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iwawa

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  1. Like
    iwawa got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Started a new multiplayer game with two people. Performance wise it started out well, but after about an hour it became a laggy mess.
     
    Here is a quick example of the lag we'd experience "driving full speed" in the center of West Point. I did not experience these extreme freezes as my friend who recorded this did, but instead got these freezes in the form of the vehicle slowing down over and over. The lag was no different while on foot, nor with only 1 person in the car. 
     
     
     
    (SOUND WARNING)
    A small bug that we noticed while attempting to record the first video, was the car horn getting stuck when a passenger types a word with the letter H into chat. The horn didn't stop until I stopped the car.
     
     
    Other issues:
    - An issue as we had with multiplayer back in May 2017, was that containers appear empty for players that were not in the area when the container was loaded for the first time or items were added/removed by another player while they were not around. This bug is still there, where for example any houses one of us had previously gone past but not looted were completely empty for the other person. Containers edited in our base when one was out looting appeared empty or unchanged for them when they returned. 
     
    - The nerf to off-road speed feels pretty extreme. Yes, you should drive slower off-road, but not at snail speed. Just makes it feel really tedious. 
     
    - In order to access the trunk of a car, you need to be holding the car keys for that car. Meaning if you are more than one player, other players can't even see the trunk, making it pretty tedious having to move keys back and forth between you just to offload loot. More of an inconvenience than a bug, where it would make more sense if you could unlock it for others. Or is there some way of doing this already that I'm unaware of?
     
    - When taking items out of a car trunk, those items get deleted. It goes into your inventory then disappears after a couple of seconds. Found a temporary workaround by dropping items from the trunk onto the floor, then from the floor into your inventory.
     
    System 1 (recorded videos on):
    i7 4770K
    32 GB RAM
    Geforce GTX 980
    64 bit Windows 7
     
    System 2:
    i7 3770K
    16 GB RAM
    Radeon R9 390
    64-bit Windows 10
  2. Like
    iwawa got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Started a new multiplayer game with two people. Performance wise it started out well, but after about an hour it became a laggy mess.
     
    Here is a quick example of the lag we'd experience "driving full speed" in the center of West Point. I did not experience these extreme freezes as my friend who recorded this did, but instead got these freezes in the form of the vehicle slowing down over and over. The lag was no different while on foot, nor with only 1 person in the car. 
     
     
     
    (SOUND WARNING)
    A small bug that we noticed while attempting to record the first video, was the car horn getting stuck when a passenger types a word with the letter H into chat. The horn didn't stop until I stopped the car.
     
     
    Other issues:
    - An issue as we had with multiplayer back in May 2017, was that containers appear empty for players that were not in the area when the container was loaded for the first time or items were added/removed by another player while they were not around. This bug is still there, where for example any houses one of us had previously gone past but not looted were completely empty for the other person. Containers edited in our base when one was out looting appeared empty or unchanged for them when they returned. 
     
    - The nerf to off-road speed feels pretty extreme. Yes, you should drive slower off-road, but not at snail speed. Just makes it feel really tedious. 
     
    - In order to access the trunk of a car, you need to be holding the car keys for that car. Meaning if you are more than one player, other players can't even see the trunk, making it pretty tedious having to move keys back and forth between you just to offload loot. More of an inconvenience than a bug, where it would make more sense if you could unlock it for others. Or is there some way of doing this already that I'm unaware of?
     
    - When taking items out of a car trunk, those items get deleted. It goes into your inventory then disappears after a couple of seconds. Found a temporary workaround by dropping items from the trunk onto the floor, then from the floor into your inventory.
     
    System 1 (recorded videos on):
    i7 4770K
    32 GB RAM
    Geforce GTX 980
    64 bit Windows 7
     
    System 2:
    i7 3770K
    16 GB RAM
    Radeon R9 390
    64-bit Windows 10
  3. Pie
    iwawa got a reaction from ProjectSky in RELEASED: Vehicle Test 41   
    As an update on the reported lag, I went to test a bit more to see if any specific settings would improve the issue seeing as not everyone seems to get it?
     
