PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yeah, there were these two zombies that were eating a clown and one of them asked the other. Does this taste funny to you?
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You seem to know a lot about this. Are you a programmer?
Was, for a long time. Nothing exciting though. Backup programs mostly for financial and corporate entities.

 
Whether the bonus "tankiness" comes from more HP or more buffs doesn't make a noticeable difference.
Having more HP is a simple way to communicate to the player that he is now harder to kill. Simple is good. =)
I think it was a dice and paper game called Rune Quest, where your armor could withstand a threshold of damage before the player took the surplus damage. Each area had its own damage resistance and difficulty to hit depending on your weapon, if memory serves.

Smart and complex is sometimes best. :)

 
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On stuttering:Pre A16, stutters were caused by a couple known things and possibly unknowns.

The first known was that the UFPS camera was updating in the wrong order sometimes causing what would look like FPS lag while your FPS would still say 60fps. That one I fixed early on in A17 development so that will no longer be an issue. This would happen when the CPU's physics update would get out of sync with the game update so it was hard to track at first. I tried some random things until I stumbled onto something that kept those calculations in order.

The other known is Garbage Collection. Prior to A17 we made a LOT of garbage and created a lot of new structs and method level vars during run time. We have now internally all started pushing vars to class members instead of making them in the methods. While it adds a tiny bit more to ram when creating the class initially, it doesn't need to destroy it every time the method is ran. The new effect system that runs buffs, progression, items, and events uses this setup so that processing a lot in one frame won't make a crapton of garbage from all those tiny bits adding up.

There are probably more situations and such that have stuttering but those are the main ones I know about and that we've found and started working on reducing.

For anyone curious, below are my system stats and I never have issues with any Unity based games, or any games for that matter.

OS: Windows 7 Ultimate 64-bit

Motherboard: Gigabyte GA-78LMT-USB3

Processor: AMD FX-6300 Six Core Processor (6 CPU) ~3.5GHz

Memory: 20480MB (yeah, I had an extra 4GB ram stick laying around lol)

Video Card: GeForce GTX 1060 3GB

Hard Drives: 512G SSD (2 of them), 2TB HDD

I have windows installed on one of my SSDs and I keep all my games installed on the other. :)
I always have arugment with my brother if 7DTD can perform better, and I always told him that code optimization is needed as I was pretty sure your code is not optimize. You just confirm it. I am happy that I was right. I am more happy that game is getting streamline and will perform little better then before.

Been a programmer I always tell my friends, the less you right is better your code works.

 
I think it was a dice and paper game called Rune Quest, where your armor could withstand a threshold of damage before the player took the surplus damage. Each area had its own damage resistance and difficulty to hit depending on your weapon, if memory serves.
Smart and complex is sometimes best. :)
GURPS as well. Generic and universal is sometimes best. ;)

 
Also, if you not save XML in memory will make it efficient, with my experience XML object in memory are one of slowest thing. Convert them in Array and use it from there.

 
Whether the bonus "tankiness" comes from more HP or more buffs doesn't make a noticeable difference.
I have to disagree here - gameplay-wise there is usually a huge difference between Tankiness from HP or Tankiness from resistances. Let's take the example of 200 HP and no damage reduction vs. 100 HP and 50% damage reduction. One major difference is the efficiency of healing items - if healing items don't restore a percentage of your health, but an absolute number of HP (as it is in 7d2d), damage reduction makes healing items and health gain from food so much more efficient.

The next point is that damage reductions can be partial, while HP always is general. In other words: HP protect you from every source of damage, while damage reduction usually doesn't. In 7d2d we have different protection areas (blunt, slashing, radiation) and some other damage forms might not be reduced at all (falling damage, suffocating...). Having 250 HP is great in the current built of 7d2d if you want to get some really deep underwater airdrops / treasure hunts - because even after you run out of air, you survive for a long time. Damage reduction would not help here.

So yeah, i'm all the way for damage reductions - i think a game like 7d2d shouldn't cater to the absolute casual game, the argument that "easier is better" thus isn't to fitting for this game. Sure, it shouldn't be overly complex as well, but it doesn't have to be to easy - believe me, the "this game is to complicated for me" guy is not the player base you are aiming for with this game...

As to @Aldranon, yes, there are lots and lots of interesting armor systems. A percentage resistance ("X% of all damage is ignored") and an absolute resistance ("The first x points of damage are ignored") are the easiest and most common, a percentage fail chance ("Each attack has x% chance to not inflict any damage") is rarer, and there are a lot of systems in-between.

 
On stuttering:Pre A16, stutters were caused by a couple known things and possibly unknowns.

The first known was that the UFPS camera was updating in the wrong order sometimes causing what would look like FPS lag while your FPS would still say 60fps. That one I fixed early on in A17 development so that will no longer be an issue. This would happen when the CPU's physics update would get out of sync with the game update so it was hard to track at first. I tried some random things until I stumbled onto something that kept those calculations in order.

