- Dec 24, 2020
- 4
- 1
Oh damn, that's unfortunate. Would have loved to have animations regarding those in a later stage of the game. But the feral bull krepali should work I suppose?
But that defeats upgrading to UE5 entirely at this point.Not looking good for the next build as the plug-in developer still hasnt finished the ue5 upgrade on it. But we are keeping an eye out and will implement as soon as the update is live.
A delay in a feature's implementation completely invalidates updating the engine version? What kind of dumb take is that?But that defeats upgrading to UE5 entirely at this point.
This one is pretty major feature and it's addition was a substantial improvement.A delay in a feature's implementation completely invalidates updating the engine version? What kind of dumb take is that?
What part of "we'll add it, we need more time to work on it" did you not get? And I can assure you they didn't switch the engine version solely for "purpose of testing and debugging", there's a bit more to it than that.This one is pretty major feature and it's addition was a substantial improvement.
It makes sense to update the engine version for purpose of testing and debugging. But the absence of fur makes it always lesser to UE4 in overall user experience. At least less enjoyable (unless you avoid furry content).
Frankly superior lighting/reflections > fur taking few weeks longer to implement lol.This one is pretty major feature and it's addition was a substantial improvement.
It makes sense to update the engine version for purpose of testing and debugging. But the absence of fur makes it always lesser to UE4 in overall user experience. At least less enjoyable (unless you avoid furry content).
Just quoting to maybe get attention of yours:I tend to repeat myself from time to time here and I think its that time again:
Game development takes long and things generally look and feel like shit for the longest time.
We are now focusing more and more on the actual game development so you will see considerable progress on that front in the coming time. I also know this is something that will once again divide the community and possibly disappoint those who just want a sandbox. But I think with the addition of the full body poser we have created a very strong and long lived tool for the more creative people in the community to floursh in while the game gets now pushed into the finish line.
And once again I repeat myself that it is a bit misled and short-sighted to assume patreon is just "a business model to keep patrons as long sa possible". I mean, yes we want that and are doing what we can to keep people interested - obviously. But the goal is NOT to go like this for ever until the last person has had enough. The REAL business clearly is to finish the game and sell it as a finished product. It its a win-win for everyone! We get more funding for future projects from the sales, we have cemented in the trust of our fans that we can deliver a finished product, we have learned a lot on the way on what the people want and with that experience can improve ourselves and the future projects we make even more.
In the end there isnt much more that I can do than to keep giving my best to finish this game and share my experience and my thoughts here whenever it looks like someone could gain valuable insight.
Thanks for reading
-S
Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.Just quoting to maybe get attention of yours:
Are there going to be any kind of development in near future regarding character performance? Right now if you start to push more than 50 poses/scenes games performance really tanks even if you hide characters. For example creating a reasonably sized map with 50 NPCs/poses is basically really rough in terms of good FPS and playable experience. Without poses easily getting 70 FPS with unoptimized UE5 build but with 50 NPCs performance tanks to 40-45. Hiding them helps a bit but there is still major performance hog from the poses itself even if they are hidden.
Also another thing is player "following" on NPCs. It basically just works on the existing ground mesh on the showroom for example. Not even on the new wild life map. Is this feature coming waay down the line or something we can expect in reasonable timeframe? As of now NPCs just stand around when you ask them to follow on rock object parts of the map and such
These are really limiting factor in terms of making interesting maps with quest structures.
Dear Mister Steve,Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.
The npc follow code uses a system called nav mesh which is a simplified geometrical representation of the landscape, the issue with that is it cant be generated in realtime as far as I know of. But it could be that UE5 has a solution to that which we can make use of in the future.
Cheers,
-S
You are either in totally empty map or you have really low ram on the computer so there isn't much system can extend into. On big maps my total ram usage goes up to like 16-20gis there a way to allocate more RAM to this game when it runs? its only using 1g atm for me
uhh I don't think a limit CAN be set afaik, so it uses as much as it needs, though I may be wrong I guess?is there a way to allocate more RAM to this game when it runs? its only using 1g atm for me
Is there any tutorial on the vector creator and the transform data tools? Or someone who can explain how they work?
Can't believe you guys use Nav meshes. Straight out of 2006. Source, specifically CS:GO has some "fancy" ways to force generate updated Nav Meshes on the go (a console command lol). Could implement it on loading screen/using teleporters/loading custom maps. Another thing worth mentioning is that completely custom areas will not have any functional nav meshes in source by default resulting in completely broken pathing until the nav meshes are force generated, so for modded maps doing so when loading could help a bit. I don't know if Unreal has similar functionality though.Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.
The npc follow code uses a system called nav mesh which is a simplified geometrical representation of the landscape, the issue with that is it cant be generated in realtime as far as I know of. But it could be that UE5 has a solution to that which we can make use of in the future.
Cheers,
-S
Thanks, is there by any chance any info on the transform data tool?You must be registered to see the links
Timestamps for various things such as your requested "Transformer and Vector" are in the description, click to expand it.
hay alguna sulocion en youtube, la has probado?
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Hola, encontre una solucion hace unas horas. A mi me paso lo mismo. Lo que hice fue descargar los directx 9, 10, 11 y 12 inclusive. Por lo que estuve investigando, el juego al utilizar el motor UE5 utilizado funciona muy bien con drivers como Directx 12 que es el mas actual, pero suele suceder que faltan archivos para ejecutar el juego que solo puede brindar drivers anteriores como el Diretx 9 o 10, etc. Yo por mi parte tenia instalado el Directx 12, y funciono instalando las otras verciones anteriores. Espero haberte ayudado en algo. Saludos!!!