    - Build 24: Lag spikes every 1-3 seconds.
    - Build 21: Lag spikes every 1-3 seconds.
    - Build 38: Feels much smoother, no noticable lag.
    - Lag is still there even when both zombies and vehicles are turned off, but not as intense.
    - Lag is increased when entering towns, residential areas or parking lots. Not noticeable in the wilderness.
    - It doesn't seem directly FPS related, as FPS pretty much remains at 60 during spikes.
    - Turning OFF Multi-core in the display settings seems to stop the main stuttering, but the game still does this weird thing where it "slows down" everything each second or so. You kinda feel like you're going in slow motion over and over.
    - When turning the frame limit down to 30 FPS on top of the multi-core thing, that seems to not be an issue anymore. Some screen tearing but this might be fixed with V-sync.
     
    TL;DR: Turning off multi-core and setting max FPS to 30 helps a lot, not sure if it fixes it in situations where you are around tons of zombies or vehicles, but for "running around" it seems to fix the issue to some extent.
     
    edit: Upon creating a multiplayer server, the slow-motion effect is still an issue, even with the 30 FPS max setting. You notice it especially when driving, the car slows down once every second. Also noticeable when going near parking lots.
  4. Pie
    iwawa got a reaction from Man_In_The_Purple_Hat in RELEASED: Vehicle Test 41   
    As an update on the reported lag, I went to test a bit more to see if any specific settings would improve the issue seeing as not everyone seems to get it?
     
    - Build 24: Lag spikes every 1-3 seconds.
    - Build 21: Lag spikes every 1-3 seconds.
    - Build 38: Feels much smoother, no noticable lag.
    - Lag is still there even when both zombies and vehicles are turned off, but not as intense.
    - Lag is increased when entering towns, residential areas or parking lots. Not noticeable in the wilderness.
    - It doesn't seem directly FPS related, as FPS pretty much remains at 60 during spikes.
    - Turning OFF Multi-core in the display settings seems to stop the main stuttering, but the game still does this weird thing where it "slows down" everything each second or so. You kinda feel like you're going in slow motion over and over.
    - When turning the frame limit down to 30 FPS on top of the multi-core thing, that seems to not be an issue anymore. Some screen tearing but this might be fixed with V-sync.
     
    TL;DR: Turning off multi-core and setting max FPS to 30 helps a lot, not sure if it fixes it in situations where you are around tons of zombies or vehicles, but for "running around" it seems to fix the issue to some extent.
     
    edit: Upon creating a multiplayer server, the slow-motion effect is still an issue, even with the 30 FPS max setting. You notice it especially when driving, the car slows down once every second. Also noticeable when going near parking lots.
  5. Like
    iwawa got a reaction from myhappines in RELEASED: Vehicle Test 41   
    As an update on the reported lag, I went to test a bit more to see if any specific settings would improve the issue seeing as not everyone seems to get it?
     
    - Build 24: Lag spikes every 1-3 seconds.
    - Build 21: Lag spikes every 1-3 seconds.
    - Build 38: Feels much smoother, no noticable lag.
    - Lag is still there even when both zombies and vehicles are turned off, but not as intense.
    - Lag is increased when entering towns, residential areas or parking lots. Not noticeable in the wilderness.
    - It doesn't seem directly FPS related, as FPS pretty much remains at 60 during spikes.
    - Turning OFF Multi-core in the display settings seems to stop the main stuttering, but the game still does this weird thing where it "slows down" everything each second or so. You kinda feel like you're going in slow motion over and over.
    - When turning the frame limit down to 30 FPS on top of the multi-core thing, that seems to not be an issue anymore. Some screen tearing but this might be fixed with V-sync.
     
