NPCs don't path yet. I'm sure he meant zombies and animals. The entities that actually move.NPC's having AI and pathing... what do those traders need pathing for??![]()
There is sound occlusion code, but it is disabled. Why? I would guess it is either slow or buggy.Hope they add sound occlusion in the future.
Oh? That's cool. I'm hoping just the slow part, because with all the changes in A17E, I'm guessing it wouldn't be as slow now? Or it may need to be rewritten after all the changes. Hmmmm.There is sound occlusion code, but it is disabled. Why? I would guess it is either slow or buggy.
Don't get too excited. It was more like things changed. Weather broke. Fixes are being made and since the whole system seems too complicated and hard to maintain, it is being improved by simplifying and changing how it works.Oh ♥♥♥♥ so weather got some work done to it??
Noob question here: Does audio occlusion refer to the dampening of noise through objects? Example, a zombie in front of you sounds crisp, loud, and clear, but a zombie on the floor above you is more muffled/distant sounding?There is sound occlusion code, but it is disabled. Why? I would guess it is either slow or buggy.
Yes, that is correct, that is the simplified version of it.Noob question here: Does audio occlusion refer to the dampening of noise through objects? Example, a zombie in front of you sounds crisp, loud, and clear, but a zombie on the floor above you is more muffled/distant sounding?
Hopefully. There is a vehicle manager that tries to stop that by tracking and saving them. It was added before my time and is still in the game.*Brand new vehicle code with real physics. - Really looking forward to this. No more minibike falling through the world!
A17 changes should not have effected the existing occlusion, since it is basically just raycasts and looking at types of blocks hit. Doing that for lots of sounds is just inherently slow.Oh? That's cool. I'm hoping just the slow part, because with all the changes in A17E, I'm guessing it wouldn't be as slow now? Or it may need to be rewritten after all the changes. Hmmmm.
Thank you for the clarification @Faatal!Hopefully. There is a vehicle manager that tries to stop that by tracking and saving them. It was added before my time and is still in the game.
It has not been an issue for me since I started work on vehicles, but vehicles interact with the world very differently now, so only time will tell if disappearing can still happen.
Just park on a player made block. That is the safest.To be safe, until we know for sure, I will continue to remove the wheels whenever I park a vehicle.
Ah. I for sure could see an issue with that with hordes. What about having it say if less than 10 zombies around you, it's on, but greater it's off? I know then it'd be a 'warning' to let you know if it's a large group or not near you, and people wouldn't like that either. There's really no easy way for it with this type of game, is there....A17 changes should not have effected the existing occlusion, since it is basically just raycasts and looking at types of blocks hit. Doing that for lots of sounds is just inherently slow.
Okay. I kinda thought/hoped he meant bandits/other human characters. It's a bit.. confusing.. if he's talking about NPC's but actually means zombies.NPCs don't path yet. I'm sure he meant zombies and animals. The entities that actually move.
Well, there is sound detection being included into A17, which is the stealth meter. So there's that. And light detection is a thing in a way, because night time you can crouch walk right up to a zombie from the front without being noticed, but doing that during the day and you are detected quite easily. Now the light could be more refine, to say non-ambient light (which it may be, but I just haven't noticed). And the sound (stealth) detection is new. So more than likely can be refined after initial release. As for the heat detection, I would like it to be in, otherwise, the game would become waaaayyy too easy on blood moon nights, or really anything.If smell is gone, will heat vision also be leaving for something more plausible like light & sound detection? I know it will require light occlusion to fully work, but if smell was too abstract, reptilian heat detection is far less expected.
Any news on the indoor AO getting fixed, or will it still disabled for A17?
I cannot wait for sound occlusion to work. It will make a world of difference in regards to atmosphere.
They would just limit the number of "voices", not disable it completely.Ah. I for sure could see an issue with that with hordes.
It may be laying down the foundation for true NPCs, but only applies to zombies and animals currently.Okay. I kinda thought/hoped he meant bandits/other human characters. It's a bit.. confusing.. if he's talking about NPC's but actually means zombies.
It might have something to do with the local naming convention used here. NPC means Non-Player Character, in its broadest sense that encompasses every "living" entity other than a player. That includes everything from rabbits to bandits.Okay. I kinda thought/hoped he meant bandits/other human characters. It's a bit.. confusing.. if he's talking about NPC's but actually means zombies.
You can't remove parts from vehicles anymore. You will be able to take (pickup) some vehicles like the bicycle.Thank you for the clarification @Faatal!
To be safe, until we know for sure, I will continue to remove the wheels whenever I park a vehicle.