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Steam News14 July 20205y ago

Isle DevBlog #3: Now with less Animal Instant Transmission

Programmer - Adam - dmIV Having a bit of calm after the storm that was the push to get EVRIMA into your hands I went on a break to make up for the extra hours that were put in.

In this update2

Full notes

Full The Isle update

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What changed

1 fix1 addition3 changes0 removals
  • Fixes
  • Server
  • Balance
  • Gameplay
  • Performance
fixedProgrammer - Adam - dmIVMy primary addition for the month is safe logging. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. Turns out I forgot to mention that resting is a requirement now. Sorry, lesson learned. At the time of writing there is still an issue that prevented it from going live. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.
changedProgrammer - Adam - dmIVAs many of you know a major issue was the jitter when turning, especially at high speed. It's once again something we couldn’t test in-editor so it gave us a lot of headache. Multiple attempts were made, but it appears I finally found the solution. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. All we had to do was increase the minimum update rate to a value that gives better results. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers.
changedProgrammer - Adam - dmIVTo experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. I worked on making it simple to do what we use it for. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well.
addedProgrammer - Adam - dmIVI also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently.
changedLead Programmer - Filipe - FTessaroNow that I’m back from vacation I have been primarily working on performance improvements

The Isle changes

fixedMy primary addition for the month is safe logging. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. Turns out I forgot to mention that resting is a requirement now. Sorry, lesson learned. At the time of writing there is still an issue that prevented it from going live. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.
changedAs many of you know a major issue was the jitter when turning, especially at high speed. It's once again something we couldn’t test in-editor so it gave us a lot of headache. Multiple attempts were made, but it appears I finally found the solution. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. All we had to do was increase the minimum update rate to a value that gives better results. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers.
changedTo experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. I worked on making it simple to do what we use it for. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well.
addedI also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently.
changedNow that I’m back from vacation I have been primarily working on performance improvements

Programmer - Adam - dmIV

Having a bit of calm after the storm that was the push to get EVRIMA into your hands I went on a break to make up for the extra hours that were put in. This makes the month's update shorter than normal and even that is just going to be me talking about bug fixes. One of our more pressing matters was people figuring out how to play as unreleased dinosaurs. You can trust me when I say that I want to get the Pteranodon out there as soon as possible (because I want to work on it), but other tasks take precedence. Like preventing people from playing as unreleased dinosaurs.

My primary addition for the month is safe logging. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. Turns out I forgot to mention that resting is a requirement now. Sorry, lesson learned. At the time of writing there is still an issue that prevented it from going live. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.

As many of you know a major issue was the jitter when turning, especially at high speed. It's once again something we couldn’t test in-editor so it gave us a lot of headache. Multiple attempts were made, but it appears I finally found the solution. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. All we had to do was increase the minimum update rate to a value that gives better results. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers.

To experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. I worked on making it simple to do what we use it for. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well.

I also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently.

Lead Programmer - Filipe - FTessaro

Now that I’m back from vacation I have been primarily working on performance improvements

Source

Steam News / 14 July 2020

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