- Realistic fps prefab weapon dark in light update#
- Realistic fps prefab weapon dark in light Patch#
- Realistic fps prefab weapon dark in light mods#
- Realistic fps prefab weapon dark in light free#
Next up on the new spawning system is making the actual spawn smarter off the Difficulty value that’s passed to them – making creatures harder, resources rarer, and all that stuff! More on that next week. I think this slight low-balling is a unavoidable side-effect, but I might be wrong. For instance the image above has 49 cells with 0.5 density, and spawns 22-24 objects when we might expect an optimal 25.
![realistic fps prefab weapon dark in light realistic fps prefab weapon dark in light](https://i.ytimg.com/vi/D0oAZ4nb-u8/mqdefault.jpg)
This means that actual spawned numbers of objects will always be slightly lower than the expected result. We don’t have time to try multiple packing configurations to try to minimize empty spaces, nor can we always pack optimally as we need the result to be semi-random. But unfortunately, our 2nd and 3rd requirements prevent doing this. So obviously we could pack the previous image better, to eliminate those 3 empty grey cells. If a square is grey, there are no spawns in it. The little white boxes are spawned objects. This is a grid of spawns with 0.5 density that therefore have been paired off by the spawner and colored the same color. You can sort of see what I mean with the image below.
Realistic fps prefab weapon dark in light free#
Collecting many spawns with <1 free space all together to “share” a spawn is basically a packing problem. So this is one of those problems that turned out to be a sort of different problem once I got into it.
![realistic fps prefab weapon dark in light realistic fps prefab weapon dark in light](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4647647/09d4b82af6e0ae5bd21d0e925362de309b88c8f5.jpg)
Realistic fps prefab weapon dark in light update#
Then, we update the spawner cells in that player-activity cell so that they can spawn stuff if they need to. We split the world up into cells, and pass our spawning system a list of cells where players are doing stuff, and the spawners should be active. Obviously, we only spawn objects where players are in a server, for performance reasons. With this requirement, removing an object from the spawned objects (say by mining a rock) should mean that the spawner shouldn’t always put a spawned object back in the cell it was, but also try to place it in other areas.įirst, a quick rundown of how the spawner system works. This is a new requirement that is necessary because of the fact that multiple spawner cells with a free density less than 1 can “share” spawns. Thirdly, it needs to be unpredictable on the micro level. Secondly, it needs to be fast and scalable, as a large map can have up tens-of-thousands of spawner cells that need to be updated in a timely enough manner so that the predictability requirement is upheld. Well, firstly it needs to be predictable – a given density map should output roughly the same amount of spawned objects over time and over server restarts. Now the first question to ask is what properties we want our spawning system to have.
![realistic fps prefab weapon dark in light realistic fps prefab weapon dark in light](https://wolffiles.de/hppics/431def8ef3b22bca6ae5d35db1fbda93.jpg)
The problem has been an interesting one which I thought I’d briefly discuss. This week I’ve been working on the spawner system, implementing the changes and logic that Spencer and I discussed in our blogs last week. I’m hoping to have something very rough ready to play in the next week. I’ve now started work on the durability system workflow in prep for the proper ItemV2 loot hunt / progression prototype. While I was at it, I improved on the item context menu system a bit and added the ability to unload a weapons ammo.
Realistic fps prefab weapon dark in light mods#
The UI stuff is all pretty placeholder but it allows things like silencer, sights and magazine mods to be added to a weapon, and some removed. I also implemented the first modular weapon using embedded items. This is the last roadblock for paintable gear that Tom has been working on. Then when an item is equipped on a character (this includes vehicle parts), we send its dependent state to all other clients that are subscribed to the characters network lod cell (aka are near it). To get around this, I came up with a memory efficient system for determining if a client already has the most up to date version of an item from the server. In this scenario we have a second criteria for eagerly sending variable item state to non authorized players. Now we have situations where another player is wearing an item, and its properties change how it looks. Previously, if you couldn’t access the storage that an item was in, you didn’t really care about it. There were a few issues where our old item authority system didn’t quite give us everything we needed for determining who needs to know about an item.
![realistic fps prefab weapon dark in light realistic fps prefab weapon dark in light](https://developerfreaks.com/unity/R/realistic-fps-prefab-7739/realistic-fps-prefab-7739-003-scaled.jpg)
It also allows you find any changes to anything in the game using the find function on browser.This week I started off working on fixing up how our variable item state is communicated to clients from the server. This allows sections to be updated much easier without having to format each line. They have been formatted so they can be copy and pasted into their relevant pages.
Realistic fps prefab weapon dark in light Patch#
This section contains all the patch notes for The Forest.