Unturned II 开发日志 #034

4.20.6.0更新正在进行的保存和加载工作。

实际上,这周我一直在计划进行混战。但我们到了!有很多很好的改进可以分享。如果您想分享您的近战建议,下面是当前的状况:https://trello.com/c/Ns9jDz2r

新储蓄

最终,它将是伟大的,能够快速保存,然后立即快速加载,而没有任何明显的变化。在这个方向上,现在有更多的对象与持久性集成:

射击靶场

所有射击场道具都使用蓝图功能。目标距离,粘土陷阱速度,甚至飞行中的鸽子都被储存起来。

车辆

汽车位置和大部分部件,如信号,发动机,窗口上/下,等等都是存储的。乘客被装进自己的座位--尽管在未来应该有一个距离上限。

其他

全息光色,瞄准方向,和其他几个分类的数据被保存。

对象引用

乘客被装回自己的座位是保存的对象的第一种相互引用的形式。3不支持这一点,它应该打开了许多有趣的可能性。例如,当你试图在停车场找到你的车时,你可以用车钥匙对成对的汽车发出嗡嗡声。

然而,这确实需要做更多的工作。它目前使用唯一的名称,但如果在服务器之间传输保存数据,这将不能很好地工作。它可能会被GUID取代。

背景任务

Io现在是异步处理的,在“紧急保存”(如关闭游戏窗口时)回过头来阻塞IO。这使得单机可以在后台运行周期性的自动音阶(每5分钟一次),而不会结巴。

这里一个意想不到的挑战是,自动保存的屏幕截图也必须是异步的。这也有加速正常截图的好处。类似地,屏幕截图在紧急保存期间执行快速强制呈现和阻塞IO。

 

原文

4.20.6.0 update continuing work on saving and loading.

I had actually been planning to work on melee this week. Yet here we are! Lots of nice improvements to share. In case you would like to share your melee suggestions here is the current status:https://trello.com/c/Ns9jDz2r

Newly Saveable

Eventually it would be great to be able to quicksave and then immediately quickload without any noticeable changes. In this direction, many more objects are now integrated with persistence:

Firing Range

All of the firing range props use the blueprint functionality. Target distances, clay trap speeds and even the in-flight pigeons are stored.

Vehicles

Car placement and most of the components e.g. signals, engine, window up/down, etc are stored. Passengers are loaded into their seats - though in the future there should be a distance cap on this.

Other

Holographic optic colors, aim direction, and a few other assorted pieces of data are saved.

Object References

Passengers being loaded back into their seats is the first form of saved objects referencing each other. 3 did not support this whatsoever, and it should open a lot of interesting possibilities. For example, using the car keys to beep the paired car like you might when trying to find your car in a parking lot.

This does bear some more work to do however. It uses unique names at the moment, but this will not work well if transferring savedata between servers. It will probably be replaced with GUIDs.

Background Tasks

IO is now handled asynchronously, and falls back to blocking IO during an "emergency save" like when the game window is closed. This allows singleplayer to run periodic autosaves in the background (every 5 min) without stuttering.

 

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