Godot Test Build #7
Added 2023-11-21 00:39:33 +0000 UTCDownload link
https://drive.google.com/drive/folders/1_hy40EovEKtE7Y6aMWdB5a1BQDkkFU01?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?
- AI spawner (setting option available)
- AI sensor (view, line-of-sight)
- AI hearing (movement, fire)
- AI visibility states (day, night, flashlight)
- AI navigation
- AI animation blending
- AI hitbox system (head, torso, limbs)
- AI interaction (doors)
- AI wander (behavior)
- AI combat (behavior)
- AI directional audio
- AI surface detection
- AI bullet SFX
- AI footsteps
- Player damage impact (camera)
- Player damage HUD effect
- Player damage SFX
- KP-31 + animations
- Obstruction visibility layers (trees)
- Terrain / map framing (border)
- More weapon stats in item tooltip (base damage, caliber etc.)
- Jump + land footsteps with surface detection
- New building
Bug fixes & tweaks
- Improved tree shader LOD transition (less flickering)
- Increased tree density (performance testing)
Nice to know
Mostly the AI system should perform quite smoothly, but there might be few random stutters for certain edge-cases (path recalculation), but I already know the fix for this.
In this test build, AI death is just presented with a sound effect since I'm still designing the ragdoll / death animation system for the AI. In other words satisfying "ding" sound will be the only reward for killing the AI in this test build :)
Feedback topics
- AI spawning & pathfinding (performance?)
- AI sensor and line-of-sight detection (anything unfair?)
- AI firing accuracy (anything unfair?)
- AI hitbox accuracy (headshots work?)
- Directional AI footstep audio (easy to locate with headphones?)
- Directional AI weapon audio (easy to locate with headphones?)
- Bugs & crashes?
- Antti (Developer)
Comments
Correct, I'm running the Windows build on Linux using a compatibility layer. I have not tried running it under Windows. It definitely makes sense that you'd prioritize Windows. There are so many moving parts and potential culprits. The crash could be coming from the Proton compatibility layer, or it could be a Linux driver issue. If you eventually do make a Linux build I'm happy to test that one. I figured I'd share this observation in case it was of any help.
Anthony Bucci
2023-11-24 21:31:56 +0000 UTCHi! To be clear you are talking about running the game on Linux? So none of these crashes or bugs are not Windows related, just to be sure (since crashing the entire PC would be really bad). Just wanted to be sure about this since I would consider those crashes as high-priority bugs... Unfortunately, I don't currently have any method or time resources to debug / test anything Linux related problems. Godot has a separate workflow for handling Linux builds but that's something that I will into only after Public Demo 2 since I have to prioritize my hours for targeted platform / OS first. I'm of course interested about these things and if you find something correlation, that's great but currently I have very little options for these issues as a developer.
Road to Vostok
2023-11-24 21:12:57 +0000 UTCAs of this build I'm no longer able to run under `wine` as I had with previous builds. Instead, I'm using Steam's proton (Proton Experimental updated as of today). I'm getting some crashes that crash my entire computer (!). I haven't been able to nail down exactly what causes these, as it's very time consuming to reboot and retry and nothing is showing up in `syslog` or the kernel log. But it seems to be tied to the graphics settings. If I jack the quality up to Extreme and turn on FSR, a crash seems bound to happen. It might be coincidence, but so far every time there's been a crash I've had the day/night setting set to Dusk. I'm happy to provide more info, tinker a bit more to see if I can find any patterns you're curious about, or wait and see what happens with the next build. Hardwarewise, I have a AMD Ryzen Threadripper 3960X CPU and a Radeon RX 7900 XTX GPU. I'm runnning Ubuntu 22.04 (but pegged to kernel 5.19) and using the amdgpu driver.
Anthony Bucci
2023-11-24 20:40:52 +0000 UTCI have had a good play with this build now, feeling really nice, the AI pathfinding seems to work really well. The only real issue I noticed is that sometimes if I shoot at an enemy and miss, they dont react and carry on walking where they were walking, but they should definitely have heard the shot at least (and possibly even noticed the bullet whizz past them). Would it be possible to make them run for cover when they hear a gunshot?
