it can be vary easy to find stuff and see the flow.I meant packed together in a single file... thousands of lines![]()
Hows readability going in said files?
So, Joel should constantly self-edit everything he says because you can't understand development. Here is a disclaimer for you to keep in mind and maybe you won't be bothered if something doesn't make it in that you thought would.much appreciate the clarification, so it seems it boils down to my request that madmole not broadcast statements without knowing for sure its going to be in game. hell, if he had just worded it differently it wouldnt have been an issue with getting everyone hyped. as it was i saw your post back then but madmole said it was in the game and spoke at length about riding with friends and the like. i understand priorities change, more than probably alot of folks here, and disappointment is a part of life, but alot of disappointment can be avoided by having ducks in a row. thats really all ive been asking for is dont promise what your not sure about. jeep with multipassenger capability? "we are working on a jeep that can carry passengers" not "this jeep can carry passengers, its already in the game, but i havent seen it".
you folks have been doing great work and, while i may not agree with alot of the direction you folks are taking some of the features, doesnt make me want to quit the game. keep up the great work. peace.. see around a18
Confirmed - Zombies dropped for A17So, Joel should constantly self-edit everything he says because you can't understand development. Here is a disclaimer for you to keep in mind and maybe you won't be bothered if something doesn't make it in that you thought would.
WARNING!!! ANY time a dev is talking about planned features, even if they say the feature is 100% complete and in, there is a chance it won't be in. Bugs happen. Sometimes the bugs don't even show up until you work on another feature that, from a purely game play standpoint, don't even look related but inside the code there are tie-ins. Until you see a feature on the copy you are currently running there is always a chance something they want in something they think is already in doesn't make it. And even if it is in your current running copy it could disappear in the future.
There, just keep that in mind and Joel can make videos without having to edit for your benefit.
I think it takes a certain mindset to be able to handle EA games - especially if you follow forums like this. I recently got interested in EA games on Steam and one of the disclaimers set the expectation very clear. You are purchasing this game "as is" the developers MAY continue developing the game and they may not.So, Joel should constantly self-edit everything he says because you can't understand development. Here is a disclaimer for you to keep in mind and maybe you won't be bothered if something doesn't make it in that you thought would.
WARNING!!! ANY time a dev is talking about planned features, even if they say the feature is 100% complete and in, there is a chance it won't be in. Bugs happen. Sometimes the bugs don't even show up until you work on another feature that, from a purely game play standpoint, don't even look related but inside the code there are tie-ins. Until you see a feature on the copy you are currently running there is always a chance something they want in something they think is already in doesn't make it. And even if it is in your current running copy it could disappear in the future.
There, just keep that in mind and Joel can make videos without having to edit for your benefit.
I noticed this in one of the videos as well, so I thought I'd ask: why does objects outside middle-center view bow toward top middle of screen. Is it just how individuals have their graphic settings or something else? It looks unnatural to me, does it to others as well? It cant be "perspective" so i'm not sure. i know if i stare at (trees for example), left and right of the tree in my center view doesnt slant.
I think it is to do with the perspective as the camera is pitched upwards. That said the FOV does seem a little forced in 7 days, I had assumed it's because I'm playing on an ultra widescreen monitor but if you look at a block directly in front of you and then pan so that the block is at the edge of the screen it becomes noticeably wider.I noticed this in one of the videos as well, so I thought I'd ask: why does objects outside middle-center view bow toward top middle of screen. Is it just how individuals have their graphic settings or something else? It looks unnatural to me, does it to others as well? It cant be "perspective" so i'm not sure. i know if i stare at (trees for example), left and right of the tree in my center view doesnt slant.
hey syrex if i understand what you are talking about... go into your video settings while in game and set the FOV to a lower number (this can be adjusted while in game). mine are always at 70 but play with the FOV and you may find a setting that suits you.... everybody is different. some notice it and some dont.I noticed this in one of the videos as well, so I thought I'd ask: why does objects outside middle-center view bow toward top middle of screen. Is it just how individuals have their graphic settings or something else? It looks unnatural to me, does it to others as well? It cant be "perspective" so i'm not sure. i know if i stare at (trees for example), left and right of the tree in my center view doesnt slant.