PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Any news on how many bugs are left? Been really quite around here
Judging from the last time I heard the phrase showstopping bugs, I'd say at least another solid month.

But to be honest, who knows.

They fix one issue, but that might cause something else to not function as planed.

That being said, I can totally recommend the Ravenhearst mod for 7D2D :)

 
Last edited by a moderator:
A17-E will be released as soon as the issues are solved and the showstopping bugs fixed.
So is it true that Unity3D 2018.2 has a ton of bugs that they're still working on fixing? That even though there are a lot of major improvements, the upgrade created lots of bugs in the process spanning several different areas of the engine? Is the main holdup at this point waiting on the Unity3D devs to fix those bugs?

I've been hearing reports of bugs from other gave devs who upgraded to 2018.2.

 
They fix one issue, but that might cause something else to not function as planed.
That being said, I can totally recommend the Ravenhearst mod for 7D2D :)
Exactly what I'm playing whilst I wait for A17 - I can recommend it too. It's brutal though!

 
So is it true that Unity3D 2018.2 has a ton of bugs that they're still working on fixing? That even though there are a lot of major improvements, the upgrade created lots of bugs in the process spanning several different areas of the engine? Is the main holdup at this point waiting on the Unity3D devs to fix those bugs?
I've been hearing reports of bugs from other gave devs who upgraded to 2018.2.
I'm sure that a lot of the bugs that are being reported aren't necessarily unity bugs. They've made huge changes to core components, such as the rendering engine, and this has caused major bugs in peoples projects. I'm certain there are a lot of shader writers who are cursing the new shadergraph visual scripting.

I haven't noticed any bugs creeping into the old components but I haven't messed with much but the job system and probuilder since the update. I had to rewrite all of my shaders and rebuild the materials but anything that was working before the update still seem to be working fine.

There may also be issues with the new "package manager" system, if people aren't running the same packages across the board I'm pretty sure it'll cause issues.

 
I've literally checked this page every day since the beginning of July. I've never been this excited for a game update in my life lol..
Same! I check Joel's Twitter and this topic every single day, it even turned as a kind of ritual lol

I want them to take as long as they need to .
Completely agree! "It's done when it's done" is a completely acceptable mantra. No need to hurry, afterall it is just a game (even tho it is an AMAZING one).

 
I'm sure that a lot of the bugs that are being reported aren't necessarily unity bugs. They've made huge changes to core components, such as the rendering engine, and this has caused major bugs in peoples projects. I'm certain there are a lot of shader writers who are cursing the new shadergraph visual scripting.
I haven't noticed any bugs creeping into the old components but I haven't messed with much but the job system and probuilder since the update. I had to rewrite all of my shaders and rebuild the materials but anything that was working before the update still seem to be working fine.

There may also be issues with the new "package manager" system, if people aren't running the same packages across the board I'm pretty sure it'll cause issues.
Interesting, thanks, yeah I'm curious as to if the delay at this point is on the Unity3D dev support side, or if it's on the Fun Pimp's side with re-writing some code to be compatible with the new version (I know them and you have already mentioned needing to do the shader rewrite), or both. 2018.2 has been out for a while now (since Feb I assume, lol) so if the holdup was bugs on the Unity3D dev support side, that's pretty crazy! Half a year to make 2018.2 stable, come on Unity3D devs, HURRY, lol! After some reports from a few places made it sound like Unity3D 2018.2 still has loads of bugs they haven't fixed yet, I became curious if that was actually true or not.

 
Is there any news on whether the "smell" system will be back? I seem to remember it was going to be put back in on A17
They did originally state that but has been confirmed already that it's not coming back for a17

 
I agree that hidden traps (mines, breakaway floors, etc) should be ingnored by the ai, but spikes and other visible traps should be taken into account in some fashion. Maybe not by always avoiding them but giving them a chance to avoid them.

 
<snipped for space>
I just had a hunt through the unity bug tracker. As I suspected most of the bugs are related to the rendering overhaul.

There also seem to be a few bugs with instantiated colliders which could be game-breaking for a lot of people, possibly due to unity moving their own internal stuff over to the c# job system.

 
Interesting, thanks, yeah I'm curious as to if the delay at this point is on the Unity3D dev support side, or if it's on the Fun Pimp's side with re-writing some code to be compatible with the new version (I know them and you have already mentioned needing to do the shader rewrite), or both.
We are not waiting on Unity to fix bugs. I only know of 1 error we have with Unity (texture streaming message) which does not seem to effect builds working.

Most systems are still being finished and debugged. Like AI, pathing, ragdolls, vehicles, buffs, items, recipes, RWG, shaders, atlases, textures, world, UI, quests, music.

 
I just had a hunt through the unity bug tracker. As I suspected most of the bugs are related to the rendering overhaul.
There also seem to be a few bugs with instantiated colliders which could be game-breaking for a lot of people, possibly due to unity moving their own internal stuff over to the c# job system.

We are not waiting on Unity to fix bugs. I only know of 1 error we have with Unity (texture streaming message) which does not seem to effect builds working.
Most systems are still being finished and debugged. Like AI, pathing, ragdolls, vehicles, buffs, items, recipes, RWG, shaders, atlases, textures, world, UI, quests, music.
Wow, okay, well good to hear things are in at least fairly good shape on the Unity3D side then and that the issues are just with coping with those changes. Hopefully that means the A17 release is finally in sight or coming into sight for The Fun Pimps. Thanks! ^^

Can't wait to give Experimental A17 a test drive on Linux Mint 19 with all these new changes! <3

 
Last edited by a moderator:
Okay, a thought that just hit me, I need at least a second brain to confirm ... or a Dev ;)
So, if I generate a world with a size of 8x8 and the seed 'test1234' and ... <snip>

- G
Based on the fact that RWG now runs like Navezgane, completely pre-generated and then made 'stock' and you can easily edit in the editor... I think this might be fairly easy to do. Or it might be a nightmare. However, if it can work this way... omg the potential!

Also, how's Silvara doing? Is Porthos still a prick?

Ok, I found something intelligent to say!
Has anyone heard of the "Zombies, Run!" app?
If I had a smartphone I'd totally do that. Would probably have to start off walking though.

Also, I haven't played Path of Exile in a while. I should get my storm witch out of mothballs.

 
Last edited by a moderator:
I think we should only get leather from animals!
Are We There Yet? :)
As opposed to trees? Because humans are animals, everyone is an animal, lol.

EXCEPT TREES, TREES ARE NOT PPL! (even though I love them) X3

 
Depends. Zombies near a player (on a player's path grid) will always go through empty blocks if the path is not too long. It is the total cost (health + downgrade's health) of the blocks plus the distance. Basic math. Air blocks have 0 heath, but they do have a distance cost.
Zombies far from players will go in straight lines, but usually they despawn. Hordes could have problems, but that is a different can of worms.
A related question about the AI - how does the zombie AI consider spikes when trying to get to the player?

Are they treated like walls/doors that the zombie considers them a hard obstacle and will go around them if possible - and if they can't get to the player by doing that they'll stand next to them and attack them (taking damage in the process)?

Or are they treated as "difficult" terrain that the zombie will prefer to go around unless it makes the route significantly longer, in which case they'll walk through them taking damage?

Or are they ignored, and the zombie will attempt to walk through them as if they weren't there and take damage from them?

 
Status
Not open for further replies.
Back
Top