PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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<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>

 
<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>
Being a tester is not an easy job, but its an essential job. That should be your takeaway on it. :)

 
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.
Just tested chairs and they seem fine.

 
Lol not even close. =)
you never go ATM!

you're 100% right, there are more ATMs than just at the moment.

and i apologize, i shouldve gotten there quicker. t'was a great movie

 
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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.
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 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.
A song to worthship you holy man of optimization:

Faster better stronger

https://www.youtube.com/watch?v=GDpmVUEjagg

 
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.
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 :)

 
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
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?

Wouldn't be a concern for those who choose to wait out horde night at bedrock, but could make shoddy POI's more interesting.

 
That "hungry" zombie is a dead ringer for a lady I know in town. Her name is Vickie. Since i am obese, I don't think it is unfair or cruel to comment that TFP must have been working from a pic of Vickie cuz I was shocked when I saw her in the game. We have shakie willie and "angry young man" as well (the guy that stamps around with fists at his sides)

 
I 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! :)

- - - Updated - - -

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.
gore blocks were brutal

 
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?

 
I'm pretty sure the Spider Zombie is based on someone.
Zombie_Concep_Tom-_Clark-300x300.jpg


 
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?
:D If I'm not mistaken, faatal said something along the lines of only giving the zombieDog?! the dig deal at the start, if it makes it in?! not a (100% sure anymore).

heh, Me wanting to have a underground safe space? Not likely :evil:

try out my mod "The Dying Lands" or the "Devils Eden" I have zeds that can get to you underground if you let them go long enough. Especially if you give them a hatch to work on ;)

Video proof.

 
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