Judging from the last time I heard the phrase showstopping bugs, I'd say at least another solid month.Any news on how many bugs are left? Been really quite around here
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?A17-E will be released as soon as the issues are solved and the showstopping bugs fixed.
Exactly what I'm playing whilst I wait for A17 - I can recommend it too. It's brutal though!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![]()
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.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.
Same! I check Joel's Twitter and this topic every single day, it even turned as a kind of ritual lolI'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..
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 want them to take as long as they need to .
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.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.
They did originally state that but has been confirmed already that it's not coming back for a17Is 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
I just had a hunt through the unity bug tracker. As I suspected most of the bugs are related to the rendering overhaul.<snipped for space>
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.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.
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.
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! ^^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.
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!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
If I had a smartphone I'd totally do that. Would probably have to start off walking though.Ok, I found something intelligent to say!
Has anyone heard of the "Zombies, Run!" app?
I'd say add leather drops to zombies, human skin can be tanned like any other and has been used for some pretty brutal purposes...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.I think we should only get leather from animals!
Are We There Yet?![]()
A related question about the AI - how does the zombie AI consider spikes when trying to get to the player?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.