-
Content count
293 -
Joined
-
Last visited
-
Days Won
2
Gijs-Jan last won the day on August 11 2018
Gijs-Jan had the most liked content!
Community Reputation
19 GoodAbout Gijs-Jan
-
Rank
Developer
Converted
-
Biography
Game developer enthusiast!
M.Sc. Artificial Intelligence; Maastricht University
Lead Developer / Owner of CodePoKE. -
Location
Maastricht, Netherlands
-
Disgusting changes in october update.
Gijs-Jan replied to UGI's topic in Xenonauts-2 General Discussion
Hi, We haven't looked at the visuals of shooting in GC for quite a bit and because a lot of new assets got introduced need to give it another pass - so likely this is a temporary change. Having said that, it would really help us fix the issue if you could provide some details on the specific issues you have with it. Is it mechanical (Do you feel they miss more, hit more, etc) or visual (it looks bad)? What specifically felt or looked bad and do you maybe have screenshots or recordings of it? (or maybe a save game?) What was the last version you played prior to this version? -
will this virus stuff stop/delay release?
Gijs-Jan replied to gbusrt's topic in Xenonauts-2 General Discussion
Most of us work remotely at the moment. I myself working from the southern part of the Netherlands. So, excluding anything unforeseen such as actually getting ill, it'll affect us less than some other companies. -
Xenonauts-2 Closed Beta Build V8 Released! (Experimental Branch)
Gijs-Jan replied to Chris's topic in Release Announcements
Yeah, and given the file-size problem we have already (until I get to the optimization), you can understand why I really didn't want to have it pretty-print by default! :') -
Xenonauts-2 Closed Beta Build V8 Released! (Experimental Branch)
Gijs-Jan replied to Chris's topic in Release Announcements
It's simply a matter of time and manpower but definitely planned - it's just not a priority at the moment. You are right in the quick win w.r.t. compression, although we need to do that on part of the file so we can support the Save/Load elements' partial loading. There's a bunch of other optimizations planned as well to do with aliasing the common patterns, etc. I assumed Windows because I didn't think that on Linux you would have issue pretty-print formatting it efficiently. It might be that the Save/Load Element will give issue as it's only partially loading files and scanning for (extremely simple) terminator patterns, but the underlying load system has no issue with formatted JSON. -
Xenonauts-2 Closed Beta Build V8 Released! (Experimental Branch)
Gijs-Jan replied to Chris's topic in Release Announcements
The problem is that the file is already gigantic (relatively speaking) and pretty printing increases the size even more given how / what we serialize. (The pretty print doesn't really concern itself with speed either. For the size we've got an optimization pass planned) If you're Windows based I suggest taking a look at Notepad++ with a JSON formatting plugin which works well even with very large files. (https://github.com/sunjw/jstoolnpp, https://sourceforge.net/projects/jsminnpp/ or https://sourceforge.net/projects/nppjsonviewer/) -
Most of the current high-CPU usage (when everything is "idling") is coming from the dynamic batching that Unity is doing as most meshes haven't been statically batched. Given that we're in a destructible environment that's rather hard to do and we want to wait until late in development where we better know which usecases we can easily batch, and which ones we cannot. Having said that - High CPU temperature is mostly because the machine is simply using what's asked from it. I can "optimize" the game (to give more FPS), but I'll always ask the hardware to give it's fullest potential. In a game you tend not to want to leave performance on the table... A framelimiter does mitigate this if FPS is high enough for you and I'll add it as a task for the settings screen for Chris to review.
-
Can you maybe provide a screenshot of what you mean? I'm having a bit of a hard time following what you mean by "go run back out of cover to get around them the long way".
-
The error is popping up in the interaction between logic and animation - a pretty notorious (in it's instability) section of Unity's API. That specific code is not multi-threaded (90% of our core logic is single-threaded, only the FOW calculations run off-thread and they are isolated). We have been able to replicate the issue once or twice (in the past two years) on build, every time adding new logging and getting a new piece of the puzzle. If there is anything unique about your setup I suspect it might be in how you issue orders.
-
[V1.2, V2.0, V2.1, V3.1 - Ground Combat] alien and civilians still visible after moving out of line-of-sight
Gijs-Jan replied to wulf 21's topic in Xenonauts-2 Bug Reports
Thank you for the detailed write up, I managed to perfectly replicate it and find the issue. It should get in in the next patch. -
Missed the Survey how can i get my key
Gijs-Jan replied to Gambler41's topic in Xenonauts-2 General Discussion
Yeah, he's away on a short holiday (he needs one!). I've added it to the morning review on Monday so it won't get forgotten. -
Running Closed Beta build on Linux - Smooth as butter
Gijs-Jan replied to WorstWizard's topic in Xenonauts-2 General Discussion
Thanks for trying out the build on Linux! I suspect issues, if any, are mostly in Ground Combat with regards to shaders. Feel free to report any issues in either this thread, so we can collate them, or through the F12 bug report but make sure to mention you run on Linux for custom bug reports. Having said that officially we won't support a Linux build at this moment. Unofficially I'll keep an eye on this thread and those reports. -
Xenonauts-2 Closed Beta Build V1 Released!
Gijs-Jan replied to Chris's topic in Release Announcements
Got it in the issue tracker as well, looks to be a bug in the auto-dropping of items to the floor. -
Xenonauts-2 Closed Beta Build V1 Released!
Gijs-Jan replied to Chris's topic in Release Announcements
Aw man, I already lost so much sleep the past few weeks :'-( Kidding, we're glued to the issue tracker at the moment and patching what we can!