2/9/2024 0 Comments Instant transmission png![]() ![]() Swallowing is an ability that isn't working as intended visually, the swallowed creature has a ragdoll during the process, but it is spamming and shaking, so I will return to it and rework the system in order to have a good visual mechanic. Dryosaurus is in development now and we had some problems bringing it’s old animations to EVRIMA, but now it’s fixed, we should have Dryos running around the map very soon. But it doesn't mean we can´t work on new things as we fix bugs. Besides this, servers are having problems with a memory leak, which has also improved, tests are still running so that additional improvements can be made.īug fixes are a constant process, especially after adding more features, like mud on the body after wallowing, collisions, etc. After a little tinkering we gained some performance boosts and increased stability. We’ve noticed that some processes were consuming a small percentage of CPU causing a bottleneck in performance, so if you have a good GPU, but a weak CPU, your fps will be locked, since the GPU needs to “wait” for the CPU. Now that I’m back from vacation I have been primarily working on performance improvements and bug fixes. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. I also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well. I worked on making it simple to do what we use it for. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. To experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers. All we had to do was increase the minimum update rate to a value that gives better results. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Multiple attempts were made, but it appears I finally found the solution. It's once again something we couldn’t test in-editor so it gave us a lot of headache. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.Īs many of you know a major issue was the jitter when turning, especially at high speed. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. At the time of writing there is still an issue that prevented it from going live. Turns out I forgot to mention that resting is a requirement now. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. My primary addition for the month is safe logging. Like preventing people from playing as unreleased dinosaurs. You can trust me when I say that I want to get the Pteranodon out there as soon as possible (because I want to work on it), but other tasks take precedence. One of our more pressing matters was people figuring out how to play as unreleased dinosaurs. ![]() This makes the month's update shorter than normal and even that is just going to be me talking about bug fixes. Having a bit of calm after the storm that was the push to get EVRIMA into your hands I went on a break to make up for the extra hours that were put in. Isle Devblog #3 : Now with less Animal Instant Transmission ![]()
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