Godot Test Build #10
Added 2023-12-15 00:01:36 +0000 UTCDownload link
https://drive.google.com/drive/folders/14WaBORSeOHCBOCh3qnpY2a_jvBp4tpaX?usp=sharing
General info
1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data
2. You can still share, record and publish content from these test builds, but do not share files or download links outside from Patreon.
3. Feel free to leave comments and feedback in this post. All feedback is important, but most relevant feedback topics are listed at bottom of this post.
What's new?
- Village props & details (WIP)
- Rendering / memory optimization
- Weapon mount system (currently for AKS-74U / MP5)
- RK-95 + animations & audio
- MP5 + animation & audio
- New optics (Aimpoint PRO & HAMR)
- Suppressed indoor sounds for SMG's
Bug fixes & tweaks
- Fixed cartridge eject distance bug
- Improved weapon accuracy
- Improved footsteps sounds
Nice to know (Rendering)
+1000 (props, debris, trash, decals etc.) objects were added to this initial test map and this last test build is all about testing if the rendering can handle large number of objects per scene.
I spent huge amount of time implementing multiple optimization methods to combat this increase of object count and based on my testing the performance should be fairly good.
There's still visual things missing from this test map, but if this test build goes without any issues then I can finish the map and not worry about any optimization tricks before the actual public Godot build.
There's a high possibility that I may have forgotten to cache some of the shaders from these new assets but let me know if there's any stutters or other issues.
Nice to know (AI)
AI may spawn really close to you with this build (test purposes), so if you want to play around with new features peacefully you can turn the AI spawner off in the demo settings.
Nice to know (Weapon accuracy)
I spent quite a lot of time investigating the causes for reduced weapon accuracy at high distances. Based on my findings the root cause were offsets caused by aim sway.
I implemented a fix for this, but there's still few minor things that could be improved.
I placed few shootings targets to the test map and you can test the weapon accuracy for those. They make a "ding" sounds no matter the distance, so you know if you hit those.
Nice to know (What's next)
After this last test build I will start polishing some of the ported features (mostly AI), implementing an initial save system (for settings first) and then finalizing test build.
Test build finalization includes:
- Lighting and visuals tweaks
- Demo loot tables and loot spawning
- More props and details (map)
- Bug fixes (based on your previous findings)
Feedback topics
- Performance (general feedback?)
- Weapon accuracy (reliable?)
- Bugs & crashes?
- Antti (Developer)
Comments
This is excelent. Glad to help :)
Iluvatar
2023-12-18 22:28:29 +0000 UTCI tested the firing with same setup from that video position now after the fix and now it works without any issues.
Road to Vostok
2023-12-18 22:11:29 +0000 UTCThis video actually helped me fix a major bug related to weapon accuracy, I will make a separate post about this at some point :) Thanks! To summarize there was a raycasting bug which limited the weapon fire distance to 100m in certain situations...
Road to Vostok
2023-12-18 22:05:57 +0000 UTChttps://youtu.be/V6G1DHmGFK8
Iluvatar
2023-12-18 22:01:42 +0000 UTCAlso performance is good. Had on stutter entering a building. RTX 3080 ti, 5800x3d Duration 424.53 Total Frames 97487 Average FPS 229.633 Minimum FPS 22.5325 99th Percentile FPS 154.625 95th Percentile FPS 177.882 Maximum FPS 506.945
Iluvatar
2023-12-18 21:48:59 +0000 UTCWith the new targets you have setup, I found a spot where I can hit the target everytime. and take one step back and never hit it. I'll fix a video. I was standing on the logs in the barn.
Iluvatar
2023-12-18 21:40:24 +0000 UTCLittle Late to the Party, 120-130 FPS on Max Settings and everything turned on. Tested all Days of Time and Summer/Winter with every Weather Condition and i'm stable. Have to say, winter with Snowfall at Dusk gave me absolute chills. It's been a long time since I've felt such an atmosphere. I was tense even with AI switched off.
SavRoyale
2023-12-18 01:28:41 +0000 UTCGood point, that's actually true and kind of embarassing since I have personally shot thousands of rounds with RK and missed that, I will fix that tomorrow :)
Road to Vostok
2023-12-16 18:25:04 +0000 UTCThe fire mode selectors on RK-95 and AKS-74U are visually opposite to what the fire mode actually is, i.e, when its supposed to be on single fire the selector switch is at the middle point, which is for auto. Also the fire mode seems to be universal, so when you switch it on one gun it changes for all guns that have different modes.
aatu helminen
2023-12-16 18:04:57 +0000 UTCHi, I had only one performance issue, a big 1 sec mess but I can't success to make it again, it was inside a house. But I had some collision issue with the elbows of the big pipe and with the piping support, no collision box. Also no collision box for the AI. Also, will it be possible to go on (for example), the roof of a visitable building or you choose to use a 2D maps (like Doom I & II) ?
