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Thread: Developer Discussions: Alpha 17

  1. #12481
    Reconstructionist
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    Quote Originally Posted by Roland View Post
    1000+ zombie hordes = wild unrealistic expectations.
    I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :P

  2. #12482
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Xeen View Post
    I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :P
    1000+ zombies alive at the same time in a fully voxel world? I'm still skeptical

  3. #12483
    Colony Founder SnowDog1942's Avatar
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    Quote Originally Posted by Roland View Post
    Every indicator on the HUD should be gated behind some sort of enhanced perception perk. That way you start the game with a completely invisible HUD but purchase whatever you want to appear. Instead of a free toggle in the options menu make people PAY for their options.

    #Muwahahahahahaha
    Or start with them all and have perks to disable them and attain this ridiculous concept of "immersion"

  4. #12484
    Inventor Gnomaana's Avatar
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    Quote Originally Posted by Roland View Post
    1000+ zombies alive at the same time in a fully voxel world? I'm still skeptical
    I'm not even skeptical. I say no chance.

  5. #12485
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    When I want more ai, I generally disable iterations of any that are too far from any players to be witnessed. The trick is to know that your number of players is going to be low enough to iterate through them instead of the ai, and do some kind of radius check to re-enable any disabled ai within range of players. Then enabled ai can simply check their distance from each player to see if they need to disable. You also do not need to run this check all at once, nor each frame, so it can be pretty low overhead.

    Edit:
    This would allow for more persistent ai, but not more in one area, nor more enabled at one time.
    Last edited by uowaep; 03-12-2018 at 10:38 PM.

  6. #12486
    Inventor Demonoid74's Avatar
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    I tried to ignore a screamer once...but then hotel security showed up and it was rather embarrassing...

  7. #12487
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by Gnomaana View Post
    I'm not even skeptical. I say no chance.
    This... the collision and physics calculations alone would cause a meltdown.

  8. #12488
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    Quote Originally Posted by Roland View Post
    Every indicator on the HUD should be gated behind some sort of enhanced perception perk. That way you start the game with a completely invisible HUD but purchase whatever you want to appear. Instead of a free toggle in the options menu make people PAY for their options.

    #Muwahahahahahaha
    We could start with time. Find or have a watch.

  9. #12489
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    Quote Originally Posted by Gnomaana View Post
    I'm not even skeptical. I say no chance.
    I'm with you here have seen some beast rigs struggle with with a couple POI's... namely the "Missile Silo" and the "Dishong Tower"... I cant even enter those with my current setup with out dropping to about 10 fps

  10. #12490
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by SnowDog1942 View Post
    Or start with them all and have perks to disable them and attain this ridiculous concept of "immersion"
    You could take brain damage from head injuries which disables HUD elements.

  11. #12491
    Colony Founder Maharin's Avatar
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    I take brain damage from straining too hard on the toilet... so I'm doomed.

  12. #12492
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    Quote Originally Posted by Maharin View Post
    This... the collision and physics calculations alone would cause a meltdown.
    Only if they're all moving at the same time.

  13. #12493
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by uowaep View Post
    Only if they're all moving at the same time.
    Based on what we've seen so far I'd expect them all to be moving individually, especially considering there are so many ways in which they could be damaged individually (turrets, explosives, player attacks, vehicles, etc.).

  14. #12494
    Community Moderator Crater Creator's Avatar
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    Quote Originally Posted by Gazz View Post
    Hmm. I wonder if anyone has tried marketing random gen maps, yet.
    Well, you jest... but now that Iíve gotten into it myself, I will say that it does take hours of work getting the rwgmixer to make something worth sharing: a combination of math skills, design sensibilities, and geological research.

    Quote Originally Posted by Mikee View Post
    are you serious with this kind of answer? asking something about the update, then u reply: you can edit the files anyway, so dont worry.
    its like: there will be more npc's / enemys / weapons?
    -you can do it yourself // dont worry, modders will do it.

    please HAVE expectations towards the devs.
    An in-game option to turn off the health bar would be the best option for players. However, your comparison really isnít fair, since modding in more NPCs, enemies or weapons is much harder than modding out a UI element.

  15. #12495
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    Quote Originally Posted by Maharin View Post
    Based on what we've seen so far I'd expect them all to be moving individually, especially considering there are so many ways in which they could be damaged individually (turrets, explosives, player attacks, vehicles, etc.).
    Yea, If they are all together, in one horde, yea, that's not as easy, lol, but never say never. Anything is possible. All it takes is willpower. Could increase the numbers by adding tricks if they don't already. For example, make zombies further away use chunkier physics, but use prediction to smooth it out on the client.

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