Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game does use somewhere between 14 and 20'ish GB of ram, that's just the price I have to pay when using 60+ creatures with between 3 and 10 skin textures that can be loaded in the game at any time in any combination and having multiple biomes in the game in the any map.
The game shouldn't be at 99% GPU after its initial loading, so I'm not sure what's going on there, I'm not a graphics programmer, and I used Unity HDRP to make the game so I know its a little more intensive on the graphical side of things. The only thing i can do regarding that is keep updating the game engine and hope any bugs that might be in the graphical pipeline get fixed, and to update any 3rd party asset systems in the game such as Enviro 3 and KWS water in case any bugs are getting fixed.
I can however look into the floating titanoboa though, thanks for reporting that.
Hey, serious man... I really liked Path of Titans, but it isn't worth playing anymore being that if you aren't in a entire group, then you get slaughtered anywhere you go. Besides, all there is to it is to pick up sticks / pinecombs / etc... no AI creatures roaming like this. The Isle sucks big time being all you do is lay in the woods, come out to eat / drink / lay in hiding. If anyone see's you then you're dead instantly...
With that said, I want this game to succeed badly!! I mean, this one has tons of AI roaming and you actually get to HUNT! + The TitanBoa, come on man!! I just don't understand why it's so intensive on my system. I have nothing else running, not even firefox. I turn off all 3rd party programs and all, just in case it conflicts with it. I just went into the Geforce settings and tried to manually turn down some things to see if it helped. I was able to play it for about 30 minutes before it crashed this time.
However, yes the Titanboa floats above the ground on both maps, it seems. Mostly when it's small, I did manage to grow some and HOLY COW it's awesome! It did seem to be on the ground a bit more the larger it gets.
Another thing, it's kinda hard to tell where you're striking to deal damage to another creature. Perhaps a "lock-on" target would be nice to help kinda determine where to strike / hit.
Overall though, I am wanting this to work for me so bad, so I'm willing to change / test things to get it working.
EDIT: Oh, the fps isn't a problem. I get 100+ on Ultra. It just eats my GPU + RAM to the point it sounds like my PC is going to blow up until the game crashes. I tried to turn the settings down to "High" just to see if it helped and not sure that it does.
So, I played around with the Nvidia control panel settings for this game and it seemed to last a bit longer.
Screenshot: https://ibb.co/cFwLcr1
I am setting 1 ram setting in code, that ties in with Unity and an amount of memory it uses for a certain feature, I thought it was for system ram, but maybe its for vram and I'm setting it to use a % of the system ram and thats causing the problem because that % is higher than the max of the graphics card vram. I'll try to just comment out this line of code and maybe that could help. I'll at least do a little more research on the setting and see if I can find anything important about it to see if I can rule that out or not.
The main focus of Primeval is to have a very strong singleplayer experience, and then one day, when there is enough demand, take that strong singleplayer experience and turn it into a hybrid singleplayer/multiplayer experience.
I've also played those other games, and like you said, there is very little to do. They look pretty but I can't usually even find anyone else in their servers, let alone food to eat to survive and grow. I want for them to get better but its been years and the experience hasn't changed yet. Primeval on the other hand, has had tons of updates over the course of its 4+ year early access period and has gone through a lot of fixes, improvements, and optimizations. I still have a lot I want to improve and add to the game but its going to have to come later than 1.0 came.
Give me a little while and I'll get on the floating titanoboa and that ram setting now and I'll let you know when its ready to test to see if that settles down your gpu.
Press the left-control key once to get into that mode, then use the movement keys to strafe. Press the left-control key again to get out of the mode.
I can't remember for certain but during that mode the titanoboa might not be doing any tail animator/spine animator stuff so it should be a straighter shot to the target from where you're facing.
Ok, awesome! Thanks!
Let me ask you this, could it be something on my end? A setting that uses all of my VRAM? Not sure what considering that I play PoE2, Diablo IV and Skull & Bones with no problem and it doesn't eat it up... so, not sure?
The game lasted over 2 hours this time, so maybe that helped, not sure about fixed. It still has major spikes going from 37% GPU to 99% from time to time.
Quick Question please: I see that you're trying to move the game over to Unreal Engine, will we have to repurchase it when it's done?
Also, may I ask why? I worked with Unity Engine on games, I had a very HARD time with collisions. I had to actually create a sphere in front of the NPC's to get them to work, but if you ran into them with the player it would deal damage. Horrible! I say this because I notice how it's very difficult to maneuver up and down cliffs / hills / objects... I was curious if you had / have the same problem?
Unity has proven very strange in a couple of areas, mostly in default collision mechanics. I have to completely do any collider collisions from scratch using distance checks or raycasts because the traditional "OnTriggerEnter" / Exit and "OnColliderEnter" / Exit have quit working at some point and no-matter what I do they will not work anymore which is really weird.
I did have sliding and falling in the game at one point but had to remove their implementation. They'll most likely be returning in a future patch. Another thing is that I wrote all of the movement code from scratch and didn't use default character controllers for creature movement player and AI, and only recently started using character controllers for only the player and only for basic ground movement, because it was at the time very costly to go that same route for tons of AI in the scene at once. I think at some point I will work again with the character controllers for AI and rewrite some stuff to make flying and swimming a little bit more automated with the Unity character system and as a result it should look and work a little more smoothly.
Oh regarding the current maneuvering up and down cliffs for the player, that's a static value set for the max slope on its unity character controller. At some point I may switch that to a custom solution again.
Yeah, I get just creating a whole new game / version if you move over. Most people don't understand how much work that would be. I haven't messed with Unreal a whole lot, but I'd imagine most of it couldn't be just copied / pasted over. Especially if you used animations in the animator. Not sure how Unreal does theirs... I do wonder if Unreal has better colliders though.
