KirillWright
Member
this point is also interestingЕсть ли сутенеры, которые могут или хотят подтвердить, что комплекты брони «Стяжатель», «Выживший в пустыне» и «Мародёр» всё ещё выйдут?
this point is also interestingЕсть ли сутенеры, которые могут или хотят подтвердить, что комплекты брони «Стяжатель», «Выживший в пустыне» и «Мародёр» всё ещё выйдут?
1.2 might be the last update for 1.0, but there might be a 1.3 as well, it's not out of the question. Faatal wrote about it. The 2.0 update is X% ready)TFP, how's it going? Will the next patch be the last for the current version??? What % is Storm's Brewing complete?
I remember about this. Just wondering how things are now. That information is over a month old.1.2 может быть последним обновлением для 1.0, но может быть и 1.3, это не исключено. Faatal об этом написал. Обновление 2.0 готово на X%)
Unless you use the @ symbol to ask at someone specific at TFP, they won't find your question when they come back to check the forums once in a while.TFP, how's it going? Will the next patch be the last for the current version??? What % is Storm's Brewing complete?
Someone wrenched a mine and got happy. Also revengeous.
This is the biggest flood attack I've seen in this forum.
It doesn't work that way though...I hope they remove the need to roll fast to take off - one can often run out of running speed in a copter and crash into tree, rock or uneven ground. and might also run into some abandoned car to damage your copter running into a Zombie.
I was thinking a copter would flight straight up after the propellers get fast enough.. would make sweet for a nicer landing as well.
Can land on top of building of you have built a Heli-Pad on the roof of your base.
Yeah, these aren't helicopters. They don't take off vertically. Besides, they take off much sooner now than they did in the past. Just look ahead before taking off to make sure it is clear. As far as landing, you can almost land these "on a dime" because they can be slowed down to practically a standstill before landing. And that is without even cheating by jumping out as soon as you touch the ground or almost touch the ground so it stops instantly.I hope they remove the need to roll fast to take off - one can often run out of running speed in a copter and crash into tree, rock or uneven ground. and might also run into some abandoned car to damage your copter running into a Zombie.
I was thinking a copter would flight straight up after the propellers get fast enough.. would make sweet for a nicer landing as well.
Can land on top of building of you have built a Heli-Pad on the roof of your base.
I finally got to testing this and yes there was a bug with the smaller random rolls leading to a zero count being returned.I have a passing comment on loot settings. I guess they're probably not a priority, as I'd assume the vast majority of players play on default, but less than 100% loot is even more whacky than usual these days. Toilets don't drop murky water, ever, on 50% loot. You get paper or nothing. That makes the early game punishing in the extreme.
Data is from a 25 day playthough on 50% loot, looting every toilet I came across. Easily a couple of hundred toilets. I started to get suspicious around day 3, but stuck with it to try to confirm what I was seeing.
I still don't quite understand the mechanics of varying loot level, but I do know that what you get is not what you expect. 50% loot should mean about half as much loot as vanilla, surely? The current implementation seems to be that items that can be found in multiples, but in very low numbers (1-2 or 1-3) only appear if you would have got 2+ items under 100% loot. That cuts some items way, way down under 50%, despite that being what you set loot to. I'd already noticed eggs almost ceasing to exist at 50% loot, and learned to live with it, but the water thing is a lot more impactful.
Coolers and cooler bottles occasionally produce murky water on 50% loot setting, but at much less than half the normal rate.
I confess I don't quite understand why loot settings were done in such a complicated way. I have worked on enough software projects to know there may well be a reason, though. Was there a technical constraint on not implementing it as 'number of items found is constant but chance of actually finding that number varies by loot setting' instead of 'number of items found varies by loot setting', which is how it seems to have been implemented?
'Number of items found is constant but chance of finding that number varies by loot setting' could work by rolling the loot percentage for each item and if you make your roll you get the normal amount of that item, if you fail the roll you get nothing. Instead of trying to do a calculation to reduce the number of objects found, you always use the 100% setting baseline amount, but you actually receive your 'standard amount' of items less or more often for lower/higher loot settings.
This approach would make non standard loot settings 'spiky', but I don't think that's a bad thing. On 25% loot you could get nothing for ages then maybe get a decent haul, but that's kind of fun, no? For loot settings over 100% you get the normal amount of an item then roll at 'loot setting - 100' to see if you get a second helping.
If rolling per item is 'too many rolls' for some system reason, you could roll once per container, which would still mean you get exactly the percentage increase/reduction that your loot setting claims to offer, just even spikier than rolling once per item.
No plans that I know of.@faatal Speaking of cameras — will the player have a shadow? Or better yet, the lower body and legs? Do you plan on ever doing this, or will it definitely not happen?
Warnings may or may not be a problem. I use warnings all the time in testing as the messages are easily filtered in Unity from normal messages, but those warnings are normally removed in submitted code, but may be left in accidentally.well let me see, the 'warning' stated "Setting angular velocity of a kinematic body is not supported." You know what that means? It means it's an ERROR.. So yes, especially in programming, a warning is certainly an error. Hard to explain this to everyone I know.
The weather update is for survival aspects, not graphics. Like you will slowly die from heat or cold based on various new rules we are adding. Now there will be a few graphical additions to go along with survival, but these do not change lighting.Really hope with the weather update the lighting gets some love. Being this bright at almost 11pm during a thunderstorm is just silly.
We have been working on many features, bug fixes and optimizations. Some of these may be out by the end of the year, the rest in an update early next year.KirillWright said:There haven't been any patches for a long time, will there be any soon? Will the next patch be the last one before the big Storm's Brewing update? I and many people think that the game is too bright, will there be a fix?
I do not know.Any Pimps able or willing to confirm that the Hoarder, Desert Survivor and Marauder armor sets are still coming?
@faatal
DLSS has not been worked on and don't know if it would ever be finished. FSR has had improvements as part of merging the weapon camera into the main camera and for console use.@faatal any update on DLSS and if any problems you noticed might be fixable? I noticed DLSS v3.1 is in the game files now. At least an update to FSR? the ghosting is too noticeable I end up turning FSR off and going back to NIS instead.
1. But still, do you plan to improve the lighting in the future? For example, right now the game is too bright and it can't be fixed.The weather update is for survival aspects, not graphics. Like you will slowly die from heat or cold based on various new rules we are adding. Now there will be a few graphical additions to go along with survival, but these do not change lighting.
We have been working on many features, bug fixes and optimizations. Some of these may be out by the end of the year, the rest in an update early next year.
You're a legend!I finally got to testing this and yes there was a bug with the smaller random rolls leading to a zero count being returned.
Fixed loot abundance settings below 100% would give less loot than it should.