    TL;DR: Turning off multi-core and setting max FPS to 30 helps a lot, not sure if it fixes it in situations where you are around tons of zombies or vehicles, but for "running around" it seems to fix the issue to some extent.
     
    edit: Upon creating a multiplayer server, the slow-motion effect is still an issue, even with the 30 FPS max setting. You notice it especially when driving, the car slows down once every second. Also noticeable when going near parking lots.
  6. Like
    iwawa got a reaction from myhappines in RELEASED: Vehicle Test 41   
    Thank you for the hotfix earlier, wasn't expecting one within minutes of posting
     
    Basically we started a new multiplayer game with 24.3 with the intention of trying to run a longer term game in order to provide more in-depth bug reports for you guys! But sadly the lag was still a considerable issue (not to the same extent as experienced with cars in every parking spot, but still noticeable), to the point where it is hard to keep people playing. Tried testing this in singleplayer as well and got the same results on two different systems, even with low vehicle spawns and 0.3x zombie spawns.
     
    The lag increases when going near a parking lot, driving or when there are a lot of zombies nearby. Lag is not noticeable away from towns.
     
    It is worth mentioning that this is the same type of lag we would experience in long-term games (1-3 months into the game) when testing earlier this year, which was due to a memory leak.  Obviously this isn't the case now, as it happens at the very start of a game, but it is very clearly tied to the vehicles themselves and results in similar lag spikes.
     
    System 1:
    i7 4770K
    32 GB RAM
    Geforce GTX 980
    64 bit Windows 7
     
    System 2:
    i7 3770K
    16 GB RAM
    Radeon R9 390
    64-bit Windows 10
     
    Haven't seen that many people complain about lag spikes though, so i'm curious as to whether or not others are experiencing the same thing (on fresh build 24 servers, not old saves)? Very strange
  7. Like
    iwawa got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Thank you for the hotfix earlier, wasn't expecting one within minutes of posting
     
    Basically we started a new multiplayer game with 24.3 with the intention of trying to run a longer term game in order to provide more in-depth bug reports for you guys! But sadly the lag was still a considerable issue (not to the same extent as experienced with cars in every parking spot, but still noticeable), to the point where it is hard to keep people playing. Tried testing this in singleplayer as well and got the same results on two different systems, even with low vehicle spawns and 0.3x zombie spawns.
     
    The lag increases when going near a parking lot, driving or when there are a lot of zombies nearby. Lag is not noticeable away from towns.
     
    It is worth mentioning that this is the same type of lag we would experience in long-term games (1-3 months into the game) when testing earlier this year, which was due to a memory leak.  Obviously this isn't the case now, as it happens at the very start of a game, but it is very clearly tied to the vehicles themselves and results in similar lag spikes.
     
    System 1:
    i7 4770K
    32 GB RAM
    Geforce GTX 980
    64 bit Windows 7
     
    System 2:
    i7 3770K
    16 GB RAM
    Radeon R9 390
    64-bit Windows 10
     
    Haven't seen that many people complain about lag spikes though, so i'm curious as to whether or not others are experiencing the same thing (on fresh build 24 servers, not old saves)? Very strange
  8. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Hotfix 24.3
     
    Fixed some car having no trunk (hence the stuff dropping out of it).
    Fixed car gliding when trying to stop it.
    Fixed car spawning everywhere.
    Fixed engine being "Under Hood".
    Engine category is now "Under Hood".
  9. Spiffo
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 24:
     
