PoriferaTheSponge
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- Jan 16, 2018
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There is no official Changelog 11.0 yet, but some changes are:What's in the new release 11.0?
I see, thanks! Hoping to support when something big drops.There is no official Changelog 11.0 yet, but some changes are:
- New map "City outskirts": Located in the mountains to the south of a Megacity the Terrain is very hilly, with a big ravine in the middle. There is a Quarry, a Corpo checkpoint and a Bunker that is located in the Emission Zone at the Bottom of the ravine. Long Sight lines, a lot of rocks and way less foliage than on the Test map make bringing a Sniper Rifle a viable option. NOTE: The map is not done at this time, the actual Outskirts are still being worked on.
- Hover Bike: That's right Kids, Papa gave us a new toy to play with. It is only available on the new map and will make it easier (and faster) to get around the new map. Just make sure that you have some medical on hand because, like in reallife, crashing a bike will really fucking hurt.
- Cyberware: the mouse wheel lost its ability to change your walking speed but in exchange for that you get an easy way to select what kind of skills you want to use. Some of them include Slow motion, a Scanner, invisibility and a "Taser".
- No new H-stuff: Devolution is only one man and he handcrafted the new map in only 2 months (something that takes some AAA studios half a Year), so there was not that much time to animate/ model new things. He is trying to get someone to help with the project but, since Devolution is very skilled at what he does, the standard that he sets for potential artists is so high that they are eater really expensive or already working for other projects.
Again, this is not official, its the stuff that just jumps out at you when you read the Development posts on the Supporter Discord.
That is okay. We know that H-stuff isn't a priority for this project.- No new H-stuff: Devolution is only one man and he handcrafted the new map in only 2 months (something that takes some AAA studios half a Year), so there was not that much time to animate/ model new things. He is trying to get someone to help with the project but, since Devolution is very skilled at what he does, the standard that he sets for potential artists is so high that they are eater really expensive or already working for other projects.
The person you are addressing is making assumptions based on the details and trying to read between the lines from the dev. He doesn't have high standards, its the people he brings on are being less than serious flakes. He also created this new map in a months time while adding in a new working vehicle system.stuff...
Soon I think, the new version 11 is now available on Patreon, so maybe in a week or twoIs the dev going to post more versions? The 0.8 has been out for three or four months, so I'm wondering if he's going to give us some more freebies.
on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balanceWell typical causes of framerate drops are:
-> Excessive vertex / polygon count. This causes a lot of extra shadow casts and draw calls to be performed. Try to use more skyboxes and flat-textures for distant stuff, rather than meshes.
-> Excessive usage of virtual RAM, such as EMS and XMS. If the HDD or SSD is being accessed at 100% rate, then its a pretty good sign that too much virtual RAM is being used.
-> Unnecessarily large texture files for the objects in an area. 8k textures tend to the largest things would ever need to be, unless you can zoom super far in to see the extra detail... but even still, you should be using mipmaps, so that 8k texture isn't viewed constantly at any draw distance. But most standard environmental details like rocks and grass shouldn't be larger than 1k. Skyrim for example, gets away with 0.25k, 0.5k and some 1.0k textures for most environmental details.
-> Level of Detail, proper use of Draw Distances and Mipmaps can help as well.
-> Optimizing the terrain geometry, will help to reduce pathfinding costs and thus reduce the AI costs. AI also is an expensive process.
-> Avoiding unnecessary physics calls, such as giving every entity a bit of cloth physics, or hair physics. Only give important things physic calls.
-> A profiler would help to tell you where your bottlenecks are. Generally, having more than 10,000 draw calls PER frame, will cause all but the best machines to be brought to their knees. 15,000 or more, and you'll be having even the best machines brought to their knees.
-> Being careful with the usage of specific UE4 special effects. For example, particle generators. Each one can produce millions of particles, but each generator is costly to use. So, if you are using tons of generators, it will obliterate the framerate.
I have been kinda lazy to write detailed update notes but in generalWhat's in the new release 11.0?
I eventually will as alwaysIs the dev going to post more versions? The 0.8 has been out for three or four months, so I'm wondering if he's going to give us some more freebies.
How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..related to new nsfw content, to be transparent, I hadn't had that much luck finding new animator who is capable reaching quality, animators are really hard to come by, most of them have work ethics below zero or are already hired in aaa studios or just don't want to animate nsfw stuff.
anyway if anybody knows about someone suiting this project I would gladly get someone onboard
this month I will try again to get someone reliable to help out on it so each release has at least two new h-animation types (4 loops per type)
otherwise the project is going pretty well, step by step I'm turning all those ideas and plans into reality
Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
it absolutely doesnt matter if its normal or nsfw animation, skill required is sameHow hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
Did kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balance
compared to my time budget I spent already way too much time on optimization and I'm running out of optimization opportunities atmDid kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.
Agree you need to balance your work but saying that you squeesed every last fps out of it, when the game runs pretty meh with not much going on, is a bit much.
Thanks for the clarification tho.
Ohw fuck...Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.
Edit: and yeah, you really can tell the difference between mocap and hand animation.
I see, thank you for your answersit absolutely doesnt matter if its normal or nsfw animation, skill required is same
Its easy to find resources, but it takes lots of artistic skill and feel for the movement