Project Zomboid

Project Zomboid

Superb Survivor 2024 BETA (SP Only) (V41 ONLY)
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Update: 1 May, 2024 @ 5:37pm

Survivors now resume follow when they are companions after finishing attack/pursuit/ whatever tasks
Fixed issue where raiders and survivors could not target player

Update: 1 May, 2024 @ 3:24pm

Fixed a bunch of small cumulative bugs that resulted from the system rework

Mostly improper counting of survivors
Trying out a fix to prevent game from every deleting survivors from the player's group
Fixed issue where survivors stands and stares into space when needing to do first aid
Fixed issue where survivor shooting and reloading simutaneously - Less so now.
Tuned fleeing distances and update frequency - Vision now occurs at least twice per second
AI now properly follows when told to
Fixed AI stuck in car
Potential fixed raiders charging too close to player
Fixed AI shooting without LOS - potentially.


Known Issues
AI just do push attacks instead of regular attacks
AI cant flee when near water
AI runs back and forth when close to walls or fences

Update: 30 Apr, 2024 @ 9:58pm

Hotfixed another bug causing NPC to become a shell

Update: 30 Apr, 2024 @ 9:43pm

Hotkey fix error

Update: 30 Apr, 2024 @ 8:02pm

Logs removed to maintain good performance

Update: 30 Apr, 2024 @ 7:56pm

Reworked task manager (HUGE PERFORMANCE BOOST)

Broke up essential and non essential tasks.
Previously, the task manager would literally try to execute every task at once and just use checks to prematurely prevent them from running.
Now we just check going down the list and if we find a task we need to do, we pick that task (if it is not already in progress) and then execute it.
We dont think about other priorities on the list until we get there.

Essential Tasks are checked and prioritized if the following order.
The AI will not perform tasks near the bottom of this list until the ones near the top are satisfied?
In short, the follow a thought process
1. Injured and have space? Then heal when you can
2. Need to Flee (too many zombies, need to kite, or injured)? Then flee
3. Need to Follow? Then Follow
4. Ran out of ammo for current gun? Switch to another gun (but this doesnt block tasks below from executing)
5. Have a weapon AND you arent holding one? Equip the weapon
6. Seen an enemy very close? Go over there and threaten them (if they are a player and not activtely attacking you) otherwise just attack them
7. See an enemy in the distance? Pursue them until you are in range for the above attack task to fire in the next 'ai thought process'

If and only if ALL of the above tasks do not need to be worked on does the ai even consider doing their other tasks (guarding, building, eating, etc.).
This DRASTICALLY improves ai performance when in combat. Im getting 10 - 15 fps improvements from prior to this change.


Update: 29 Apr, 2024 @ 7:51pm

Had to correct some other small issues
Sometimes when game is loaded, the survivor manager straight up deletes survivors that arent in the loaded cell?
I just made sure that when they are deleted, they get removed completely from the survivor manager to prevent a memory leak

Update: 29 Apr, 2024 @ 6:49pm

Fixed Shell NPC for real this time
Found out that Max NPC doesnt actually mean max...
Its just a softcap because the code always creates npcs in batches and it will create more than the 'Maximum'

Update: 29 Apr, 2024 @ 5:31pm

Fixed bug with new spawning system leading to excessive spawning over the NPC cap causing lag
Should also fix NPC not spawning or spawning shell npcs

Update: 29 Apr, 2024 @ 4:06pm

Managed to move DoVision into a reducer that makes it run ONLY once per second no matter what update ticks is
Moved fire protection and Calculate walk speed into a reducer for only running once per 2 seconds. - These are not critical checks

Moved alot of routine checks to be forced to only run once or twice per second at 60 fps
HUGE performance increase because I did away with the old vision function which processed every single moving object in an entire cell (city block) (400 items on average)
Now the ai will only process the zombies they can see (20 items on average)

Known Issues:
Hollow shell NPCs with no name are popping up as a result of some performance fixes - Testing a fix rn
Some NPC may become unkillable due to Brita incompatibility