Justin
2023-12-16 17:13:07 +0000 UTCVery amazing what you done so far! It runs smooth, weapon accuracy is now really presice and i love the sounddesign and the overall atmosphere. shooting is fun and weapon handling feels great. I´m looking forward the most to see and try the looting in the future. I came across one minor bug i didn´t see covered in that form yet. For testing the accuracy I tried to get as far away from the metal targets in a straight line as possible. I went in that storrage Building down the dirt-road where log piles were storred and jumped on the piles. It turned out, that i wasnt able to shoot the targets from there (no sound) while I was able to hit the targets from the street and even from inside the building (not jumped on the piles). As there came no AI in line of sight for a couple of minutes (AI spawner on) I didn´t test, if hitting enemies from there is possible for me or its just the metal targets. not sure if this is just the distance, but it felt like a strange coincidence if so. I thought its worth mentioning.
Max
2023-12-16 16:16:38 +0000 UTCThat was the fastest reply I've ever seen, lol. Sounds good! I look forward to the public demo. You're the best Antti!
Kevin Kirkbride
2023-12-16 01:30:57 +0000 UTCI actually noticed that MP5 aim position being a little low also, just fixed that. The prone thing was my fault of adding it to the settings menu, it's not yet implemented to the game, so the ability was just missing :)
Road to Vostok
2023-12-16 01:28:06 +0000 UTCHaven't been able to play the build in a long while, so this was really cool to see the progress besides reading the updates! Performance: RTX 4060 Laptop i7-13620H 16GB DDR4 Ran fine in all weather settings, constant 165 FPS. No crashes, stutter, or pop in. Weapon accuracy: MP5 felt like it shot a little low with iron sights. All other weapons and attachments were on target. General: When equipping a new primary weapon in the UI, then returning to character, I press 1 to switch to the primary weapon but it makes a sound like it is being put away, need to press 1 a second time to have it out.
Kevin Kirkbride
2023-12-16 01:26:23 +0000 UTCPerformance is very solid, no stutters, no unexpected performance drops of any kind that I noticed. Loading times did get worse, but that is entirely unsurprising given the amount of added props. The ground branch scatter prop looks quite rough, especially in winter. My first thought there was LODs not properly loading. I did also notice that sprint-jumping did feel way too agile to me, but I suspect getting the exact movement feel right may not be a priority at the moment. Personally, I would prefer more of a recovery time after a jump. Overall, very impressive work as per usual!
Henry Carlson
2023-12-15 20:07:19 +0000 UTCI hear them walking clear across the map, like they are next to me more or less
DoneFeedingTheFox
2023-12-15 18:54:33 +0000 UTCYou should only hear the nearby AI's, there's a distance threshold which totally mutes the AI footstep volume after certain distance. But if you can confirm that you indeed hear AI's across the map then it's a bug.
Road to Vostok
2023-12-15 18:13:43 +0000 UTCHi! Yep that weather NVG thing is a bug and it's marked at my bug checklist (recent post).
Road to Vostok
2023-12-15 18:12:44 +0000 UTCHi Antti I just downloaded it and started playing it Impressions this time I think the operation of RK95 and MP5 is very good. The weather could sometimes change if you used the night vision device at night and then turned it off again. Is this a bug? Thank you for your hard work on Godot migration. -Pravda VTuber-
VTuber イヴァン・プラウダ
2023-12-15 18:04:15 +0000 UTCI hear ai walking anywhere on map
DoneFeedingTheFox
2023-12-15 17:32:32 +0000 UTCWriting this in english so everybody else understands this too. So far so good. The port has been running well and the fps is much better in godot than it was in unity. No framedrops or anything. Running smooth. Like the visuals and I had totally forgot that games like Stalker had eerie music on backround so I love to have similiar vibes via backround music. I would love to have toggle aim and toggle lean since playing Arma like ages I have always customed to just tap the mouse and aim. Always having modular bindings is awesome to have. My only complaint would be that the hit reg felt off. I could not hit the targets from the great distance. Don't know what that is about. Anyways eagerly waiting the next update again haha. I will now raise my patreon membership to the highest level as thank you. Mukavia kehityshetkiä. Tästä tulee huikee!
