Being a tester is not an easy job, but its an essential job. That should be your takeaway on it.<jumps for joy>...i am the invisible gremlin.... when ever something goes wrong... it's based off of me.
at that's what happens when everyone tells me i just mess everything up all the time<hangs head not feeling so big now>
Just tested chairs and they seem fine.Replying to multiple discussions in one post.
@Faatal
Wooden chairs are invisible to zombies in the same way fences and other partial edge blocks are in A16. Have you tested / added an obstacle check for the wooden chairs in the Ai pathing too?
Just mentioning to ensure they're not missed for the new pathing. Thanks.
Lol not even close. =)lol, for guppy's american it is automated teller machine and he wants cash
you never go ATM!Lol not even close. =)
I got your reference about what ATM might stand for, but I won't talk about it here. It might leave a bad taste in your mouth...Lol not even close. =)
I mostly optimize as I work on stuff. I don't believe in writing slow junk and then coming back later to fix it. Coming back later to me is for optimizing the optimizations.Is the optimisation going to be worked on in A17? Because let's be honest, the optimisation for this game is atrocious, it's the main complaint.
A song to worthship you holy man of optimization:I mostly optimize as I work on stuff. I don't believe in writing slow junk and then coming back later to fix it. Coming back later to me is for optimizing the optimizations.
A17 has a variety of optimizations I have done, like AI updates use about 25% of CPU they used to use. I know others have also made optimizations, but some systems have also gotten more complex like pathing and vehicles, which generally means slower, but a lot of the time that is situational. For example, pathing is slower in some ways, but faster in others.
Bottom line is every feature needs CPU and or GPU power to run. Making the game more complicated is not free. It eats into the CPU, GPU, memory, disk or network bandwidth budgets. You can only optimize so much before you approach the maximum theoretical speed that a system will run at with the features it has. That means we have to tailor the features to some minimum hardware spec that gets us a playable experience, which is totally subjective. If a 10 year old laptop averages 5 FPS, then no amount of optimizations will fix that, short of removing large features, which we would not do.
Optimizing is one of my favorite programming tasks, so I will be keenly following any performance issues you guys or I have with A17, once we get to the playing it part of development.
In Houston? He shouldn't be.you a UT man then?Lol not even close. =)
Nice! Do you think you can put a list of the states and the animation names you are using in the entityclasses.xml or in the readme.txt that are currently available?I mostly optimize as I work on stuff. I don't believe in writing slow junk and then coming back later to fix it. Coming back later to me is for optimizing the optimizations.
A17 has a variety of optimizations I have done, like AI updates use about 25% of CPU they used to use. I know others have also made optimizations, but some systems have also gotten more complex like pathing and vehicles, which generally means slower, but a lot of the time that is situational. For example, pathing is slower in some ways, but faster in others.
Bottom line is every feature needs CPU and or GPU power to run. Making the game more complicated is not free. It eats into the CPU, GPU, memory, disk or network bandwidth budgets. You can only optimize so much before you approach the maximum theoretical speed that a system will run at with the features it has. That means we have to tailor the features to some minimum hardware spec that gets us a playable experience, which is totally subjective. If a 10 year old laptop averages 5 FPS, then no amount of optimizations will fix that, short of removing large features, which we would not do.
Optimizing is one of my favorite programming tasks, so I will be keenly following any performance issues you guys or I have with A17, once we get to the playing it part of development.
I just had a crazy thought when I read this...the heavy zombies could do a small amount of damage to blocks they walk on, especially "softer" blocks. More damage if a block has air underneath it, perhaps?ex: manually turn of the jump state that I seen in the vid (for ahh the heavy zeds..) or Manually remove or add the digging state to other entities if that ends up being done
gore blocks were brutalI think it was ignored due to things not being optimized so well. But now things are improved I heard, so I would like at least an option for that.
It was scarier than any horde night ever was, except for two times, one that turned out to be a bug and the other when we had gore blocks and they made it to the top of my base!![]()
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I think they can, and I bet in A18 they will as it was THE adrenaline rush that is so fun for many people, sometimes.
Why would you want to be able to turn off zombie digging, what fun is there hiding in a hole forever safe?Nice! Do you think you can put a list of the states and the animation names you are using in the entityclasses.xml or in the readme.txt that are currently available? ex: manually turn of the jump state that I seen in the vid (for ahh the heavy zeds..) or Manually remove or add the digging state to other entities if that ends up being done.
Would be awesome if we had that as a xml edit we could do, for after we play the death out of the vanilla game ofc![]()
Nice! Do you think you can put a list of the states and the animation names you are using in the entityclasses.xml or in the readme.txt that are currently available? ex: manually turn of the jump state that I seen in the vid (for ahh the heavy zeds..) or Manually remove or add the digging state to other entities if that ends up being done.
Would be awesome if we had that as a xml edit we could do, for after we play the death out of the vanilla game ofc![]()
Why would you want to be able to turn off zombie digging, what fun is there hiding in a hole forever safe?