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One day, I asked to test the project on a more powerful PC, after the death of several AI players, the game gave a hang. After he took the project as a portfolio - the result is worse, after the first death it hangs. On my assembly this was not - only the frieze was licked at the first death.

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  • the higher the graphics settings, the higher the detail of models at a short distance
  • with ultra graphics settings, all post-processing processing is activated
  • slight code optimization
  • fixed a critical error when the game process crashed on multi-core systems


  • fatigue:
  • fatigue, the more a character spends stamina, the more he gets tired
  • for recovery it is enough to walk or stand in one place
  • the stronger the character is tired, the faster the stamina is spent and the fatigue itself increases
  • fatigue icon

Minus error

One day, I asked to test the project on a more powerful PC, after the death of several AI players, the game gave a hang. After he took the project as a portfolio - the result is worse, after the first death it hangs. On my assembly this was not - only the frieze was licked at the first death.

When I noticed this frieze at home, I didn’t pay much attention to it, but now I understand that this can seriously affect the project’s performance - I certainly try to make the engine load as minimal as possible, but I think you yourself understand... They started rubbing me, that my schedule is loaded, because it changed in December, that the code is not optimized and other absurdities to solve this problem. Yes - the code is poor, it’s not enough to shoot me for this, but I have only been studying programming for a year, and have already begun to seriously rewrite it. Also, I immediately noticed that it always hangs after the death of the AI ​​player, then this is the problem.

As mentioned earlier, many tools and assets do not work well with some versions of the unit, after updating the version of the engine, I had to add vegstudio. On the corpses of the player, too, is the tool, which Ragdoll realistically works on. It would seem - what is difficult in this Ragdoll? But in fact there are shoals in the standard system, the plus is the normal reaction of the character during contact with something.

And after much testing and tweaking, I still haven't solved the problem. I decided to update the version of the tool, since a new version was released long ago, and because of the soapy priest I did not update it. As they say - until it bites. After the update, the system began to work much better and faster, maybe I’ll even refine the system - which I haven’t talked about yet.

Fatigue

Oh... How tired I am... is the character’s comment when he ran 3 km with me and knocked out 6 opponents.

Icon in the interface, description in two languages, wait a minute - you will rest. This has already passed, the most interesting is the impact of the status, namely:

  • yellow is out of breath - the character needs a little time to take a breath
  • orange tired - the character is seriously tired, he needs more time to relax
  • red no strength - the character is very tired of the slightest effort

So far, the negative effect is an increase in the cost of stamina and fatigue itself. In the future there will be more effects.

Video:

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