Sam Hardwater
2023-11-22 19:26:53 +0000 UTCi5 6600k gtx 1070 Overall the AI mechanics are a promising start. I didn't feel any performance issues from spawning etc. Detection worked good other than from very long range and the leaning issue with you and weapons clipping inside walls and rocks etc. Nothing unfair though really. Audio department sounds pretty realistic already. Spatial audio is on point and easy enough to locate, terrain recognition from footsteps and bullets sounds solid, weapon sounds and the bullet whizzing etc. sound realistic. Footsteps are pretty loud which do add to the immersion. I appreciate the initial threat just from the audio alone. It kind of startles you a bit when a bullet goes whizzing right past and hits a surface near you and you're not sure where it came from. General performance was around 90 fps average default settings from 25 minutes of random gameplay, the forest tanks to 50-60 but less intensive areas are over 100 fps. One interesting thing was that gpu utilization was always 100% outdoors while cpu was barely used (usually the other way around). Cpu will most likely increase as the game is getting bigger though. Weird thing is how I didn't hear the fans on my 1070 start spinning loudly which i always notice if the card is running 100% so i'm certain the gpu wasn't actually fully utilized. For comparison i ran in the public demo 1 forest and got way over 100 fps and the fans actually sped up way more and even without 100% utilization. Do you think the gpu utilization has a chance to decrease in the future and what plans do you have for lower specs in general? I honestly think I might be a bit ahead of the curve here since the port isn't even finished yet and i'm already performance testing it haha but i figured i'd still ask. Good news is that the AI being present didn't really affect performance, i couldn't notice any difference to the feel whether the spawner was on or off or whether i was getting shot by 2 AI at the same time or not. It speaks volumes that the systems have a strong foundation to build on top off. I do have one gripe and it's the night time.. it's simply way too bright and optimistic lol, we need the night time to basically be so dark and so miserable you don't see much if anything without a flashlight and makes you not want to go wander outside without careful planning before hand. It does depend if the actual flashlight in the final game is a starting item or how easy you find one when you start a game. Either way now you don't even need flashlight and AI muzzle flash is not as prominent as it should be in the night time. The moon is cool, needs a bit of work to get the moon's lighting right when it's actually dark since it's a very bright moon.
Herbmeiser
2023-11-22 10:54:52 +0000 UTCThanks for the feedback!
Road to Vostok
2023-11-21 22:23:24 +0000 UTCThis is great. Thank you for the hard work and dedication you're putting into this project. Here's my feedback on the most recent build. ~ Good ~ - Movement, sound fx, visuals, performance - Sound again. The directional and various surface sounds were near flawless. Imagining I'm trying to get back to my shelter and navigate enemies on the road at night with NVGs was so immersive. Listening to footsteps and locating enemies by surface and volume was great. - New features in this build are performing extremely well, minor issues noted below ~ Issues ~ - Was able to drop items next to rocks and buildings making them disappear ~ Improvements ~ - Character and gun models clipping through rocks and buildings while walking into or leaning against the surface - Freelook function similar to EFT - Character and gun models clipping through AI - Prone is an input but doesn't work. I'm assuming this just hasn't been implemented yet. - AI reaction to gunshots could be improved. There were times I was sneaking (walking) behind AI #1 while getting shot by AI #2, and AI #1 didn't acknowledge and stayed on path. - Load ammo into the mosin at anytime, not only when it's empty - Add change fire rate to the input settings list
John E
2023-11-21 22:18:25 +0000 UTCThanks for the feedback! Yea there's going to be some group dynamic for upcoming othet factions called Guards and Military. The custom character models for those will be ready within few months and then they will be added to the game.
Road to Vostok
2023-11-21 18:25:54 +0000 UTCTo start off, this build runs really good hitting 144 fps cap without any stutters. AI works nice and it keeps me really immersed. The gunplay is probably one of my favorites in any of the fps games I've played. Theres no problems with pathfinding for the AI or the line of sight, the enemies can come fairly close before shooting and the accuracy is pretty solid. I have encountered some minor issues like clipping through the walls while peeking close to them and a bit of directional audio issues although that can be a problem on my side. I feel like the footsteps are slightly off the actual position of AI sometimes and are a bit too loud considering the distance. Other than that I like the sound design. The bots react to gunshots pretty nicely although theres no reaction after a certain distance (pretty far away). Haven't encountered any problems with bots seeing me from behind foliage or anything like that. I like how you need to keep your head down or get behind cover in a gunfight. The hitboxes of trees could take less space tho because peeking can lead to some bullets getting stopped by the hitbox. Are you planning on making the AI more dynamic/make them work in groups? It would be really cool to see them running to cover or walking in squads. In conclusion, I'm really excited for the next build and I really like where this game is going. Great work overall and can't wait for some indoor locations. Good job bro! Hardware used: Ryzen 5 3600 RX6650xt 16 gigs RAM 3000Mhz
dvarfoo
2023-11-21 18:21:31 +0000 UTCThanks for the feedback, that nightvision thing might actually need also caching since it has two unique shaders, so I will link that to my current caching system. Idk why I forgot to add that in the first place :)
Road to Vostok
2023-11-21 17:59:45 +0000 UTCI recorded 30 minutes of gameplay, but forgot to record audio >.< I think the audio is very nice. I could often figure out an enemies position from steps and what material they were walking on. Gunshots was harder, but that is likely because of the sound of the bullet hitting close to me and also listening for where the shot came from. Performance was good. Only a stutter when turning on the nightvision for the first time. Caching issue? Line of sight was fine. When they did not have eyes on me, they did not magically find me and when they were awere of me they tracked me and followed me. On their acurracy. Sometimes they would miss quite a bit and other times it felt like aim bots. Most of the time it was fine. If I'm careful and use cover. Here is a short video with NV stutter and some pistol gameplay, with no audio. and my PC specs. AMD Ryzen 7 5800 x3D Nvidia Rtx 3080 Ti , 12 gb memory 32 gb ram. 3200mhz nvme ssd. https://youtu.be/8qyiuD59lPE edit: Oh, I forgot. It does seem like they can see through bushes and light cover. If you could get them to guess where I am if they know I'm behind soft cover it would be great, rather then that they can see me. The stutter also seems to have happened once. And is not present on a restart of the game.
