revhas Mesaj tarihi: Eylül 20, 2015 Paylaş Mesaj tarihi: Eylül 20, 2015 ne güzel hala aynı adamlar swgnin peşinde :) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Namessar Mesaj tarihi: Ocak 17, 2016 Paylaş Mesaj tarihi: Ocak 17, 2016 bu baya bir seyi acikliyor zamaninda yasadigimiz said: We learned during beta that our deployment hardware was going to be less powerful than we had expected. As a result, we couldn't compute the really nifty procedural terrain on the servers as far out as we had hoped. As a result, our range for combat fell in half or more. This actually broke everything, because the new range was smaller than the minimum optimum range for rifles and snipers. Creatures couldn't pathfind, suddenly. In alpha testing, our AI was way smarter than it was at launch. Pathfinding was supposed to include things like creature emotional state affecting the paths they chose -- e.g., you could stampede a scared critter right off a cliff, and different creatures would attempt different slopes based on how scared they were. Instead, even the basics of whether they were scared of you or not started to not work well. Dynamic spawns that affected terrain couldn't adequately check to see if anyone was there, so buildings would spawn on top of someone else. I don't remember exactly when we realized we had to settle for 2d collision instead of 3d, which meant you couldn't step over a short wall, but that made nobody happy, and I had to defend it on the forums. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Öne çıkan mesajlar