The other known is Garbage Collection. Prior to A17 we made a LOT of garbage and created a lot of new structs and method level vars during run time. We have now internally all started pushing vars to class members instead of making them in the methods. While it adds a tiny bit more to ram when creating the class initially, it doesn't need to destroy it every time the method is ran. The new effect system that runs buffs, progression, items, and events uses this setup so that processing a lot in one frame won't make a crapton of garbage from all those tiny bits adding up.

There are probably more situations and such that have stuttering but those are the main ones I know about and that we've found and started working on reducing.

For anyone curious, below are my system stats and I never have issues with any Unity based games, or any games for that matter.

OS: Windows 7 Ultimate 64-bit

Motherboard: Gigabyte GA-78LMT-USB3

Processor: AMD FX-6300 Six Core Processor (6 CPU) ~3.5GHz

Memory: 20480MB (yeah, I had an extra 4GB ram stick laying around lol)

Video Card: GeForce GTX 1060 3GB

Hard Drives: 512G SSD (2 of them), 2TB HDD

I have windows installed on one of my SSDs and I keep all my games installed on the other. :)
Thanks for the update on this because people have been going on and on about this issue for months on end.

There you have it folks the micro-stuttering problem is being fixed, @Roland could you please add this to the second post text so people can stop complaining about it YAY!

 
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In A16 I have updated my system with a GTX 1080 and still got "lags", even if I reduced most of the settings like shadows or view distance.

Hope this will be fixed with the improvements in code in A17.

 
In A16 I have updated my system with a GTX 1080 and still got "lags", even if I reduced most of the settings like shadows or view distance. Hope this will be fixed with the improvements in code in A17.
Don't worry Kinyajuu has got us covered, he will hunt these issues down and destroy them with extreme prejudice. lol

p.s. I always had faith that the graphics stuttering and lag problems would get fixed, I knew it was just a matter of them making it a priority to find the problems and fix them, we <3 you Kinyajuu!

 
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GURPS as well. Generic and universal is sometimes best. ;)
lol , I am paid to run table top RPG game sessions out here in Vegas and still do a monthly GURPS game...since I still have all my old RPG books...over the years we have tried different ones , but currently we are running a long standing GURPS Western+Horror campaign...Horror , Western , Supers have always been the favorite and different combinations of those 3 have always been interesting...

 
+1 to adding those buffs anyway, even if it's just for modders to use.
Hopefully one day I'll get my wish of shaking hands from a caffeine overdose, I know from personal experience that it happens in real life :-)
Yep. Yep. Yep. Yep.

Been there. Experienced that.

 
Don't worry Kinyajuu has got you covered, he will hunt these issues down and destroy them with extreme prejudice. lol
The problem is the reflections to name one, everything seems to cast a reflection in a16.4 which shouldn't be. If you shut them off everything seems too dark.

 
Yeh, a stun-after-jump (quick stun, just to make it annoying but not grindy).
I'm not sure if I would call the broken leg buff grindy.. I would think it's a rather fitting buff, since trying to jump with a broken leg is rather impossible in real life.

But I agree that it should happen less random.

 
I think it was a dice and paper game called Rune Quest, where your armor could withstand a threshold of damage before the player took the surplus damage. Each area had its own damage resistance and difficulty to hit depending on your weapon, if memory serves.
Smart and complex is sometimes best. :)
Sounds like Fallout 1 and 2. If the dmg was less than your DT it'd usually miss entirely. You were god in that game once you got power armor as most things became unable to land a hit on you unless they got REALLY lucky. New vegas also uses a DT system but it allows a bit of bleedthru 25% of the damage you would have taken if it was more than your DT.

 
What we really need is scaling of stats. Stuff like movement speed having a RANGE would be a massive quality of life change. Its really annoying watching 5 nurses heading towards me at the EXACT SAME SPEED. If there speed was say between .75 and 1.25 and more randomized then it would catch you off guard as they might arrive in clumps or surprise you.
i'd also like to see health and damage done and block damage also have random values between a range by the zombies class, randomized looks would also be nice.

 
In A16 I have updated my system with a GTX 1080 and still got "lags", even if I reduced most of the settings like shadows or view distance. Hope this will be fixed with the improvements in code in A17.
Best put your hope in for the Beta phase, where their focus will be on optimization and bug fixing. Alpha phase is primarily for adding game content and major game changes.

 
I wonder if any graphics routine is calling a service?

Service Oriented Programming is good for many business applications, but would be a mistake in an instant graphic update situation.

 
I recall Madmole mentioning "parts runners" from each trade faction would be out and about delivering parts to traders and that you may be able to track them down and trade with them on the spot without having to go to a actual trading outpost.

I hope this is going to be implemented because it would add some anticipation and excitement to the game wondering what new shiny things will be available to purchase.

 
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