BlackVomit
2023-12-15 15:19:59 +0000 UTCThis build feels really nice. I love the scenery and all the background audio, feels so real. Also the windmill really does it for me for whatever reason, it just looks cool. House interiors look pretty cozy by the way :) The game still performs very well maxing out around 190 fps and 210-245 fps on performance mode (210 fps is in the more wooded areas and 245 is at the village). Shooting is pretty much on point now when the reticle is lined up with the target, but at a higher distance bullets just start magically missing the target, even if i changed position only by a couple meters (hitsound doesn't play, maybe they actually hit beside that). Good job fixing the ejection port, casings now fly out from the inside. I also fell in love with the RK (it sounds so nice). Tested with: Ryzen 5 3600, RX6650XT, 16GB DDR4 ram (all tested on max settings, didnt change anything when turning on performance mode) Bugs: -I'm not sure but I think the firemode key may be missing from the keybind settings. -The mosin PU scope makes the tree textures really dark when zoomed in. -Walls still clippable through when peeking.
dvarfoo
2023-12-15 14:58:13 +0000 UTCi5 6600k 1070 With lowest settings i was over 100 fps the whole time which is pretty decent. Got two heavy stutters while exploring outdoors randomly which dropped fps to 70-80.. Couldn't pinpoint when and how but it was just wandering outside near log piles without AI. The mp5 feels great however in the empty clip animation if you have an optic, the hand sweeps through the optic, it's a cool idea but with an optic it doesn't work. The assets look solid, you could walk through the part of the gas pipe that goes underground. I like the log piles but would also love the chopped firewood from those logs (you might have thought about it already), there was also a log pile inside a shed with one apartment size door so that looked pretty uncomfortable like WHY and how did they carry the logs inside one narrow door without chopping them up first lol. Bit of an immersion break there with the log piles inside a complex like there's no way actual logs are somewhere where they have had to been carried by hand. There were so many log piles in the map there might have as well been a sawmill too haha. Nice work and keep it up!
Herbmeiser
2023-12-15 12:50:00 +0000 UTCok perfect, just could not tell if I was being dense and missing something...
JessF
2023-12-15 11:54:22 +0000 UTCi'm loving this update ! I personally didn't notice any performance issue while caping my game at 120 fps (RTX 2060, 16GB RAM DDR4, I5 9600) even with the max settings The new accuracy feel pretty good too imo however i found a minor bug (or at least i think it's a bug?) when you aim with the HAMR or the ACOG then switch to your pistol while still aiming and then re-switching to your primary weapon while still aiming too, the sight will be unzoomed i don't know if it's a known bug and i assume it's only because we're on a test build, but i think it's still worth mentioning ! Nice work and good luck !
Mendfi
2023-12-15 11:13:20 +0000 UTCSo immersive! Runs like butter on 2060 Super and Ryzen 5 5600, 16 GB of RAM. Not once did it drop from my custom FPS cap of 141. Weapon accuracy felt good, big fan of the MP5 with a suppressor and optic. NVG resetting the Dark skybox bug remains, but I'm sure you're aware of that. Great work! I think the Godot community is gonna have a pretty awesome surprise waiting for them at the end of this month. :) Also that windmill is HUGE!!! I have a feeling it'll be vital to getting my bearings.
Fonzi
2023-12-15 05:50:49 +0000 UTCThe deltapoint and dynamic optic switching is not yet implemented since I want to first get this port thing finished (few more weeks to go) and then I can get to "normal development" and start adding new stuff like that to the game :)
Road to Vostok
2023-12-15 03:12:59 +0000 UTCLoving the new updates. The Aim seems great - cannot figure out how to use the top sight of the HAMR. I have a pretty high end rig and am getting 340-360 FPS uncapped and straight 60 with VSync, have not seen any performance issues...
JessF
2023-12-15 02:42:35 +0000 UTCYep this fix wasn't shader related since the current shader is not realistic anyways. The current optic shader is "good enough" to serve this first Godot demo, it's lightweight for rendering and then later on while I have time I will be upgrading those. But if the bullets hit where the reticle is that's the main point for now, realism tweaks come later on once this port thing is finally over :)
Road to Vostok
2023-12-15 00:40:55 +0000 UTCPersonally, while the bullets now hit where the reticle is, I don't think the reticle is where it should be if you're going for a somewhat realistic sight picture. When aiming and moving forward and backward the rifle tilts up and down for some reason, and when walking to the side the rifle leans sideways, but the reticle does not. This is in contrast to leaning which does rotate the reticle.
Hammerkeg
2023-12-15 00:37:09 +0000 UTC