Iluvatar
2023-11-21 17:33:28 +0000 UTCi9 9900k + 4070 super smooth. 290 FPS average on open space, 180 FPS inside heavy vegetation. zero hickups. movement feels really good. trying to hit AI from distance doesn't trigger any kind of detection. I don't know if it's supposed to yet but a bullet whizzing by should normally alert the AI. keep it up, this is becoming something special!!!
Cosku Bas
2023-11-21 15:35:46 +0000 UTCI noticed those as well, will be fixed for the next build :)
Road to Vostok
2023-11-21 10:31:41 +0000 UTCGreat performance, super smooth and no stutters or lag when AI were being spawned in. AI Pathfinding is solid with no problems other than AI's arms clipping through the wall on the new building. Audio sounds amazing, I am able to hear direction of footsteps and gunshots easily but still have to have a few shots fired at me to pin point exactly where I'm getting shot from which is perfect. On audio, AI walking through houses on the wood is extremely loud i was located behind the new building in the forest and could hear an AI walking through the furthest building from my position. The AI's line of sight is working great, I sat in a tree and was able to let the AI walk right up to me and past me before ambushing. I also let the AI detect me and shoot at me before using a tree as cover to test if AI would keep locked on which they didn't. The only thing i found was when I was walking through long patches of grass the AI were able to shoot me through it and i couldn't see them. AI hitbox and headshots are solid i wasn't having to "mag dump" into AI to kill them. One thing though an AI was walking by the shelter crossing point on the road and i was stood by the new building, When i shot at the AI it didn't react to my shots or die when i was sure i was hitting it (probably my bad aim). On a side note are you thinking about adding Toggle lean and Aim for more "player control" would also make clearing buildings and corners more natural. Overall fantastic work mate, super hyped for what's to come keep smashing it!!
OC
2023-11-21 10:21:45 +0000 UTCThere's some sort of moire pattern visible with NVG, it gets a bit annoying.
Tom Lister
2023-11-21 08:22:19 +0000 UTCi9-10900k, RTX 3060, 32GB No performance issues for me, ran super smooth. Didn't notice any hitches at all. Detection felt pretty fair, and AI accuracy felt pretty good. The audio is stellar, it's pretty easy to track footsteps even if there's two sets at once. Getting shot at is scary, close impacts almost drown out the gunshots which makes it hard for me to track. Really feels chaotic. I dread the day the AI discovers full auto fire. Only thing I ran into was being able to lean through the walls. I think the AI can see me when I do that too, but I'd have to test it more to be sure. This build is really fun to play! The feel of moving and shooting, tracking footsteps, laying ambushes, and fighting AI around the buildings all feel great, can't wait to see it all come together!
t3hsquirr3l
2023-11-21 08:06:53 +0000 UTCThanks for the feedback! :)
Road to Vostok
2023-11-21 01:56:40 +0000 UTCThis is on RTX 2060 Super, Ryzen 5600 with 16 GB of RAM. AI spawning and pathfinding seems totally normal and functioning, I ran around and tested a few different "combat scenarios" (hiding in a house, rushing people in the forest, etc.) and did not experience any stutters or hitches on maximum settings! :) As far as AI sensing, LOS, accuracy, etc. I did not feel any sense of unfairness or any "wow that's BS" type moments. I've played a lot of Escape From Tarkov which has that issue pretty bad IMO so I feel pretty confident in saying that the AI feels reasonable, definitely moreso than the original Public Demo 1. I'm deaf on the right side IRL so high quality spatial audio in video games is really important for someone like me. Antti, this audio (both footsteps and weapon audio) feels incredibly improved compared to the last AI builds we've had (Public Demo 1 and the small builds leading up to Unity Demo 2). It's honestly really solid. In previous AI builds, I was always really struggling to pinpoint the direction and distance of AI, and in this build, it was so much easier to do that. It's like night and day. Excellent work!!! As a final note, this was the first build where I actually felt really engaged during a firefight, specifically when peeking out of windows trying to shoot enemies on the treeline. Everything was coming together really nicely, from the audio, animations, recoil, etc. This build has really spiked up my hype to whole other level. No bugs or crashes to report. :)
Fonzi
2023-11-21 01:54:55 +0000 UTCSorry my bad, should be fixed now :)
Road to Vostok
2023-11-21 00:46:09 +0000 UTCHaving to request access this time around.
Tim S
2023-11-21 00:44:57 +0000 UTC