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DEVBLOG 83
DIR By: jjed11
Date: October 26, 2015, 1:35 pm
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DEVBLOG 83
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Devblog 83
Posted on October 22, 2015 by Maurino Berry
Sentry Turrets are Online, Bug fixes, Performance Improvements
and Art
Maurino
Sentry Turret
I finished up most of the sentry turret and it’s live on the
development branch, I’ve already spotted a number of bugs but
thankfully they’re all mostly easy fixes. I will continually
update it based on feedback and ensure it’s balanced and ready
to go for next week’s update. Next blog I’ll outline exactly how
it works but if you’re itching to try it you can hop on the dev
branch and give it a whirl. You can only craft it from
components found at a helicopter crash site and/or supply drops
Next Week
I have some ideas for improving the early/middle game and I’m
going to add some things as an experiment. I’m also going to fix
a whole bunch of really old stubborn bugs that we keep ignoring.
P.s. Buck is on holiday so I had to do the devblog this week,
please excuse any formatting errors!
Andre
Footprints
I got started on implementing the footprint decals Scott created
last week.
All animals and players leave behind footprints, though in its
current state it doesn’t allow equipment to change the footstep
type yet, so the barefoot player footprints will have to wait a
little longer.
While I was at it I also refactored some code that was used to
spawn the footstep sounds and hooked up the stab impact effects.
Shadow Optimizations
As promised I looked into shadow performance and implemented
some ways to significantly reduce the building shadow triangle
count and draw calls.
I added simplified proxy shadow casting geometry to all of the
building blocks, which greatly reduced the amount of triangles
that have to be processed every frame. Once that was done I
added our custom geometry batching to the shadow casters to
further speed things up.
On my machine both of those optimizations yielded decent
performance boosts in the test scene above. Your results may
vary, but if your frame rate mostly drops around big buildings
you can definitely look forward to this change. The same
approach should also help us keep things smooth in the new and
much more complex dungeons when they go live.
Tuesday Update
I worked on a bunch of tweaks and fixes that went live in a
small mandatory update earlier this week.
Fixed roof building block conditional models
Fixed foundation step placement being blocked in certain
situations
Made triangle floor deploy volume in line with the triangle
foundation
Added UI warmup to reduce stuttering when opening certain UI
panels
Allowed upgrade / rotation when inside certain building deploy
volumes
Made the building block rotation and upgrade error messages more
descriptive
Fixed projectile ricochet chance being far higher than intended
Disabled sound voice limiter priority sorting (back to first in
first out for now)
Fixed campfire building prevention collider reaching beneath the
campfire
Fixed door collider not being solid on the server right after
placement
Next Week
Finish up the footprints and shadow optimizations for testing on
the dev branch, then move on to the building and stability
overhaul.
Diogo
This weekend I spent some time tracking and fixing a Linux crash
– happening at startup self-check – preventing users on that
platform from launching the game. Turned out to be related to a
Unity issue causing an unexpected change in order of operations
during graphics initialization. It should run properly now, even
though some non-critical optimizations are temporarily disabled,
so please let us know if this isn’t the case.
After taking two of days off this week, I got back to memory
leak analysis and eliminated all the relevant leaks I could
find. While none of them were too serious, any little bit helps
in this regard. We suspect the larger, more unpredictable leak
to be attributed to a UI-related problem that was fixed in Unity
5.2.2f1.
Sorted out a nasty visual issue causing some transparent objects
to be drawn under rivers, instead of over them, like placement
gizmos, holosight, powerlines.
Next Week
Right now I’m working on improving underwater surface rendering,
for when the player is submerged; it’s been consistently
postponed due to other priorities, but is now in desperate need
of attention.
Vince
Another week where I do not work on what I had betted on in the
previous devblog! But it’s good for you guys, instead of having
gates skins that won’t be implemented yet, you’re going to get
new content right into your hands shortly. After a chat with
Garry we decided it would be better for me to spend time on new
content that can be derived from our existing code/tech. It just
so happens we have the signs in for a long time. It’s a very
strong feature of the game so far, but I believe we can expand
on it. I tried to reward all types of people who use signs, we
have hanging signs for shop owners, signposts and community
signs for villagers, and painting frames in various new sizes
for Artsy people.
I also changed the way the larger wood signs are placed ingame,
by requiring more precision on your part. This should limit the
abuse of signs being placed as cover, or used to limit access to
radtowns and monuments. By now if you want to plant signs on
surfaces other than vertical surfaces in general, you should
look at standing ones.
Obviously I do understand that if you used the wooden signs as
cover it’s because our current cover deployables are not to your
liking. One of my next tasks might be to re-evaluate the amount
of cover these provide, in order to make them useful on the
battlefield.
Next Week
I am currently working on Banners, there’ll be two type, one you
can hang on walls, and one that will stand fiercely atop a flag
pole. The banner should be paintable just like signs, and big
enough to pimp your clan.
Gooseman
Work continues on the M249. I finished the hipoly version of it
and am currently in the process of running it through Mudbox to
give it fine details like small screws / dents / scratches /
etc.
Next Week
After I’m done working with the M249 in Mudbox, I’ll then
retopologize the hipoly into a lowpoly vesion and bake the
normals, and finish off the texture.
Tom
So last week I weighing up whether it would be better if I
worked on a new weapon or worked more on add-ons. I chose
add-ons so you guys, when the time comes, can have more
customisation over the weapons we currently have. So i’ve
started off with the AK47. I’ve taken the alternative ak47
concept that Paul drew and i’ll be adapting the parts/chunks to
be used as alternatives swappables for the current AK47, so
there’s more variation.
I’ve got some good progress on the new stock and I’ve begun
sculpting the mesh for the alternative grip/trigger.
I’m actually really excited about this for some reason. I feel
it will bring a lot more “personality” so to speak to the game
and begin a sort of Rifleman’s Creed mentality, if that hasn’t
happened already ;)
Next Week
Next week consists of lods for the alt stock and texture
optimisations for it for Unity. The textures you see at the
moment are at full res and i’ll be tweaking the frayed edges of
the wraps too to make them sit a bit better. Hope ya’ll have had
a good w
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