Unturned开发日志 #040-041

关于我一直在做的事情的最新情况Unturned3.x和Unturned .

我的工作结束了3.x在过去几周比预期多。已经有了一些很好的进展未翻二尽管如此。

传输层重写

重写网码的这个方面已经在我的待办事项列表上很长时间了,并且是我在前面的devlog中提到的主要任务。在一个奇怪的正时阀实际上不推荐旧的V1蒸汽网络,在同一天,我开始工作的新的V2蒸汽网络!这些变化基本上已经准备好了,我们只需要从当前的蒸汽客户端测试版中修复。

如果您感兴趣,这里是GitHub的问题,为未来的网码重写。

团结2019年

同时,在进行网码重写的同时,我决定在后台将游戏导入到Unitation2019中。这次升级比2017到2018年更简单,例如资产包是兼容的,所以我清理了大部分立即明显的bug。图形作业不再是试验性的,它提供了很好的性能提升。有一些有趣的问题,如双重渲染范围材料需要重新加工一点,现在完全符合目标颜色。

潜在UI重写

遗憾的是,更新联合使IMGUI问题变得更加明显,因此重写遗留UI可能需要成为一个优先事项。我还没有决定什么时候处理这个问题,但是我的计划是为每个UnifiedUI系统(例如Button_IMGUI、Button_uGUI和Button_UIElements)实现一个包装类,以防止当前哪个UI系统损坏最严重,并用这些类交换当前的类。

下面是UI重写的GitHub问题。

教程视频

官方视频指南的要求很多,而现在一些社区的视频指南已经过时了,所以我打算录下几个切中要害的视频指南。我阅读了提高音频质量的建议,例如处理,并上传了第一个,但它很可能很快就会被重新记录下来,以解决一些问题。

搅拌机

一些双持式的改进,比如两把手枪,大部分都准备好了,只需要动画就行了。目前,当持有一只手物品,支持在你的优势手和你的非支配手是空的双挥,武器将进入双手立场。

我的计划是在搅拌机里做那些动画。从搅拌机开始后,它感觉像是要转换回搅拌机。未翻二最初,但我很高兴使用玛雅,因为变化教会了我很多,特别是关于索具和自动化。搅拌机感觉非常熟悉,但我一直在看很多视频和阅读帖子,以确保我有一个良好的理解正确的方式做事情。

居民动画改进

中左撇子字符的第一个版本。未翻二翻转他们的网格类似于在3.x,但这有许多坏的副作用,如向后文字在衣服上,并没有正常工作在车辆上。我用一些动画节点代替了这一点,以便在运行时镜像动画,例如,当坐在汽车中时,坐姿不是镜像的,而是武器姿态。

为了更好地代表近战击中的位置,第一人称动画将复制第三人称摆摆姿势。

构建远程

本周晚些时候,我开始开发一种简单的工具,用于在构建机和虚幻机器之间进行通信。这样,它将更快地告诉它上传到蒸汽或复制一些调试文件。

 

原文

Update on what I have been working on for Unturned 3.x and Unturned II.

I have ended up working on Unturned 3.x more than expected these past few weeks. There has been some nice progress on Unturned II as well nevertheless.

Transport Layer Rewrite

Rewriting this aspect of the netcode has been on my to-do list for a long time, and was the main task I mentioned in the previous devlog. In a case of bizarre timing Valve actually deprecated the old V1 Steam Networking the same day I began working on the new V2 Steam Networking! The changes are essentially ready to go now, and we just need a fix from the current Steam client beta.

If you are interested, here is the GitHub issue for future netcode rewrites.

Unity 2019 LTS

At the same time as working on the netcode rewrite I decided to import the game into Unity 2019 in the background. This upgrade proved more straightforward than 2017 to 2018, e.g. asset bundles are compatible, so I sorted out most of the immediately apparent bugs. Graphics jobs are no longer experimental which offered a nice performance boost. There were some interesting issues though, like the dual-render scope material needed to be reworked a bit and now perfectly matches the target color.

Potential UI Rewrite

Updating Unity has made the IMGUI issues even more apparent unfortunately, so rewriting the legacy UI might need to become a priority. I have not decided when to work on this yet, but my plan is to implement a wrapper class for each Unity UI system e.g. Button_IMGUI, Button_uGUI and Button_UIElements to protect against whichever UI system is currently most broken, and swap out the current classes with those.

Here is the GitHub issue for the UI rewrite.

Tutorial Videos

There are a lot of requests for official video guides, and some of the community ones are out-of-date nowadays, so I intend to record a few that get right to the point. I read up on advice for improving the audio quality e.g. de-essing, and uploaded the first one here, but it will probably be re-recorded soon to address a few issues.

Blender

Some of the dual-wielding improvements like two-handing the pistol are mostly ready to go, and just need animations. Currently when holding a one-handed item that supports dual-wielding in your dominant hand and your non-dominant hand is empty the weapon will enter two-handed stance.

My plan is to do those animations in Blender. It feels roundabout to be converting back to Blender after starting with Blender for Unturned II originally, but I am glad to have used Maya because the change taught me a lot especially about rigging and automation. Blender feels very familiar, but I have been watching a lot of videos and reading posts to try and make sure I have a good understanding of the right way to do things.

Denizen Animation Improvements

The first version of left-handed characters in Unturned II flipped their mesh similar to in 3.x, but this has a lot of bad side effects like backwards text on clothes and not working properly in vehicles. I replaced this with some animgraph nodes to mirror the animation at runtime, e.g. when sitting in a car the seated pose is not mirrored but the weapon pose is.

To better represent where the melee strike hits the first person animation will copy the third person pose while swinging.

Build Remote

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作者:落叶游戏服务
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