![hurtworld single player crack hurtworld single player crack](https://i.ytimg.com/vi/NLgoaUQVLTI/maxresdefault.jpg)
They look great using this method but Simplygon can do this in 10-20 seconds. In the past we have hand built these and it is time consuming. Good news is, we now are using Simplygon to create our LOD’s and it’s super fast. Sometimes this is due to not knowing if a mesh will stay in the game long term and sometimes we just need it in game asap and don’t have time to make them. So far we have made a fair amount of LOD’s (Level of Detail) meshes in Hurtworld, but we haven’t always had time to create LOD’s for everything. So we have some easy wins performance wise that we hope to achieve pretty quickly in regards to poly counts in the game. V2 will be rolling out without a “No EAC” version, so if you are still one of the few people who can’t connect to EAC servers please notify us on the forums so we can get it sorted before release. With Mils working through LODs for everything and Splatt consolidating map resources we should have V2 running faster than V1 by release. We still need to do a serious optimisation pass and stabilise a few core bugs but nothing I think we can’t handle by then. If everything goes well this will likely be Early Jan.
#Hurtworld single player crack Patch#
My hopes are that the upcoming patch will put the meta in a state we are happy to officially release V2 to the main branch based on the feedback we’ve been collecting from the commuinity. Things are coming along nicely but won’t be ready for the rolling out in the patch on the 13th. This week has involved a lot of trailer footage shooting and more progress on the Mozzy damage model. Was lots of fun, however now I have a heap of footage to trawl through, I better get stuck in. As we progress through the trailer we keep finding better techniques during the capture that i want to implement across the board. We captured various scenarios including early stage combat, raiding and long range gunplay. Last week we found the major dificulty was trying to achieve realistic gameplay footage yet keeping the visuals fluid enough to cut nicely in with rest of the cinematics. Henryīeen another interesting week of collecting footage for the trailer with a focus on PVP combat. We’ll be releasing the next experimental patch on Thursday the 13th of December which will include the return of persistent town loot, rebalancing the vehicle system (removal of insurance and vehicle destruction, return of destructible wheels and making building a vehicle more achievable), return of the large mining rocks in the final biomes and craftable dynamite along with a bunch of bug fixes and other small changes. With the spawn director fixed up I’m now moving onto setting up then iterating over and tweaking the spawn configurations for these towns trying to find the sweet spot in loot density and respawn times.
#Hurtworld single player crack registration#
I ended up finding a couple of problems and regressions since legacy, mainly a race condition with our loot position marker registration and our spawn director initialization, also another bug where SpawnerCellUpdatesPerFrame in ServerConfig was being ignored due to cell updates not being tracked properly.
![hurtworld single player crack hurtworld single player crack](https://gamespcdownload.com/wp-content/uploads/2020/03/Hurtworld-Screenshots-3.jpg)
This led to me going deep into our spawning system to find bugs and get to the bottom of what was going on.
![hurtworld single player crack hurtworld single player crack](https://cdn.akamai.steamstatic.com/steam/apps/1163910/ss_c3b4cf142c0e31d1c4ff92e4000b3139c7225f43.1920x1080.jpg)
This week I’ve been continuing adding persistent town loot back into the game which lead into a deep dive into our spawning system.Īfter setting up a whole bunch of extra loot spawn points in all the towns (extra points compared to the set that the loot frenzy events run off) and configuring our spawn director to spawn loot into them I noticed that the spawns weren’t really behaving as expected and often the explicitly set loot points weren’t being used and the system was falling back to random positioning instead.