View Poll Results: Alpha 17

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  • A17 will be released when the bugs are fixed

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  • Feature Freeze -> Hitler Video ->

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  • Madmole gameplay -> Spider Meme ->

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  • A17-E Release Candidate ->

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  • Stream Event -> A17-E Released

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  • FIRST POST UPDATED: Sept 15

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  • SECOND POST UPDATED: Sept 15

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  • News for console versions is only announced by Clare in the console news forum.

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Thread: Developer Diary: Alpha 17

  1. #12631
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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

  2. #12632
    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.

  3. #12633
    Colony Founder Maharin's Avatar
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    I take brain damage from straining too hard on the toilet... so I'm doomed.

  4. #12634
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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.

  5. #12635
    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.).

  6. #12636
    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.

  7. #12637
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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.

  8. #12638
    Inventor KhaineGB'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
    No. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.

  9. #12639
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    Quote Originally Posted by KhaineGB View Post
    No. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.
    How do you know that?

  10. #12640
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    Is it possible to (group) voxels together. Soil for example could be grouped in a 3x3x3 cube making it one big voxel. So if something damages it then it starts to buckle but only in the direction of the damage. So if one voxel gets hit then it caves and the other voxels shape around the first one. Much the same as digging a hole in real life.

  11. #12641
    Leader Tin's Avatar
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    Originally Posted by KhaineGB
    No. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.
    Quote Originally Posted by sillls View Post
    How do you know that?
    Off the top of my head: Unity (or any game engine currently) isn't developed to use all that hardware optimally.

  12. #12642
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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
    If the zombies are turned down to 2D stick figures with zero animation, sure maybe. Or maybe just a text in the corner that says "There's a horde of 1000 zombies in front of you. Press A to attack, Press S to run, Press D to accidentally drop you weapon"

    Plus $5K won't get you much these days with BitCoin miners driving the cost of GPUs up and RAM seems to keep rising in price.

  13. #12643
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by Gazz View Post
    To turn it off you have multiple options like 9mm, 7.62mm, clubs... =)
    i hear looking at the sky works too lol....

    - - - Updated - - -

    Quote Originally Posted by sillls View Post
    Hey thanks man. You just made a lot of people happy here.
    You are mistaken. All Roland did was pass along the message lol..

  14. #12644
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by sillls View Post
    Is it possible to (group) voxels together. Soil for example could be grouped in a 3x3x3 cube making it one big voxel. So if something damages it then it starts to buckle but only in the direction of the damage. So if one voxel gets hit then it caves and the other voxels shape around the first one. Much the same as digging a hole in real life.
    Yes, but that's something that would have to be baked in from the start, but it wasn't (sub-voxels, so to speak). Wait for beta, they'll get clever and optimize the hell out of things, then we'll see what's possible.

  15. #12645
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    Quote Originally Posted by Maharin View Post
    Yes, but that's something that would have to be baked in from the start, but it wasn't (sub-voxels, so to speak). Wait for beta, they'll get clever and optimize the hell out of things, then we'll see what's possible.
    I think I already have.

    I seen other games that appear to use this.
    The results are that it makes the game look less clunky and more smooth.

    It might be possible for TFP's to group them but it will take some reworking of the code. It really depends on what they want to do and what they can afford to do.
    Last edited by sillls; 03-13-2018 at 03:55 AM.

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