    [New]
    Show engine volume as a visible stat in car part details. Added missing parking stall zones in Rosewood, March Ridge, Dixie and other locations. Player with relevant skills and items can now repair damaged trunks directly in the Mechanic UI.     Deflated tires can now drop off your car instead of bursting. Vehicle control and behaviour now impacted when going off-road. Added suspension parts. Low condition suspension will make for a bumpier ride. Added missing mask and light to cars.                                                                      Added in-game car manufacturer brands and model names. Added traffic congestion and wrecks. Some big traffic jams are hard-coded, you'll always see them and are part of the game lore. Others are spawned randomly, but will generally be smaller in scale. Balanced how traffic jams and wrecks spawn: extra randomization to positioning, vehicles at the front of the queue should appear in an orderly fashion, while those at the back are more haphazard. New sandbox option: Enable Car Wreck Congestion (default true), set it to false to remove all traffic jams spawning. Added several new car textures damage by Mash. Updated car's shadow.  
    [Balance]
    Balanced parking stall zone vehicle spawn. Balanced West Point, Riverside and Muldraugh vehicle spwaning, rich houses have a higher chance of spawning higher quality vehicles. Removed ability to uninstall a trunk and other vehicle containers. Reduced chances of items falling from a damaged trunk. Updated naming: some old parts now of a 'Valu' brand, Modern becomes 'Performance' etc. Balanced how car stops when having no control (engine brake), should be more smooth now. Removed "Old Brake" item (they won't spawn anymore on a car but you can still install them). Polished Mechanics UI bit more.  
    [Bug Fix]
    Fixed one of the compact cars not having a driver seat. Fixed car key duplication when switching seats. Fixed errors when loading a new save (Bullet wasn't present). Fixed opened trunk acting like there was no trunk when driving and all your loot falling out. Update physics when starting a Mechanic activity - previously when removing a tire on a stationary vehicle physics weren't updated. Fixed removing a tire releasing all air pressure. Add a null variable check in getChunkFromSquarePos function, this will hopefully fix bugs that occur after car crashes. Fixed some vehicles appearing too bright. Fixed compact car's missing shadow. Fixed a bunch of scripting errors for vehicles. Fixed not getting your keys back when running out of gas. Fixed being able to start a car for a few seconds while having no gas left. Fixing not being able to sleep in a car. Fixed a bug in part spawning inventory item calculation. Fixed some burnt cars not having textures. [Building rendering fixes] Player-built fences are now hidden correctly when on south or east side of the upper floor of a structure. Small roof tiles that overhang the edges of first floor roofs are now hidden when the player walks behind them. Slightly increased ‘window peek’ distance. Can now hide multiple buildings if they are blocking our view of the player. Previously only the closest to the player was hidden. Southeast corners of walls or thin pillars would be hidden incorrectly when not obscuring our view of the player. Improved detection of player-built floors for visibility culling. Stops walkways being wrongly hidden. Added back trove.jar to dedicated server.
  10. Like
    iwawa reacted to Batsphinx in RELEASED: Vehicle Test 41   
    This was my fault when I was directing Yuri as my general direction was to take a while getting SP stuff solid in the vehicles beta strand before moving on to MP, but with hindsight I now see that this wasn't the correct course of action.
  11. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 23:
     
    [New]
    Engine can now stall depending on engine condition rather than engine quality. Removing a seat provides a container capacity of 30 (20 on small car). Every car now has a base trunk size: if you remove the trunk door then you'll still be able to put stuff in the trunk, but items will have a large chance of falling out during motion. All car car now drop stuff from trunk if it's missing or in bad condition through collisions etc. How much drops will depend on your speed/steering Step Vans are now also randomly colored. Added rear headlights. Added headlight texture for all cars. Now shown in red if something is running low (eg. gas or air capacity in a tire) Tire condition now has an impact on wheel friction. Each type of tire have a base friction, affected by Mechanic skills & tire condition. Mass is now taken into account in physics calculations. Added an option to inflate or deflate a tire. Beware of inflating a tire too much. Inflated tire will reduce wheel friction and brake force.  
    [Balance]
    Balanced spawns on common parking zones - they now also have a chance to spawn modern cars. Reduced overall chances of having damaged parts on vehicle. Increased base quality of item on common parking zones. Chance of rust will now be based on the zone base vehicle quality (so farm or junkyard zone's vehicle will have more chance to get rust). Improved damage overlay display performance. Polishing Mechanic UI. Increased ambulance base engine power. Lowered the threshold for the tire to explode due to bad condition. Removed tire with 0 air capacity exploding.  
    [Bug Fix]
    Added missing truck size on pickup. Keys no longer required if you removed the trunk or for pickup. Fixed all bags having 50 capacity. Fixed some taxi having no texture (missing mask/lights). Fixed missing Ambulance translation. Fixed not being able to remove the double rear door on some vans. Fixed having double car wavs downloaded. Fixing some missing car item's texture. Fixed vehicle container not spawning stuff correctly. Fixed vehicle spawning everywhere.  
  12. Like
    iwawa reacted to King-Salomon in RELEASED: Vehicle Test 41   
    That was my first thought too as I read the DD some days ago...
     