Just trying to move stuff from one project to another in Unity itself was no easy task, I can't imagine from one engine to another, ugh....
On to your game now, I am enjoying it and it does last a bit longer before crashing on me. I think it's the textures. It seems that when I run into the HUGE dino's then it freezes a bit, like it's loading their texture / skin. I also did some reading up on why it would use all the VRAM and that was one of the reasons, so I tried to lower the texture options and it seemed to go from crashing every 10-30 minutes to every 2-4 hours. I might try to lower it even more to see.
I didn't really care for the Isle at all , but I see that you took some features from both The Isle and Path of Titans. I don't really care for the pitch black nights, I mean no moon(s) at all ever. It should be able to be skipped or have the options when starting a new dino to where you can have longer days / nights or vise versa so that you can actually avoid that, imo. I enjoy roaming and hunting a lot! But at night, man... Perhaps have it to where you can sleep through the night in your nest? Maybe you do have that, I haven't got too far into building a nest yet, I built one on top of the starter one once, but I don't think I should have done that.
I'm going to try and look up a few things, like what are the traits and how to get them? Oh and another thing, the quests for herbs? Insects and such I found that I couldn't do them being the Ano couldn't eat insects. The hunt / kill quests are nice, however I traveled for over 2 hours in real life on the map and never seen any of the dino's for 5 quests that I needed. Perhaps add a feature to cancel quests and get new ones? That way we can have some we can complete? One of my quests was HUMANS?! WHAT?! lol ... I was like, umm... where would I see them?! But I don't mind searching, like I said your game is much better than path of titans picking up acorns / pinecombs, cause we know how the dino's actually did that... pfft! I guess it wouldn't be too bad if you put that into the game just for the nest building / maintenance or something... but it got boring not seeing any dino's roaming other than players to kill you.
Some more tweaking / optimization and I think your game would blow them both (The Isle (already does as is, imo) and Path of Titans) out of the water, imo!
The textures are all set to 2k textures, and they could be 4k but I've refrained from that because it would use up more memory. At 4k they'd look better but I think now they look pretty good, other than the oldest creature models I'm using, like the troodon, and ammonite, there's a few more like them but I hope to get those replaced at some point. Add HDRP on top of that and that adds some overhead to everything including textures and memory I've heard.
You can enable night-vision with the V key and that should help make things a lot more visible on land. Underwater it doesn't help as much, may need to work on that.
Traits haven't made it into the game yet (the traits from the actual "Traits" tab, the "Evolution" tab has a different version of traits which are actually more like talents).
I added in the ability system so I could add more than just the 1 basic attack for creatures, and then the trait system was going to come after that in a patch but I think I'm going to do it a bit like Path of Titans did and work on the abilities for one creature at a time or maybe in smaller groups of creatures at a time and with that I'll work on adding traits, kind of like those TLC patches that game has. 62 creatures is a lot of work for adding content like new abilities and stuff all at once so I need to take smaller tasks and finish it bit by bit.
There are some starter evolution talents though ("Evolution" tab) Those you just unlock by earning evolution points from eating, killing, doing some tasks then go and drop points into whatever talents you want. I would avoid spending points on the far left and far right sides of the evolution trait page right now, the ones involving roars/calls and footsteps, those were going to be more useful for multiplayer and that's not available right now so I feel those might be wasted energy for anyone right now, though they do work. I want to expand this system as well, to be a little more like a talent tree system with more meaningful choices for varied gameplay. This system will be getting worked on at the same time as the abilities/traits I mentioned above.
I did have a button to randomize your tasks but at the time it could be abused for just getting a bunch of "Drink Water" tasks one after the other and just sitting in one spot drinking a bunch of water earning a bunch of rewards. Not sure if that ever really was a big issue but it seemed like it could of been, so I hid that button away.
I'm glad you're enjoying the game so far. Worked really hard on this game over the last 4 years so I like hearing when people actually enjoy it.
Aye, I got the bullets working, just not the melee w/o them running into one another doing damage by colliding.... I also went as far as putting separate colliders in the head / torso / legs to deal different damage depending on where you shoot them.
Ok, I like the idea how you have it to where the longer you play, the more evolution points you earn and make your dino stronger as in having more health, damage, stamina... perhaps add less toxicity gain / faster wear off , more oxygen , longer hunger / water needs or something...
As far as the quests, how about just putting a 30 minute timer / cooldown. That way you cannot receive the same thing twice before a 30 minute cooldown? In other words, you have 30 minutes to complete a quest, once completed or 30 minutes is up, then it leaves and goes into a 30 minute cooldown. Or maybe a button to where you can change them, but it will go into a 30 minute cooldown so that you cannot receive it again for 30 minutes. This way it's always cycling through quests and you aren't stuck with 4-5 to where you cannot find the type of species to kill...
10 / 15 or 20 minute cooldown as well, whatever is more balanced to cycle the quests. Not sure how many total they are, maybe 30 minutes is too long, but with a cooldown no one can exploit the same quest over and over...
My GPU goes from 99% to 0-11% usage.
My CPU goes down to around 15-30% usage.
My RAM stays the same.
My FPS drops from 90-115 down to 0-5.
I cannot figure out if it's because the chat spamming or do you make the game save every time you put anything into the nest?
** EDIT ** I believe that it's the chat causing this. It seems that everytime the chat window pops up it lags. Is it saving the entire log file or do you delete it after 50 or so messages?
If so, it would probably be a good idea to have shift+right click to put the entire stack in, instead of one at a time. This would be amazing either way, actually.
Also, my game crashed after hours of playing yesterday, I came back to no nest, but once I put a new nest down, it seemed to still have my items in it... is this normal?