    all the ideas I read are great but...  sometimes I think there is too much focus on making the cars unnessessary complicated/detailed for the time now
     
    the game is about zombie apocalypse not "sim mechanic 2018"... (with all respect to all mechanic sim fans) I would be VERY happy to have a simple but working car system which can be make more detailed later
     
    The level of detail the devs are trying to get is great (!!) but when I compare it with the level of detail in your other game machanics it is simply not consistent :/  (farming could be WAY more detailed, as well as diagnostics, tool usage, carpentry, metallworking etc pp - clothing system I will not add as I think it will be made new from the scratch with the anomation system)
     
    I can understand that you want to get the cars realistic as possible but that whould not be the goal at this point.. just to make it "work great"... 
     
    I think you are doing great - no doubt about that - but please don't let yourself get stock in microdetailing the cars at the moment...
     
    f.ex. it would be much more logical to add detail to the carpentry system with screws as more robust nails etc instead of all 128 parts of the engine to be simulated real time ... I just don't know...
     
    (if I use the same level of details on the "make a plank" action you would have to a) chop down the tree and survive the fall (!! without any knowlage/skill you will most likly just crash yourself under it one way or another) ) b) chop the trunk to logs (or not if you want to build a wall instead of a fence !) and remove all branches c) dry the wood for days/weeks/months ! d) remove the bark e) grind the log smooth f) saw some planks out of the wood g) impregnate the plank to make it weather proof ... and I am sure I am missing some important points... now we have 2 clicks with 2 tools and from tree to plank in nearly no time at all AND IT IS WORKING)
     
    there are a lot of thinks that are great for itself but not consistent around the game - like the new vehicle weel-UI (created for gamepad users only) and the TV/Radio device UI with is GREAT for mouse-users and looking great too imo... each is working in it's own way but they just don't belong together imo
     
    PS sorry about the confusing post.. not much time and it was really bothering me for days now so I had to give it a try :/
     
    long story short meening: you are doing great per se, but try to be more consistent all in all
     
     
  13. Like
    iwawa reacted to Batsphinx in Released: Vehicle Tech Test build   
    NEW VERSION RELEASED:

    Yuri has done a lot of work addressing memory leaks and general FPS stuff. We've found stuff and fixed it, but we need extra feedback from everyone's different set-ups as there's been quite a few changes under the hood. So please let us know how it runs. 
     
    Also:
     
    FIXED: Trees appearing out of nowhere. (fingers crossed - please let us know)
    FIXED: In MP vehicle inventories appear differently for each player and do not update correctly for all players. All stored contents are lost when a vehicle leaves the cell. Items are lost from car trunk when logging off.
    FIXED: Issue with inventory management, namely after getting inside a car it's impossible to transfer items between player inventory and anything inside.
  14. Like
    iwawa reacted to RobertJohnson in Released: Vehicle Tech Test build   
    Nez version.
     
    Upgraded Physics. Fixed flying car (!)
  15. Like
    iwawa reacted to RobertJohnson in Released: Vehicle Tech Test build   
    New version:
    Bug fixed: Cars sometimes raise high in the sky on the Z axis - meaning they become out of reach. Bug fixed: Fixed an occasional, sudden increase in memory usage that stalls the game after a minute or so of play. Bug fixed: Possible to sleep forever in a moving car, sleep when not tired and even sleep when driving!
  16. Like
    iwawa got a reaction from Kuren in Released: Vehicle Tech Test build   
    We are having loads of fun! Outside of the slight frustration with loot issues, the addition of cars is literally the greatest thing you guys have ever added. We'll keep you updated!
  17. Like
    iwawa got a reaction from JeronLuminourm in Released: Vehicle Tech Test build   
    We are having loads of fun! Outside of the slight frustration with loot issues, the addition of cars is literally the greatest thing you guys have ever added. We'll keep you updated!
  18. Like
    iwawa got a reaction from dnk3912 in Released: Vehicle Tech Test build   
    We are having loads of fun! Outside of the slight frustration with loot issues, the addition of cars is literally the greatest thing you guys have ever added. We'll keep you updated!
  19. Like
    iwawa reacted to Batsphinx in Released: Vehicle Tech Test build   
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